Multiple Choice Identify the
choice that best completes the statement or answers the question.
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1.
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Which is the computer-generated simulation of a 3D environment?
a. | Virtual Reality | b. | Augmented Reality |
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2.
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Which combines computer-generated imagery with views of the real world?
a. | Virtual Reality | b. | Augmented Reality |
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3.
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What does a grid projector allow you to do?
a. | Put a texture on an object without editing the object’s texture. This allows
for gradients. | c. | Project grids for you to use in Unity (isn’t rendered). | b. | Project a material
onto all objects that intersect its projection rays. | d. | Project a grid into the camera
view. |
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4.
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In the Build Settings Window, your target platform for building with the HTC
VIVE should be:
a. | PC, Mac & Linux Standalone | c. | IOS, Steam | b. | Universal Windows
Platform | d. | Steam
VR |
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5.
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What is stereoscopy?
a. | A way to create a 3d environment using the pincushion effect. | c. | A technique used to
create three-dimensional viewing of an image by using separate views for the right and left
eyes. | b. | A way to create a 3d environment using barrel distortion (a type of ocular distortion
correction). | d. | A distortion
technique used to enhance an image so that it looks correct to us. |
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6.
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What is a Navmesh?
a. | A mesh that filters out coordinates. | c. | A data structure used to help
agents in pathfinding through complicated spaces. | b. | A Vector. | d. | An array that stores data relating to where the
agent van and cannot be. |
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7.
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What is Inter Pupillary Distance?
a. | The distance between the pupil and the retina inside the eye. Changes in IPD over
time affect image sharpness in the eye and the ability to focus properly. | c. | The volume of
one’s eye. | b. | Any irregular changes in shape of the eye
expressed in distance. | d. | The
distance between one’s eyes. |
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8.
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What does Unity mean when they use the word “Artificial
intelligence”?
a. | Intelligence that is created | c. | Intelligence-Driven | b. | Script-Driven | d. | Through-Driven |
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Completion Complete each
statement.
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9.
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________________ are characterized by the device's ability to place digital
content in the real world as if it were really there.
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10.
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To test Unity programs on the Hololens, install and run the __________________
on the Hololens.
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11.
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A ___________ is a handy tool that is used to visualize a scale in any Unity
scene.
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12.
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An image that is mapped onto an object is called a(n) __________________.
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13.
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The type of VR that requires a powerful computer to process the heavy graphics
is called ____________.
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14.
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Unity can use the __________ filetype from Blender, but it is recommended to
export the file as a .fbx.
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15.
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____________ turn user intention into action. With ________, users can interact
with holograms.(both blanks are the same, only type the answer once)
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16.
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The type of VR that consists of a simple housing device for two lenses and a
mobile phone is called ____________________.
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17.
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In unity, to detect an object in front of a camera, you would use the technique
of __________.
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18.
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______ is the first form of input and is a primary form of targeting within
mixed reality.
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19.
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To define the mapping of texture pixels to the corresponding areas on the mesh
surface, you use a ________ Texture image.
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20.
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A __________ can be defined as the relative offsets from a 3D starting point to
some other point in space.
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True/False Indicate whether the
statement is true or false.
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21.
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A co-routine is a piece of code that runs separately form the function from
which it was called.
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22.
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A default empty Unity scene consists only of a Main Camera object.
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23.
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The optimal distance to place a hologram from the user is 1 meter.
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24.
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To create a project in VR, it is very important to start the project in 2D mode
so that we can adjust important settings first.
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25.
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The inspector window is where we will be coding in Unity.
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26.
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To be imported into Unity, a photo/texture must be a .jpg.
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27.
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A hologram can be placed in the world or tag along with you.
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28.
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The camera should be set at y = 0, because the Steam VR camera rig will use the
real-life height of the player to set the camera height in real time.
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29.
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A default plane object is 10 units (x) by 10 units (z) by 0 units (y).
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30.
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Mixed reality headsets use the position and orientation of your user's eyes
to determine their gaze vector.
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