wayground logo

Free Printable Worksheets

Font size

S
M
L
XL
Worksheets

VR/AR 1 - 87

Total questions: 87

Worksheet time: 45mins

Name
Class
Date
1.

What is a key characteristic of virtual reality (VR)? Choose one (1).

a)

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

b)

VR combines real and virtual objects to produce a composite view

c)

VR makes virtual objects interactive in real-time

d)

VR merges the virtual world with the physical world

2.

What are the three (3) key characteristics of augmented reality (AR)? Choose all that apply.

a)

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

b)

AR combines real and virtual objects to produce a composite view

c)

AR makes virtual objects interactive in real-time

d)

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

3.

What are key differences between virtual reality (VR) and augmented reality (AR)? Choose all that apply.

a)

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

b)

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

c)

AR enhances reality whereas VR replaces reality

d)

VR and AR both replace reality with virtual objects

4.

What is mixed reality (MR)? Choose one (1).

a)

MR is the spectrum of augmented reality and augmented virtuality combined

b)

MR is a type of virtual reality device

c)

MR is a standalone VR device

d)

MR is an umbrella term for all XR technologies

5.

What is extended reality (XR)? Choose one (1).

a)

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

b)

XR is a type of virtual reality device

c)

XR is a combination of AR and VR only

d)

XR is a standalone AR device

6.

Everything in the middle of Milgram's reality-virtuality continuum is classified as what? Choose one (1).

a)

Mixed Reality (MR)

b)

Augmented Reality (AR)

c)

Virtual Reality (VR)

d)

Extended Reality (XR)

7.

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

a)

A standalone VR device

b)

A tethered VR device

c)

An AR device

d)

A mixed reality 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 Virtual Reality (VR)

d)

In the middle where it says Extended Reality (XR)

9.

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

a)

Augmented Reality (AR)

b)

Virtual Reality (VR)

c)

Mixed Reality (MR)

d)

Extended Reality (XR)

10.

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

a)

Privacy & security

b)

Social & ethical concerns

c)

Accessibility & equity

d)

High cost of hardware

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)

The problem is purely visual

d)

The solution requires only virtual interaction

12.

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

a)

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

b)

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

c)

A VR headset showing only virtual environments

d)

A television displaying a movie

13.

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

a)

Stereoscopic Display

b)

Monoscopic Display

c)

Panoramic Display

d)

Holographic Display

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 to interact with any objects in the scene

d)

The user can only watch a pre-recorded video

15.

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

a)

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

b)

The user feels like they are watching a movie.

c)

The user feels disconnected from the environment.

d)

The user feels like they are reading a book.

16.

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

a)

Car seat, steering wheel, handbrake, and gearshift

b)

Sound of the car engine

c)

Watching a video of a car race

d)

Reading about car mechanics

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 be able to look and walk around in VR.

b)

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

c)

The user can only rotate their head in VR.

d)

The user cannot interact with VR objects.

18.

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

a)

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

b)

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

c)

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

d)

The AR content appears without any marker.

19.

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

a)

The visual area that can be augmented is small.

b)

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

c)

The AR content covers the entire visual field.

d)

The AR display is always immersive.

20.

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

a)

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

b)

When the AR experience is room or world scale.

c)

When the goal is to create a strong AR experience.

d)

When markers are required for every AR interaction.

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)

People - Tasks - Technology

b)

Hardware - Software - Content

c)

Input - Output - Feedback

d)

Design - Development - Deployment

22.

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

a)

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

b)

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

c)

Only using XR for entertainment purposes

d)

Limiting XR to mobile devices only

23.

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

a)

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

b)

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

c)

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

d)

Unlimited battery life

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)

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

c)

XR applications always adapt well to the user's physical environment.

d)

All XR applications cater to users with special needs.

25.

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

a)

Not everybody is comfortable with being exposed to XR technology.

b)

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

c)

All users are fully aware of XR technology's capabilities.

d)

XR technology is universally accepted without concerns.

26.

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

a)

There is relatively limited support for users with special needs.

b)

XR technology is still fairly expensive.

c)

XR technology is affordable for everyone.

d)

All XR applications provide full 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)

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

b)

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

c)

All XR applications are guaranteed to be safe and secure.

d)

Users can always easily verify the security of XR applications.

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)

Ethical data collection

c)

Unlimited user freedom

d)

Lack of any data collection

29.

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

a)

Identity hacking

b)

Personal data

c)

Third-party data collection

d)

No privacy concerns at all

30.

The increase in personal data acquisition via XR systems is attributed to an increase in what?

a)

The number of users

b)

An increase in realism of the experiences

c)

The cost of the technology

d)

The speed of the internet

31.

hat 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

32.

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

a)

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

b)

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

c)

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

d)

The brand of the XR headset

33.

