Q. 1
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is the fundamental distinction between Virtual Reality (VR) and Augmented Reality (AR)?
💡
Step-by-Step Explanation & Concept Rationale
Milgram's Reality-Virtuality Continuum defines VR as full digital immersion and AR as digital augmentation superimposed on real physical environments.
Q. 2
Immersive Technologies
Difficulty: Medium
(1 Mark)
What defines 'Mixed Reality' (MR) according to modern spatial computing taxonomy?
💡
Step-by-Step Explanation & Concept Rationale
In MR (e.g. Apple Vision Pro, Meta Quest 3, HoloLens 2), digital objects anchor to physical tables and can occlude or be occluded by real-world geometry.
Q. 3
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is the difference between '3 Degrees of Freedom' (3DoF) and '6 Degrees of Freedom' (6DoF) tracking in XR headsets?
💡
Step-by-Step Explanation & Concept Rationale
3DoF (e.g. old Google Cardboard / Oculus Go) allows looking around from a fixed point; 6DoF allows crouching, walking, and leaning around virtual objects.
Q. 4
Immersive Technologies
Difficulty: Medium
(1 Mark)
What are the three rotational axes tracked in 3DoF orientation tracking?
💡
Step-by-Step Explanation & Concept Rationale
Pitch, Yaw, and Roll define the rotational Euler angles of head orientation.
Q. 5
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Inside-Out Tracking' compared to 'Outside-In Tracking' in XR headsets?
💡
Step-by-Step Explanation & Concept Rationale
Inside-Out tracking (Quest, Vision Pro) requires no external base stations, delivering standalone portability using onboard computer vision SLAM.
Q. 6
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'SLAM' (Simultaneous Localization and Mapping) in augmented reality headsets and mobile AR (ARCore / ARKit)?
💡
Step-by-Step Explanation & Concept Rationale
Visual-Inertial SLAM fuses optical camera feature tracking with high-rate IMU accelerometer/gyroscope measurements to maintain rock-solid spatial anchors.
Q. 7
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Motion-to-Photon Latency' in VR systems, and what is the maximum acceptable threshold to avoid severe cybersickness (motion sickness)?
💡
Step-by-Step Explanation & Concept Rationale
Latency exceeding 20ms causes sensory mismatch between the vestibular inner-ear balance system and visual visual motion, triggering nausea.
Q. 8
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Foveated Rendering' and how does it optimize GPU performance in high-resolution XR headsets?
💡
Step-by-Step Explanation & Concept Rationale
The human eye only sees high acuity in the central 2° fovea; foveated rendering reduces shading pixel workload by up to 70% with zero perceived quality loss.
Q. 9
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Interpupillary Distance' (IPD) and why is hardware IPD adjustment essential in VR headsets?
💡
Step-by-Step Explanation & Concept Rationale
Mismatched IPD causes optical chromatic aberration, focal distortion, and severe visual fatigue.
Q. 10
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Screen-Door Effect' (SDE) in VR displays?
💡
Step-by-Step Explanation & Concept Rationale
SDE is eliminated in modern headsets by increasing Display Pixels Per Inch (PPI) and Angular Resolution (Pixels Per Degree - PPD > 30).
Q. 11
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Pixels Per Degree' (PPD) and what is considered 'Retina Resolution' in human vision?
💡
Step-by-Step Explanation & Concept Rationale
At 60 PPD, the human eye cannot discern individual pixels, achieving photorealistic visual sharpness.
Q. 12
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Field of View' (FoV) in XR optical headsets?
💡
Step-by-Step Explanation & Concept Rationale
Human binocular vision spans ~200° horizontally; wider headset FoV significantly enhances immersive presence and situational awareness.
Q. 13
Immersive Technologies
Difficulty: Hard
(1 Mark)
What optical technology is utilized in see-through optical AR glasses (e.g. Microsoft HoloLens, Magic Leap)?
💡
Step-by-Step Explanation & Concept Rationale
Waveguides project holographic collimated digital light beams directly into the eyes while maintaining complete optical transparency to the physical world.
Q. 14
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Video Passthrough' (VST) Augmented/Mixed Reality (e.g. Meta Quest 3, Apple Vision Pro)?
💡
Step-by-Step Explanation & Concept Rationale
Video passthrough enables rich occlusion, color matching, and wide FoV MR, but introduces camera sensor latency and distortion compared to optical see-through.
Q. 15
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Fresnel Lens' compared to modern 'Pancake Lens' in VR headsets?
💡
Step-by-Step Explanation & Concept Rationale
Pancake lenses fold the optical path between polarized reflectors, shrinking headset depth by 50% and eliminating glare rings.
Q. 16
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Vergence-Accommodation Conflict' (VAC) in stereoscopic 3D displays?
💡
Step-by-Step Explanation & Concept Rationale
VAC causes visual fatigue and headaches in prolonged VR sessions; light-field and varifocal displays dynamically adjust focal planes to solve it.
Q. 17
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Asynchronous Timewarp' (ATW) / Asynchronous Spacewarp (ASW) in VR rendering pipelines?
💡
Step-by-Step Explanation & Concept Rationale
ATW and ASW prevent visual stutter and judder by synthesizing intermediate frames, ensuring a constant 90/120 Hz display refresh rate.
Q. 18
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Plane Detection' in mobile AR frameworks (ARCore / ARKit)?
💡
Step-by-Step Explanation & Concept Rationale
Plane detection extracts planar surface equations (ax + by + cz + d = 0) from point clouds, enabling virtual furniture or water to rest stably on real floors.
Q. 19
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Spatial Anchor' (World Anchor / Cloud Anchor) in AR development?
💡
Step-by-Step Explanation & Concept Rationale
Cloud anchors allow multiple users across different devices to view shared digital twins anchored to the exact same physical conference table.
Q. 20
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Meshing' (Spatial Reconstruction / Scene Understanding) in advanced XR headsets equipped with LiDAR/ToF sensors?
💡
Step-by-Step Explanation & Concept Rationale
Real-time spatial meshing provides the physical collision geometry needed for mixed reality physics interactions.
Q. 21
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Occlusion' in Augmented Reality?
💡
Step-by-Step Explanation & Concept Rationale
Without depth-based occlusion, virtual objects appear to float unnaturally on top of real foreground objects, destroying realism.
Q. 22
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Photometric Lighting Estimation' in ARKit / ARCore?
💡
Step-by-Step Explanation & Concept Rationale
Lighting estimation ensures virtual 3D models match the ambient illumination and shadows of the physical room.
Q. 23
Immersive Technologies
Difficulty: Medium
(1 Mark)
What is 'Haptic Feedback' in XR controllers and gloves (e.g. LRA - Linear Resonant Actuators / Force Feedback)?
💡
Step-by-Step Explanation & Concept Rationale
Advanced haptics (like voice-coil actuators) provide nuanced tactile cues (e.g. feeling individual raindrops or weapon triggers).
Q. 24
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Eye Tracking' sampling rate standard in medical and enterprise XR headsets?
💡
Step-by-Step Explanation & Concept Rationale
High-frequency tracking is essential for latency-free foveated rendering, gaze interaction, and neurological assessment.
Q. 25
Immersive Technologies
Difficulty: Hard
(1 Mark)
What is 'Pupil Dilatometry' tracked via XR eye-tracking cameras?
💡
Step-by-Step Explanation & Concept Rationale
Pupil dilation is an objective physiological indicator of cognitive overload and adrenaline response during emergency disaster simulations.
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