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Ar/Vr

Total questions: 40

Worksheet time: 40mins

Name
Class
Date
1.

What is a key characteristic of virtual reality (VR)?

a)

VR superimposes virtual content onto the real-world view

b)

VR replaces the real-world view with computer-generated content

c)

VR enhances the real-world view with virtual overlays

2.

What are the three (3) key characteristics of augmented reality (AR)?

a)

AR shows you a completely different world around you

b)

AR makes virtual objects interactive in real-time

c)

AR replaces the physical world with a fully virtual environment

d)

AR combines real and virtual objects to produce a composite view

e)

AR makes virtual objects appear as if they were part of the real world

3.

What are key differences between virtual reality (VR) and augmented reality (AR)?

a)

AR enhances reality whereas VR replaces reality

b)

VR is essentially a computer-generated, synthetic world whereas AR merges the virtual world with the physical world

c)

The R in AR is not the same as the R in VR

d)

VR is more realistic than AR

4.

What is mixed reality (MR)?

a)

MR is the spectrum of augmented reality and augmented virtuality combined

b)

MR is exactly the same as augmented reality

c)

MR is just another word for virtual reality

5.

What is extended reality (XR)?

a)

XR is a superior version of mixed reality

b)

XR is an umbrella term to refer to the whole space of augmented, mixed, and virtual reality

c)

XR is the latest set of technologies superseding augmented, mixed, and virtual reality

6.

Everything in the middle of Milgram’s reality–virtuality continuum is classified as what?

a)

Augmented Reality (AR)

b)

Augmented Virtuality (AV)

c)

Virtual Reality (VR)

d)

Mixed Reality (MR)

7.

Oculus Quest is an example of what kind of XR technology? Choose all that apply.

a)

A built-in AR device

b)

A standalone AR device

c)

A tethered VR device

d)

A standalone VR device

8.

Where in Milgram's reality–virtuality continuum would Microsoft HoloLens be situated? Choose all that apply.

a)

On the left side where it says Augmented Reality (AR)

b)

On the left side where it says Mixed Reality (MR)

c)

On the right side where it says Augmented Virtuality (AV)

d)

On the right side where it says Virtual Environment

9.

Pokémon GO is an example of what kind of XR technology? Choose the most specific answer.

a)

Augmented Reality (AR) application

b)

Extended Reality (XR) application

c)

Virtual Reality (VR) application

d)

Mixed Reality (MR) application

10.

Which of the following are key issues in XR? Choose all that apply.

a)

Accessibility & equity

b)

Privacy & security

c)

Social & ethical concerns

11.

When solving a problem, when would VR not be an ideal solution? Choose all that apply.


a)

The solution requires many non-visual elements

b)

There is a need for connecting with the real world

c)

There is a need for 3D spatial interaction

d)

There are many visual elements

12.

Which of the following are valid examples of AR displays? Choose all that apply.

a)

A laptop showing a YouTube video

b)

A classroom projector showing lecture slides on the wall

c)

A headset showing the real world with virtual objects that appear as if they were part of the same world

d)

A smartphone showing a doggy face superimposed on your actual face making you look like a cute dog.

13.

One of the ways VR technologies work is by displaying a slightly different image to each eye. This is known as what?

a)

Field of View

b)

Stereoscopic Display

c)

Degrees of Freedom

14.

Which of the following are examples of autonomy / agency in VR? Choose all that apply.

a)

The user can choose their own perspective on the scene .

b)

The user can choose to navigate the scene in many different ways.

c)

The user can choose the rendering quality in the settings menu.

d)

The user can choose to interact with any objects in the scene.

e)

The user can choose a level of difficulty in the game menu.

15.

Which of the following statements best describes the feeling of presence in VR? Choose one (1).

a)

The user feels like everything is just happening in virtual reality.

b)

The user feels like all the content is just virtual and not real.

c)

The user feels like they are there and that what they see is actually happening to them.

16.

In Michael’s DIRT Rally 2 VR demo, which factors contributed to a more immersive experience? Choose all that apply.

a)

Realistic-looking cars

b)

Car seat, steering wheel, handbrake, and gearshift

c)

Sound of the car engine

17.

What does it mean for the user when a VR headset supports six degrees of freedom (6 DOF) tracking? Choose all that apply.

a)

The user will have to remain seated.

b)

The user may lean forward to look more closely at the VR content.

c)

The user will be able to look and walk around in VR.

18.

What does it mean for the user when they are using a marker-based AR application? Choose all that apply.

a)

The user may place a marker in the real world to see the AR content.

b)

The user only needs to show the marker once to start the AR experience .

c)

The user can move the device closer to the marker and the AR content will appear larger.

d)

The user may hold the marker in their hand to see the AR content.

19.

What does it mean for an AR display to have a small field of view (FOV)? Choose all that apply.

a)

The physical size of the display is small

b)

Only a small portion of the AR content can be seen at any one time

c)

The visual area that can be augmented is small

20.

What are good reasons to choose marker-less AR over marker-based AR? Choose all that apply.

a)

When the user only has access to a webcam

b)

When the user has access to an AR device with SLAM or VIO tracking

c)

When the goal is to create a strong AR experience

d)

When the user wants to remain seated or has limited mobility

e)

When the AR experience is room or world scale

21.