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

a)

Design jams

b)

Solo research

c)

Watching XR advertisements

d)

Reading XR manuals alone

34.

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

a)

Starting a reading group dedicated to having conversations about XR

b)

Forming a community of practice with regular events involving XR technology

c)

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

d)

Ignoring new XR developments

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)

Testing devices before purchase

c)

Considering the needs of different team members

d)

Comparing different brands

36.

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

a)

Experience with web or mobile application development

b)

Experience in graphic design

c)

Experience in hardware engineering

d)

Experience in marketing

37.

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

a)

Experience with game or interaction designpment

b)

Experience in accounting

c)

Experience in logistics

d)

Experience in sales

38.

When assessing XR projects/initiatives, which of the following 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)

The cost of the XR hardware

d)

The popularity of XR in social media

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 XR technology is easy to access for everyone

c)

That XR technology is only used for entertainment

d)

That XR technology does not require any strategy

40.

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

a)

There is confusion about XR terminology

b)

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

c)

It helps to separate XR concepts from technologies

d)

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

41.

Which of the following things should you do before starting the development of your XR application? Choose all that apply.

a)

Construct personas to make it clear who you're designing for and who you're not designing for

b)

Create digital prototypes to test interactions for implementation feasibility

c)

Create physical prototypes to explore interactions without technical constraint

d)

Create storyboards and wireframes to flesh out design ideas

42.

Which of the following statements are correct about WebXR, Unity, and Unreal? Choose all that apply.

a)

WebXR is an emerging web standard designed to bring XR content to the web.

b)

Unity has native support for XR and is the de facto standard for creating XR apps.

c)

Unreal provides increasing support for XR but was not originally designed to be an XR tool.

d)

WebXR is only used for mobile applications.

43.

Which of the following statements best describe A-Frame? Choose all that apply.

a)

A-Frame is based on web standards and supports WebXR

b)

A-Frame is a toolkit for creating VR and AR applications

c)

A-Frame is only used for desktop applications

d)

A-Frame does not support AR applications

44.

Which of the following statements are true about Unity? (Choose all that apply)

a)

Unity provides a rich ecosystem for developing XR applications

b)

Unity is the de-facto standard for creating cross-platform XR applications

c)

Unity is only used for 2D games

d)

Unity cannot be used for VR development

45.

Which of the following 3D transforms would spin a cube around its vertical axis?

a)

rotation = (0,360,0)

b)

rotation = (360,0,0)

c)

rotation = (0,0,360)

d)

rotation = (360,360,0)

46.

Which of the following statements best describes what raycasting is?

a)

In 3D, raycasting is a technique to determine which object is selected.

b)

Raycasting is a method for rendering shadows.

c)

Raycasting is used to create textures.

d)

Raycasting is a way to animate objects.

47.

Which of the following best describes a 3D mesh?

a)

The geometry or skin of a 3D model that describes its structural build.

b)

A 3D mesh is a lighting effect in VR.

c)

A 3D mesh is a sound effect in games.

d)

A 3D mesh is a type of user interface.

48.

What is required for creating immersive VR applications?

a)

Environmental design including lights, physics, and spatial sound

b)

Only high-resolution graphics

c)

Fast internet connection

d)

Simple 2D backgrounds

49.

Choose three (3) reasons why designing a VR application is potentially more difficult than designing traditional web or mobile applications.

a)

There is a need for multi-sensory interaction to make it immersive.

b)

There are more degrees of freedom for user interaction.

c)

There are major differences between VR devices.

d)

VR applications require less user interaction.

50.

What are the main differences between 3D and 360? (Choose all that apply)

a)

Unlike 360 content, 3D objects react to light and physics.

b)

Unlike 360 content, 3D objects have width, height & depth.

c)

360 content is always interactive.

d)

3D content does not require any rendering.

51.

Which of the following statements is true about VR content? (Choose all that apply)

a)

Lights are required for rendering and creating atmosphere.

b)

3D models are the characters of your story.

c)

The environment is vital for presence and immersion.

d)

VR content does not require any environment.

52.

Which of the following are common VR interaction techniques? (Choose all that apply)

a)

Using the motion controllers as virtual hand proxies to activate objects

b)

Casting rays from the motion controllers to activate objects

c)

Using only keyboard shortcuts for interaction

d)

Clicking with a mouse to interact in VR

53.

Which of the following methods for object placement would make an object diegetic (perceived as part of the story)?

a)

Placing the object in world space (anchored in a fixed position in the 3D world)

b)

Placing the object in the user interface

c)

Placing the object in a pop-up menu

d)

Placing the object in a floating toolbar

54.

Which of these two choices would be a best practice when designing a VR environment in stages?

a)

Start with 360 or 3D primitive shapes as placeholder content to plan the scene visually and spatially

b)

Begin with detailed textures and lighting before planning the layout

c)

Skip the planning stage and build the final environment directly

d)

Use only 2D images for initial planning

55.

