N
Immersive and Spatial Interaction
Perceptual Foundations
52 cards- Immersion and Presence 3
- Degrees of Freedom 3
- Field of View 3
- Vergence–Accommodation Conflict 3
- Motion-to-Photon Latency 3
- Cybersickness 3
- IPD and Fit 3
- Headset Mass and Prolonged Wear 7
- 3DoF and 6DoF 4
- Binocular Disparity and Vergence–Accommodation Conflict 4
- Render Latency and Motion-to-Photon Time 4
- Refresh Rate and Persistence 4
- Causes of Cybersickness and Individual Differences 4
- Visual Fatigue and Session Length 4
Spatial Input
44 cards- Handheld Controllers 3
- Bare-hand Tracking 3
- Ray Pointing 3
- Direct Grab 3
- Gaze and Pinch 3
- Reach Space 3
- The Body as Reference Frame 7
- Fatigue in Spatial Input 3
- Direct Grab and Virtual Touch 4
- Reach Space and the Comfort Zone 4
- Precision Loss Without Physical Support 4
- Physical Safety of Input (Collisions and Bystanders) 4
Spatial Interfaces
50 cards- Locking Modes 4
- Interface Distance 3
- Depth Conflict 3
- Text Readability in 3D Space 7
- Spatial Audio 3
- Transparency and Occlusion 7
- Content at the Edge of the Field of View 7
- World-locked, Body-locked, and Head-locked 4
- Interface Distance and Comfort Viewing Distance 4
- Depth Conflict and Clipping 4
- Information Density and Stacking in Space 4
Locomotion and Navigation
32 cardsMixed Reality
51 cards- See-through Modes 3
- Virtual–Real Occlusion 3
- Plane Detection and Environment Understanding 3
- Spatial Anchors 3
- Shared Space 3
- Bystanders 3
- Overlay Density 3
- Video See-through and Optical See-through 5
- Spatial Anchors and Persistence 5
- Shared Space and Multi-user Collaboration 5
- Bystanders and Social Acceptability 5
- Overlay Density in Real-world Context 5
- Safety Risks from Occluding Reality 5