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VIRTUAL REALITY (VR)#1
An immersive technology that simulates a realistic environment, allowing users to interact within a 3D space.
USER EXPERIENCE (UX)#2
The overall experience a user has while interacting with a VR application, focusing on usability and satisfaction.
PHYSICS ENGINE#3
Software that simulates physical interactions and behaviors in VR, ensuring realistic movements and reactions.
INTERACTIVE SIMULATION#4
A VR experience where users can engage with and manipulate the environment, enhancing learning outcomes.
IMMERSIVE LEARNING#5
An educational approach that uses VR to create engaging, realistic scenarios for effective skill acquisition.
3D ASSETS#6
Digital objects created in three dimensions used to populate VR environments, enhancing realism.
OPTIMIZATION#7
The process of improving VR applications to ensure smooth performance across different hardware.
USER TESTING#8
Evaluating a VR simulation with real users to gather feedback on usability and experience.
PROTOTYPE#9
An early model of a VR application used to test concepts and gather feedback before final development.
INDUSTRY-SPECIFIC APPLICATIONS#10
Tailored VR training solutions designed to meet the unique needs of specific sectors, like healthcare.
ENGAGEMENT#11
The level of interest and involvement a user has while interacting with a VR simulation.
CASE STUDY#12
An in-depth analysis of VR applications in real-world scenarios, providing insights for development.
FEEDBACK LOOP#13
A system where user input is continuously collected and analyzed to improve VR experiences.
STRESS TESTING#14
Rigorous testing of a VR application to assess its performance under extreme conditions.
MARKETING STRATEGY#15
A plan to promote a VR training simulation, highlighting its benefits and unique features.
DESIGN PRINCIPLES#16
Fundamental guidelines that shape the development of effective and engaging VR experiences.
ITERATIVE DESIGN#17
A cyclical approach to design where prototypes are continually refined based on user feedback.
REGULATORY CONSIDERATIONS#18
Legal and compliance factors that must be addressed when developing VR training for specific industries.
DEVELOPMENT TOOLS#19
Software and platforms used to create VR applications, such as Unity or Unreal Engine.
APPLICATION PERFORMANCE METRICS#20
Measurements used to evaluate the efficiency and responsiveness of a VR application.
TRAINING MODULE#21
A structured segment of a VR training program focused on specific skills or knowledge areas.
USER PERSONAS#22
Fictional characters representing target users, helping to guide design decisions in VR development.
DESIGN FRAMEWORK#23
A structured approach to design that outlines key objectives and user needs for a VR project.
FINAL PRESENTATION#24
The culmination of a VR project where developers showcase their work to stakeholders.
REALISM#25
The degree to which a VR simulation accurately represents real-world scenarios and interactions.