Which of the following are examples of explicit interactions? (Choose all that apply)

a)

The user performs a hand gesture to activate an object

b)

The user issues a speech command to activate an object

c)

The user waits for an object to activate automatically

d)

The user observes an object without interacting

56.

Which of the following menu designs is not recommended for VR?

a)

Heads-up: attached to the user's head gaze

b)

Floating menu anchored to a controller

c)

Radial menu around the user's hand

d)

Menu placed on a virtual wall

57.

What are common techniques to reduce motion sickness when traveling in VR? (Choose all that apply)

a)

Using menus or teleportation areas/hotspots to instantly transport users to a specific target location

b)

Fading to black to quickly transition the user towards the target

c)

Reducing peripheral vision to allow the user to continuously walk towards the target

d)

Increasing the speed of movement in VR

58.

Which of the following techniques are required for object manipulation in VR? (Choose all that apply)

a)

Collision detection for near manipulation

b)

Raycasting and hit-testing for far manipulation

c)

Using only keyboard controls

d)

Ignoring object boundaries

59.

Which of the following are required to make VR experiences more immersive? (Choose all that apply)

a)

Increasing the degrees of freedom that can be tracked

b)

Playing ambient sound and audio feedback when users interact with objects

c)

Providing haptic feedback such as vibration of the motion controllers

d)

Using only static images

60.

What are good strategies when developing more complex VR scenes? (Choose all that apply)

a)

Create a mockup of the VR scene with simulated interactions before implementing them in code

b)

Skip the planning phase and start coding immediately

c)

Use only pre-made assets without testing interactions

d)

Avoid user testing until the final version is complete

61.

Which of the following statements are correct about AR displays? Choose all that apply.

a)

Marker-less AR means using the AR device as a lens into the AR world

b)

Marker-based AR means using a fiducial marker as a portal into the AR world

c)

Monitor-based AR means using a monitor as a mirror into the AR world

d)

Head-worn AR means using a form of glasses to see the AR world directly and always

62.

Which of the following statements are correct about marker-less AR systems as far as environmental understanding is concerned? Choose all that apply.

a)

They implement scene understanding to provide classification labels for recognized environmental features such as walls and windows

b)

They implement plane detection to provide the location and size of detected surfaces

c)

They implement spatial mapping to provide a point cloud for depth sensing and occlusion rendering

d)

They use only fiducial markers for tracking

63.

Which of the following are key design issues when creating AR applications? Choose all that apply.

a)

Adapting the interactions to a broad range of AR devices including less powerful devices

b)

Navigating social and ethical concerns when collecting and processing data about the user's surroundings

c)

Making the virtual content accessible to users with special needs

d)

Ignoring device compatibility

64.

How would you explain how marker-based tracking works at a technical level? Choose one (1).

a)

The system analyzes each camera frame to segment out the marker and identify key components that allow it to estimate the pose.

b)

The system uses GPS data to track the marker location.

c)

The system relies on user input to identify the marker.

d)

The system ignores the marker and tracks the environment only.

65.

What are potential benefits of using marker-based AR as opposed to marker-less AR? Choose all that apply.

a)

Marker-based AR can be used for rapid prototyping by simulating interactions using markers.

b)

Marker-based AR is compatible with less powerful, low-end devices.

c)

Marker-based AR provides a simple way to support co-located experiences around a shared marker.

d)

Marker-based AR can be used to simulate detecting objects and people in the environment.

66.

What are two advantages of using marker-less AR compared to marker-based AR?

a)

The user is free to move around at room or world scale

b)

No need for instrumentation of the user or environment

c)

Needs external sensors; Only works outdoors

d)

Requires calibration before use; Only supports static objects

67.

Which of the following are key design considerations when adapting VR scenes to smartphone-based AR? (Choose all that apply.)

a)

Whether AR users will be able to see the main virtual objects or whether the spatial layout needs to be adapted to fit the smaller field of view

b)

Whether the AR experience should be tabletop, room, or world scale

c)

Position and size of virtual objects and how they fit into and blend with the user's environment

d)

How controller- or hand-based interactions should be adapted for touch and speech input

68.

What are key design differences between hand-held and head-worn AR experiences? (Choose all that apply.)

a)

Physical size of hand-held AR displays varies more than the field of view of head-worn AR displays

b)

Tracking capabilities of head-worn AR displays are usually more advanced

c)

Hand-held AR displays are always larger than head-worn AR displays

d)

Head-worn AR displays do not require tracking capabilities

69.

What tips and tricks would you give someone designing marker-based AR applications? (Choose all that apply.)

a)

Marker size determines the scale of the AR experience

b)

Smaller markers are harder to detect and track continuously

c)

Use only large markers for all AR experiences

d)

Marker color does not affect detection

70.

