VR Headset A head-mounted device that displays a stereoscopic 3D virtual environment. It visually isolates the user from the real world for complete immersion. Modern headsets incorporate motion sensors and high-resolution displays.
Cybersickness A feeling of discomfort (nausea, dizziness) that can occur during a virtual reality experience, caused by a mismatch between visually perceived movements and those felt by the body. Careful VR experience design helps to minimize this effect.
FOV (Field of View) The Field of View (FOV) refers to the angular extent of the visible world seen through a VR headset at any given moment. A wider FOV enhances the feeling of immersion. Current headsets typically offer an FOV between 90 and 120 degrees.
Gamification The application of game mechanics (scores, rewards, challenges, leaderboards) in a non-gaming context such as professional training. Gamification boosts learner motivation, engagement, and knowledge retention.
Haptic Feedback Tactile feedback that allows the user to feel physical sensations (vibrations, resistance, textures) when interacting within a virtual environment. This sensory feedback enhances the realism of the simulation.
Immersive Learning A learning method that uses immersive technologies (VR, AR, 360 video) to place the learner in a simulated environment. This approach promotes experiential learning and significantly improves knowledge retention.
Latency The delay between a user action (head movement, interaction) and the response displayed in the virtual environment. Low latency (below 20 ms) is essential for a comfortable and realistic experience.
Augmented Reality A technology that overlays virtual elements (images, text, 3D objects) onto the real world, visible through a screen, glasses, or a transparent headset. In training, it adds contextual information to the actual work environment.
Mixed Reality A blend of augmented reality and virtual reality where virtual objects interact with the real environment in real time. The user can manipulate virtual elements anchored in the physical world.
Virtual Reality A technology that immerses the user in an entirely computer-generated environment through a VR headset. It enables the simulation of realistic situations for training without the risks associated with real-world conditions.
Simulation A digital reproduction of an environment, situation, or real-world process. In professional training, simulations allow learners to practice under conditions close to reality without any danger.
Tracking A system that tracks user movements (position, head orientation, hands) in space. Tracking enables the virtual environment to respond in real time to movements, ensuring natural and immersive interaction.
360 Video Video content captured simultaneously in all directions using specialized cameras. When viewed through a VR headset, 360 video provides an immersive experience that allows the user to freely look around.