When thinking about trends in XR from a human computer interaction perspective, what are three main angles to think through the space? Choose one (1) answer.

a)

Devices – Applications – Features

b)

Platforms – Features – Profit

c)

People – Tasks – Technology

22.

Which of the following are major technological trends in XR? Choose all that apply.

a)

From small wearable XR devices to large stationary XR devices

b)

From connecting XR devices to computers, to dedicated standalone XR devices, to building XR technology into a variety of digital and analog devices

c)

From building special XR hardware sensors, to software-based XR using advanced algorithms, to cloud-based XR for live streaming and data processing

23.

Which of the following are major limitations of current XR applications? Choose all that apply.

a)

Most applications are designed for able-bodied users and do not cater to users with special needs.

b)

Most applications are designed for a specific context and do not adapt well to the user’s physical environment .

c)

Most applications are designed for either VR or AR and do not adapt well to the user’s preferences and context.

24.

Which of the following statements are correct about key issues in XR? Choose all that apply.

a)

There is still a fairly high barrier to entry for novice XR creators.

b)

Everybody knows about XR technology.

c)

There is an XR application for every task.

d)

Everybody who wants access has access to XR technology.

e)

There are only few design guidelines and more user experience research is needed.

25.

When thinking about social and ethical issues in XR, which of the following statements are correct? Choose all that apply.

a)

It is pretty common for people to walk around with AR headsets.

b)

Not everybody is comfortable with being exposed to XR technology.

c)

Not everybody knows about the technical capabilities and limitations of XR technology.

d)

There are clear regulations about the use of VR headsets in public settings.

e)

Most XR applications allow users to precisely control all the data that is being collected.

26.

There are clear regulations about the use of VR headsets in public settings.

a)

XR technology is still fairly expensive.

b)

A lot of AR applications really increase users’ abilities.

c)

Everyone can afford advanced XR devices like Microsoft HoloLens.

d)

Most XR applications adapt well to different user abilities.

e)

There is relatively limited support for users with special needs.

27.

When thinking about privacy and security issues in XR, which of the following statements are correct? Choose all that apply.

a)

Most XR platforms make it easy for users to prevent XR applications from seeing sensitive data.

b)

Most XR applications are fully transparent about the data that is being collected and stored.

c)

It is hard for users to know whether an XR application is safe and secure.

d)

It is for designers hard to test whether an XR application is safe and secure.

28.

Which of the following are legitimate ethical/moral concerns for XR practitioners to consider? Choose all that apply.

a)

Effects of virtual embodiment

b)

The device gap

c)

Ethical data collection

29.

Which of the following are common privacy concerns within XR? Choose all that apply.

a)

Password strength

b)

Identity hacking

c)

Third-party data collection

d)

Personal data

30.

The increase in personal data acquisition via XR systems is attributed to an increase in what? Choose one (1).

a)

An increase in privacy

b)

An increase in realism of the experiences

c)

An increase in collaboration

d)

An increase in psychological safety

31.

What are key considerations when shaping your XR strategy for a new project? Choose all that apply.

a)

Target user groups of the project

b)

Knowledge and roles required in the team

c)

Equipment needed for the project

d)

Marketing of the project

32.

What things should you know when starting your new XR project? Choose all that apply.

a)

What trends and key issues in XR are likely to have an impact on the project

b)

The likeliness of XR technology to help solve the problem targeted by the project

c)

What technologies and tools are available to facilitate the project's implementation

33.

Which of the following is potentially the most effective when brainstorming new XR projects with stakeholders?

a)

Seminars

b)

Demos

c)

Workshops

d)

Design jams

34.

What are effective ways of growing the knowledge of XR technology in your team? Choose all that apply.

a)

Equipping one member of the team who can then be an evangelist

b)

Forming a community of practice with regular events involving XR technology

c)

Starting a reading group dedicated to having conversations about XR

35.

Which of the following is not a good idea when purchasing new XR equipment for your team?

a)

Buying the same device in bulk

b)

Comparing technical specifications to equipment you already have

c)

Trying out the latest device before you buy it

36.

When hiring for an XR developer position, which of the following would be the minimum required experience?

a)

Experience with 3D programming or game development

b)

Experience with web or mobile application development

c)

Experience with XR application development

37.

When hiring for an XR design position, which of the following would be the preferred experience?

a)

Experience with graphic design

b)

Experience with 3D modeling

c)

Experience with game or interaction design

38.

When assessing XR projects/initiatives, what are good indicators for success? Choose all that apply.

a)

Experience the team has with XR technology

b)

Likeliness of the problem to benefit from the use of XR technology

c)

Revenue generated by any existing XR technology in the space

39.

Reflecting on the XR strategy panel, what was a major theme that emerged from the panelist discussions?

a)

That it is challenging to provide access to XR technology

b)

That it is difficult to come up with new projects that could benefit from XR technology

c)

That there is a lack of interest in XR technology

40.

Considering everything covered in this course, which of the following are key take-aways? Choose all that apply.

a)

It helps to separate XR concepts from technologies

b)

There are social and ethical concerns with XR technology that could hinder adoption

c)

There are key trends in XR that could mitigate current technical limitations

d)

There is confusion about XR terminology

e)

Working with XR technology is easy and safe