What tips and tricks would you give someone designing marker-less AR applications? (Choose all that apply.)

a)

Provide a matching visual preview before placing the AR content in the environment

b)

Incorporate light and shadow into the AR scene to better blend with the environment in the absence of light estimation

c)

Always use markers for placement

d)

Ignore environmental lighting conditions

71.

What is the main idea behind procedural generation for VR?

a)

The system generates content algorithmically, for example, as the user changes their virtual or physical location

b)

The user manually creates all content before starting the VR experience

c)

Content is downloaded from the internet in real time

d)

The system uses only pre-made assets for all environments

72.

How does redirected walking enable VR users to travel larger virtual spaces than can fit into the user's real-world physical space?

a)

While walking, the user receives unnoticeable visual cues through manipulations of the VR scene, causing the user to compensate for scene motion by redirecting themselves without realizing this.

b)

By teleporting the user instantly to different locations in the virtual space

c)

By shrinking the virtual environment to fit the real space

d)

By using only stationary experiences

73.

What are potential benefits of custom VR motion controllers?

a)

They provide haptic feedback consistent with any virtual objects users may grasp in VR.

b)

They are always cheaper than generic VR controllers.

c)

They eliminate the need for any physical movement.

d)

They guarantee accessibility for all users without any design changes.

74.

Which steps are required for semantic understanding of the physical world as seen by an AR device? Choose all that apply.

a)

Object recognition to segment and extract objects from the mesh and assign classification labels.

b)

Spatial mapping to create a mesh from the physical world in the form of a dense 3D point cloud.

c)

Only using pre-defined virtual objects.

d)

Ignoring the physical environment entirely.

75.

What are key issues that require advanced techniques to support accessibility? Choose all that apply.

a)

The system needs to describe the world to a user like a human would.

b)

The system needs to perceive the physical world like a human would.

c)

The system should only focus on entertainment.

d)

The system should ignore user feedback.

76.

Why is text input a problem in VR/AR applications? Choose all that apply.

a)

Virtual keyboards are usually not very efficient in VR or AR.

b)

Physical keyboards are usually not assumed to be part of the VR/AR setup.

c)

Text input is always perfect in VR/AR.

d)

VR/AR applications do not require any text input.

77.

Why are sensing and input still key issues in XR research? Choose all that apply.

a)

Better sensing and input techniques are required to better assist users with impairments.

b)

Current applications still only have limited understanding of a user's environment and intent.

c)

Sensing and input are fully solved in XR research.

d)

XR research does not require any sensing or input.

78.

What makes XR as a research topic particularly difficult? Choose one (1).

a)

It requires a combination of UX, programming, and research skills that is rare.

b)

It only requires basic programming skills.

c)

It is easy because there are many tutorials available.

d)

It does not require any research skills.

79.

When asking who we are designing for, what would be a better question to ask in research? Choose one (1).

a)

How can we design with them?

b)

How can we design for ourselves?

c)

How can we ignore user needs?

d)

How can we design without feedback?

80.

Which of the following are important design ethics questions? Choose all that apply.

a)

What if users can't tell what's real and what's virtual anymore?

b)

What happens when users misuse our design for unintended purposes?

c)

What is the role and responsibility of the XR designer?

d)

How do we hold XR designers and developers accountable?

81.

Which of the following are key ingredients for immersive VR experiences? Choose all that apply.

a)

Environment & physics

b)

Controller / hand interactions

c)

Lights & shadows

d)

3D models & animations

82.

What are the main differences between marker-based and marker-less AR? Choose all that apply.

a)

Required amount of environmental information

b)

Required amount of user and environment instrumentation

c)

Required hardware and software for tracking

d)

Required amount of user training

83.

Which of the following are key barriers to entry for novice XR creators? Choose all that apply.

a)

Making the jump from 2D to 3D: not clear how to adapt methods and tools for XR

b)

Finding good examples: not sure how to find good content & functionality

c)

Starting point: not sure how to get started/where to start

d)

Having too many resources available

84.

If your friend who previously developed web applications now wants to develop a new smartphone-based AR app, which path is likely the easiest for them? Choose one.

a)

Use A-Frame to design and develop your AR app

b)

Learn Unity from scratch

c)

Use Unreal Engine

d)

Develop a native iOS app

85.

Which of the following activities should be the first step when designing a new XR experience? Choose one.

a)

Needfinding & brainstorming

b)

Coding the application

c)

Testing with users

d)

Creating 3D models

86.

What is the last step in the XR process? Choose one.

a)

Deploying the XR app and collecting data in uncontrolled settings

b)

Needfinding & brainstorming

c)

Creating 3D models

d)

Coding the application

87.

When storyboarding a new XR experience, which of the following would give you the highest fidelity? Choose one (1).

a)

2D storyboard

b)

Text description

c)

Flowchart

d)

3D storyboard