Glossary

Searchable terminology from accessibility, web standards, and related fields.

41 results found in Virtual Reality.

360 Video (360-Degree Video, Spherical Video, Omnidirectional Video)
Video content recorded or rendered to capture a full spherical or panoramic field of view, allowing viewers to look in any direction by turning their head (in a VR headset) or by dragging the view (on…
Auto-Aim (Lock-On Targeting, Target Assist, Aim Assist)
An accessibility feature in games and virtual environments that helps users locate and track targets without requiring precise manual aiming. Auto-aim typically scans the environment for objects of in…
Avatar (Virtual Self, Digital Representation, Self-Avatar)
A graphical representation of a user within a virtual environment or digital platform. Avatars can range from simple icons to fully customizable 3D virtual humans that mirror user movements. In access…
Awe (Awe Experience)
Awe is an emotional response to perceived vastness — physical, conceptual, social, or spiritual — that requires a person to update their mental models to accommodate it. It blends wonder, reverence, a…
Cane Simulation (Virtual Cane, White Cane Simulation)
A virtual reality application that simulates the experience of using a white cane (long cane) for navigation, allowing blind users to explore virtual environments through haptic feedback. In a cane si…
Collision Detection (Contact Detection, Intersection Testing)
In virtual reality and haptic systems, collision detection is the computational process of determining when virtual objects come into contact with each other or with a user's virtual representation (s…
Cultural Heritage (Heritage, Digital Heritage)
Cultural heritage is the inherited tangible and intangible expressions of a community’s history, including buildings, monuments, artefacts, landscapes, oral traditions, performance, ritual, and langua…
Cybersickness (VR Sickness, Simulator Sickness, Virtual Reality Motion Sickness)
A form of motion sickness experienced during virtual reality use, characterized by symptoms including nausea, disorientation, dizziness, eye strain, and general discomfort. Cybersickness occurs due to…
Disability Signifier (DS, Disability Marker)
A visual or auditory feature incorporated into a digital avatar or virtual representation that indicates a disability, such as a virtual wheelchair, walking cane, prosthetic limb, or hearing aid. Disa…
Embodied Exploration
An approach to virtual environment interaction in which the user builds understanding of a space by physically walking, turning, reaching, and sweeping rather than by teleporting or using controller-b…
Embodied Harassment
Harassment in virtual reality environments that targets a user's avatar body or physical representation, such as invading personal space, mimicking movements, or physically interacting with avatar fea…
False Activation (Accidental Activation, Unintended Gesture)
An interaction error in gesture-based systems where the system incorrectly interprets a user's resting hand position or unintentional movement as a deliberate input command. In virtual reality, false …
Freehand Gesture Interaction (Hand Tracking Interaction, Controller-Free Interaction)
An input method for virtual and mixed reality systems that uses camera-based hand tracking to detect and interpret natural hand movements without requiring physical controllers. Freehand gestures such…
Gait Disturbance (Gait Abnormality, Gait Impairment, Gait Deviation)
Any deviation from a person's normal walking pattern, including decreased walking velocity, reduced step and stride length, increased step time, asymmetrical gait, and instability. Gait disturbances c…
Gesture Interaction (Gesture-based interaction, Gestural interfaces)
An input modality in which users control digital systems through hand, arm, or body movements detected by cameras, depth sensors, IMUs, or wearable devices rather than through traditional keyboards, p…
Gesture Recognition Threshold (Activation Threshold, Gesture Detection Threshold)
The predefined parameters that a gesture recognition system uses to determine whether a user's hand movement constitutes a valid gesture input. These thresholds specify requirements such as the exact …
Gorilla Arm (Gorilla-arm effect, Gorilla arm syndrome)
A well-documented ergonomic phenomenon in which sustained unsupported arm elevation — typical of mid-air touchscreen, vertical display, or extended reality (XR) gesture interaction — produces rapid sh…
Gorilla Arm Syndrome (Gorilla Arm, Gorilla Arm Effect)
Fatigue, pain, and discomfort in the arms and shoulders caused by prolonged use of interfaces that require sustained arm elevation without support. The term originates from early touchscreen computing…
Haptic Virtual Reality (Haptic VR, Feelable Virtual Environment)
Haptic virtual reality refers to virtual environments that incorporate touch-based feedback, allowing users to feel virtual textures, shapes, and objects through force-feedback devices. Unlike visual-…
Heisenberg Effect (Heisenberg Problem)
In human-computer interaction, a spatial interaction problem where the act of making a selection disrupts the positional accuracy of the cursor or pointer. In virtual reality freehand gesture contexts…