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Immersive Realities Final Exam

Multiple Choice
Identify the choice that best completes the statement or answers the question.
 

 1. 

Which is the computer-generated simulation of a 3D environment?
a.
Virtual Reality
b.
Augmented Reality
 

 2. 

Which combines computer-generated imagery with views of the real world?
a.
Virtual Reality
b.
Augmented Reality
 

 3. 

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.
 

 4. 

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
 

 5. 

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.
 

 6. 

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.
 

 7. 

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.
 

 8. 

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
 

Completion
Complete each statement.
 

 9. 

________________ are characterized by the device's ability to place digital content in the real world as if it were really there.
 

 

 10. 

To test Unity programs on the Hololens, install and run the __________________ on the Hololens.
 

 

 11. 

A ___________ is a handy tool that is used to visualize a scale in any Unity scene.
 

 

 12. 

An image that is mapped onto an object is called a(n) __________________.
 

 

 13. 

The type of VR that requires a powerful computer to process the heavy graphics is called ____________.
 

 

 14. 

Unity can use the __________ filetype from Blender, but it is recommended to export the file as a .fbx.
 

 

 15. 

____________ turn user intention into action. With ________, users can interact with holograms.(both blanks are the same, only type the answer once)
 

 

 16. 

The type of VR that consists of a simple housing device for two lenses and a mobile phone is called ____________________.
 

 

 17. 

In unity, to detect an object in front of a camera, you would use the technique of __________.
 

 

 18. 

______ is the first form of input and is a primary form of targeting within mixed reality.
 

 

 19. 

To define the mapping of texture pixels to the corresponding areas on the mesh surface, you use a ________ Texture image.
 

 

 20. 

A __________ can be defined as the relative offsets from a 3D starting point to some other point in space.
 

 

True/False
Indicate whether the statement is true or false.
 

 21. 

A co-routine is a piece of code that runs separately form the function from which it was called.
 

 22. 

A default empty Unity scene consists only of a Main Camera object.
 

 23. 

The optimal distance to place a hologram from the user is 1 meter.
 

 24. 

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.
 

 25. 

The inspector window is where we will be coding in Unity.
 

 26. 

To be imported into Unity, a photo/texture must be a .jpg.
 

 27. 

A hologram can be placed in the world or tag along with you.
 

 28. 

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.
 

 29. 

A default plane object is 10 units (x) by 10 units (z) by 0 units (y).
 

 30. 

Mixed reality headsets use the position and orientation of your user's eyes to determine their gaze vector.
 



 
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