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XR Technologies: Home

Information on VR, AR, MR, and XR in education, healthcare, and research.

Created by Health Science Librarians

What is VR, AR, MR, and XR?

Virtual Reality (VR):
Enclosed experience that creates a perception of reality

Augmented Reality (AR):
Computer generated content on top of real world

Mixed Reality (MR):
Virtual objects interact with real objects and spaces

Extended Reality (XR):
The over-arching umbrella that includes VR, AR, and MR.

Virtual Reality Glossary of Terms
Thank you to the Lyndhurst STEM Club for Girls for this resource

Related Terminology

Cinematic Reality (CR):
[also referred to as CVR Cinematic Virtual Reality] Envisioned as a type of immersive VR experience where users explore synthetic worlds in 360 degrees, perhaps with stereoscopic views, and hear spatially-directed audio that reinforces the feeling of being in the CVR world

HUD or HMD:
Heads Up Display or Head Mounted Display.

SLAM:
Simultaneous Localization and Mapping

FPS:
Frames per Second. Also referred to as Frame Rate

Degrees of Freedom (DOF):
Usually found in statistics, mathematics, and physics, in the XR realm it refers to tracking of rotational motion. Devices can offer 3 DOF or 6 DOF

3 Degrees of Freedom (example of a device with 3DOF: Oculus Go):

  • Pitch – tilting of the head forward and backward on the X axis
  • Yaw – turning of the head right and left on the Y axis
  • Roll – tilting of the head side to side on the Z axis

6 Degrees of Freedom (example of a device with 6DOF: Oculus Quest):

  • The 3 degrees noted above and...
  • Sway – move left to right on the X axis
  • Heave – move up and down on the Y axis
  • Surge – move forward and backward on the Z axis

Technology Integration Librarian

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Lynn Eades
she/her/hers
Contact:
Media & Design Center
Undergraduate Library
CB# 3942
Chapel Hill, NC 27599
919-966-8012