Accuracy is generally more important when trying to hit a target; it is the degree of closeness to the true value; freedom from mistake or error.
See Precision
Affordances are properties of objects which show users the actions they can take. Users should be able to perceive affordances without having to consider how to use the items. For instance, a button can be designed to look as if it needs to be turned or pushed.
See Signifiers
Refers to the virtual representation of a player, being oneself (personal avatar) or another player online (social avatars).
Refers to animated objects which belong to the narrative and are not other players or yourself, e.g. ghosts, talking robots, whoever is a non-player character (NPC) and behaves as a scripted persona
While video subtitles are intended for viewers who can’t understand the language being spoken, captions are intended for viewers who can’t hear the audio.
Committing is when the user makes their decision. When your finger moves towards a specific elevator button and hovers, you are selecting. When you press that button, you are committing.
A constraint is a limitation or restriction. Good design demands proper communication of limitations and restrictions. Visual representation for out of bounds, e.g. the guardian.
Flow state, in positive psychology, can also known colloquially as being in the zone. It is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does, and a resulting transformation in one's sense of time.
For the purposes of this test, haptics refers to the vibrational feedback and vibration effects that come from one or both of the controllers. It does not refer to gestures, body movement, sound effects, button presses, or any other type of input or game action. It only refers to the clicks, ticks, buzzes, rumbles, and other effects you may feel when the controller vibrates.
Here are some examples for spatial references:
Diegetic, meaning the character and player would see (or feel) the effect:
Steering wheel vibration
Ball hitting a bat
Weapon recoil
Diegetic Interface feedback (e.g. A 3D level control vibrating for each step in the range)
Non-diegetic
Haptic indicators used to warn the player of nearing their physical boundary
Non-diegetic Interface feedback ( e.g. A 2D slider control (i.e. flat settings menu) vibrating for each step in the range)
Spatial
Haptic indicators used to direct the player's attention
Haptic effects that are synchronized to spatial effects in another modality (visual or audio)
Meta
Vibrations that alert you that the software has crashed
Haptic effects that indicate that your controllers have low battery
Haptic alerts that indicate a screen time timer has run out (i.e., the timer is not associated with the game, but with the platform itself)
For the purposes of this expert evaluation, input device refers to the bimanual, standard VR controllers that ship with the VR systems. Input devices refers to the hardware (eg. controllers) used to interact with and control the virtual environment. Our expert evaluation does not use any other external devices.
See also: Tracked hand
For the purposes of this test, interface is defined as an interactive component or arrangement of interactive component(s) designed to transfer user intention across the boundaries of virtual systems. We use interfaces exclusively for virtual systems. For physical components that have this functionality, we use input devices.
For example, in a virtual driving application, the user may use a VR controller as an input device. Within the virtual world, the cockpit of the virtual car provides an interface to the car: steering wheel, gauges, and so on.
In contrast, in a virtual skiing application, the user may use a VR controller as an input device, but may not encounter an interface and may instead control gameplay with gestures that have a direct effect on her in-world persona.
Modeling is one way in which behavior is learned. When a person observes the behavior of another and then imitates that behavior, he or she is modeling the behavior. This is sometimes known as observational learning or social learning. Modeling is a kind of vicarious learning in which direct instruction need not occur.
The term neurodiversity refers to variation in the human brain regarding sociability, learning, attention, mood and other mental functions, e.g. autism, dyslexia, dementia. This refers to the different ways the brain can work and interpret information. Virtual experiences can accommodate these differences by providing options in Settings such as adjusting timing of notifications.
Specifically for co-located & non-co-located techniques, the point of agency refers to the user's physical relationship to the object being manipulated, i.e. distance, size and scale.
A fact or situation that is observed to exist or happen, especially one whose cause or explanation is in question. The difference to a fact is that it is "given" to someone, perceived.
An object or aspect known through the senses rather than by thought or intuition.
Precision is the degree of refinement with which an operation is performed or a measurement stated; you can only be as precise as your least precise measurement.
See Accuracy
Selection is when the user indicates their intent. When your finger moves towards a specific elevator button and hovers, you are selecting. When you press that button, you are committing.
Shaders are a technical term for manipulating the look of an object created in 3D. They can change color, texture, tone, animate and even appear to distort geometry.
Signifiers are aspects of an object that a designer uses to indicate potential and intended affordances of an object. For example, a teacup with no handle affords the ability to lift it and drink out of it. But designers and potters often add handles to signify that users can and should lift up the object and take a sip. The handle is an example of a common user experience pattern.
See Affordances
While video subtitles are intended for viewers who can’t understand the language being spoken, captions are intended for viewers who can’t hear the audio.
The viewport is the virtual perspective or "window on the (virtual) world" from inside the headset.
World reference – The object is anchored to a location in the virtual world space. In other words, the XYZ coordinates that correspond to its position do not change depending on the location or orientation of the player.
Torso reference – The item is anchored to the player's torso. This means that the object moves according to the movement of the player's torso, as the torso rotates and or translates so does the object.
Head reference – The item is anchored to the player's head. This means that the object moves according to the movement of the player's head, as the head rotates and or translates so does the object.
Hand/wrist reference – The item is anchored to the player's hand/wrist. This means that the object moves according to the movement of the player's hand/wrist, as the hand/wrist rotates and or translates so does the object.
What the user sees and what the character (avatar) sees.
Non-diegetic – Interface that is rendered outside the environment/experience, only visible and audible to the players in the real world. Example: most classic heads-up display (HUD) elements.
Spatial – UI elements presented in the game's 3D space with or without being an entity of the actual environment/experience (diegetic or non-diegetic). The character outlines in Left 4 Dead (the 1st image) are an example of a non-diegetic spatial UI. In VR UI is quite likely to be spatial.
Meta – Representations can exist in the environment/experience, but aren't necessarily visualized spatially for the player; these are meta representations. The most apparent example is effects rendered on the screen, such as blood spatter on the camera to indicate damage. Meta representations will break the 4th wall, e.g. move from your virtual world and into your personal space.
Diegetic – Interface that is included in the environment/experience -- i.e., it can be seen and heard by the game characters. Example: the holographic interface in Dead Space.
See above for 'Haptic' examples
Non-Diegetic
Left 4 Dead (Valve Software, 2008)
World of Warcraft (Blizzard, 2004)
In these examples, the interfaces are represented as a layer on top of the virtual world.
Spatial
Left 4 Dead (Valve Software, 2008)
Mirror's Edge (EA DICE, 2009)
The outline of a teammate in the 1st image and the projection of your avatar as a navigation clue in the 2nd image are represented spatially, i.e., 3 dimensions.
Meta
Killzone 2 (SCE, 2009)
Tom Clancy's Splinter Cell : Conviction (Ubisoft Montreal, 2009)
The blood splattering on the camera in the 1st image and the projection map overlaid on the building in the virtual world in the 2nd image explores the boundaries of what is real and what is not.
Diegetic
Halo: Combat Evolved (Microsoft Game Studios, 2005)
Dead Space (EA Redwood Shores, 2008)
These interfaces exist in the virtual world in a manner that is explained by the application's narrative. In the 1st image, this is the amount of ammunition displayed directly on the rifle. In the 2nd image, the avatar's health is displayed on the spine.