This glossary helps professionals across Technology & Telecom interpret technical, operational, standards, safety, and commercial shorthand used in the XR/AR/VR & Spatial Computing Platforms/Tools Practice. It supports clearer decisions and collaboration around immersive devices, software platforms, content pipelines, spatial tracking, rendering, audio, and user experience.
0–9 A B C D E F G H I L M N O P Q R S T U V W X
| 0–9 | |
| 3DoF | Three Degrees of Freedom: Rotational tracking around the pitch, yaw, and roll axes without tracking the user’s physical translation through space. |
| 3DoF+ | Three Degrees of Freedom Plus: An immersive-media representation that adds limited positional movement or parallax to rotational viewing, providing more freedom than conventional panoramic video without full volumetric capture. |
| 6DoF | Six Degrees of Freedom: Tracking that captures rotation and translation along three axes, allowing users or objects to move naturally through a spatial environment. |
| A | |
| AABB | Axis-Aligned Bounding Box: A box aligned with a coordinate system’s axes that simplifies collision detection, visibility testing, and spatial queries in real-time scenes. |
| ACN | Ambisonic Channel Number: A standardized ordering scheme for spherical-harmonic audio channels, enabling consistent interchange and rendering of Ambisonic spatial audio. |
| API | Application Programming Interface: A defined interface through which applications access headset tracking, rendering, scene understanding, input, anchors, and other platform capabilities. |
| AR | Augmented Reality: Technology that registers digital content with a user’s view of the physical world through phones, tablets, glasses, headsets, or projection systems. |
| AREA | Augmented Reality for Enterprise Alliance: An industry organization focused on accelerating enterprise adoption through research, interoperability work, implementation guidance, and ecosystem collaboration. |
| ASW | Asynchronous Spacewarp: A frame-synthesis technique that uses recent motion and scene information to generate intermediate views when an application cannot sustain the headset’s native frame rate. |
| ATW | Asynchronous Timewarp: A late-stage reprojection technique that adjusts a rendered frame using the latest head pose, reducing apparent rotational latency and judder. |
| AV | Augmented Virtuality: A predominantly virtual environment into which real-world people, objects, or video feeds are incorporated, occupying the virtual end of the reality–virtuality continuum. |
| AV1 | AOMedia Video 1: A royalty-free video codec used for high-efficiency streaming and playback, including high-resolution stereoscopic and immersive media where platform support permits. |
| AVC | Advanced Video Coding: A widely supported video-compression standard, also designated H.264, used for recorded, streamed, and real-time immersive video. |
| AWE | Augmented World Expo: A major industry conference and exhibition covering spatial computing platforms, devices, development tools, enterprise applications, and enabling technologies. |
| B | |
| BCI | Brain–Computer Interface: A system that interprets neural activity as input, offering an emerging control and accessibility modality for immersive environments. |
| BIPA | Biometric Information Privacy Act: An Illinois law governing the collection, use, retention, and disclosure of biometric identifiers; it can affect platforms using eye, face, hand, or voice data. |
| BVH | Bounding Volume Hierarchy: A tree structure that organizes geometric bounds to accelerate ray tracing, collision detection, visibility tests, and other real-time spatial queries. |
| C | |
| CAD | Computer-Aided Design: Digital engineering geometry frequently converted, simplified, and optimized for immersive product reviews, training, maintenance, and digital-twin applications. |
| CAVE | Cave Automatic Virtual Environment: A room-scale immersive system that projects stereoscopic imagery onto multiple surrounding surfaces, often for collaborative visualization and simulation. |
| CIE | Commission Internationale de l’Éclairage: The International Commission on Illumination, whose color spaces, measurement methods, and photometric standards support display calibration and visual-quality assessment. |
| CMP | Cubemap Projection: A representation that maps a 360-degree scene onto six cube faces for storage, streaming, sampling, and real-time rendering. |
| COLLADA | Collaborative Design Activity: An XML-based interchange format for transferring 3D assets, scene data, materials, animation, and effects between content-creation tools. |
| CTS | Conformance Test Suite: A set of tests used to verify that a runtime or implementation conforms to a specification, supporting interoperability across devices and applications. |
| CV | Computer Vision: Techniques that extract meaning from images and sensor data to enable tracking, mapping, object recognition, occlusion, hand input, and scene understanding. |
| D | |
| DCC | Digital Content Creation: The tools and workflows used to model, animate, texture, light, and prepare 3D assets before integration into an immersive application or runtime. |
| DFR | Dynamic Foveated Rendering: A rendering method that uses eye tracking to move the highest-resolution region with the user’s gaze, reducing graphics workload while preserving perceived detail. |
| DLP | Digital Light Processing: A projection technology based on microscopic mirrors that is used in some near-eye displays, projection-based immersive systems, and optical engines. |
| DLSS | Deep Learning Super Sampling: NVIDIA rendering technology that reconstructs higher-resolution frames from lower-resolution inputs, helping compatible applications improve visual quality or frame rate. |
| DOE | Diffractive Optical Element: A microstructured optical component that redirects or shapes light and is commonly used in waveguides, depth projectors, and near-eye display systems. |
| DoF | Degrees of Freedom: The number of independent rotational and translational movements that a tracked headset, controller, hand, or other object can represent. |
| DR | Diminished Reality: A computer-vision technique that removes, obscures, or replaces selected real-world content from a live augmented view. |
| E | |
| EAC | Equi-Angular Cubemap: A cubemap layout that distributes samples more evenly by viewing angle, improving compression efficiency and visual consistency for 360-degree media. |
| EDOF | Extended Depth of Focus: An optical approach that increases the range of distances appearing acceptably sharp, helping reduce focus limitations in near-eye display systems. |
| EKF | Extended Kalman Filter: A nonlinear state-estimation algorithm used to fuse inertial, camera, and other sensor measurements for pose tracking and motion prediction. |
| EMG | Electromyography: Measurement of electrical activity produced by muscles, used in emerging wrist, hand, gesture, and intent-sensing interfaces. |
| EMS | Electrical Muscle Stimulation: Controlled electrical stimulation that produces muscle contraction and can be used experimentally to create force, guidance, or haptic sensations. |
| EOG | Electrooculography: Measurement of eye movement through electrical potential differences around the eye, providing an alternative gaze-input or research method. |
| EPE | Exit Pupil Expansion: An optical technique that enlarges or replicates the viewing region of a waveguide display, increasing the usable eyebox and tolerance for eye position. |
| ERM | Eccentric Rotating Mass: A compact vibration actuator used in controllers and wearables to deliver basic tactile feedback through an off-center rotating weight. |
| ERP | Equirectangular Projection: A common format that maps spherical panoramic imagery onto a rectangular frame for capture, editing, compression, and playback. |
| ET | Eye Tracking: Measurement of gaze direction, fixation, pupil behavior, or eye position to support foveated rendering, interaction, analytics, and optical alignment. |
| F | |
| FBT | Full-Body Tracking: Estimation or measurement of a user’s body pose beyond the head and hands, improving avatar embodiment, animation, training, and social presence. |
| FBX | Filmbox: An Autodesk-owned 3D interchange format widely used to move models, skeletons, animation, cameras, and related asset data into real-time engines. |
| FFB | Force Feedback: Haptic output that applies physical force or resistance through controllers, gloves, steering devices, exoskeletons, or other interfaces. |
| FFR | Fixed Foveated Rendering: A rendering method that lowers shading resolution toward the display periphery using a predetermined high-detail region rather than live gaze data. |
| FK | Forward Kinematics: Calculation of a joint chain’s final pose from known parent-joint transformations, commonly used in avatar and object animation. |
| FOA | First-Order Ambisonics: A four-channel spherical spatial-audio representation that captures an omnidirectional component and three directional components for head-tracked playback. |
| FOV | Field of View: The angular extent of the visible image or tracked region, materially affecting immersion, situational awareness, optical design, and rendering demand. |
| FPS | Frames Per Second: The rate at which an application renders or displays images; stable high values are important for visual comfort and responsive interaction. |
| FSR | FidelityFX Super Resolution: AMD upscaling and frame-generation technologies that can help compatible real-time applications balance image quality and rendering performance. |
| FXAA | Fast Approximate Anti-Aliasing: A low-cost post-processing technique that smooths visible jagged edges, trading some sharpness for improved rendering performance. |
| G | |
| glTF | GL Transmission Format: A Khronos 3D asset-delivery format designed for efficient transmission and runtime loading of scenes, meshes, materials, textures, skins, and animation. |
| G-PCC | Geometry-Based Point Cloud Compression: An MPEG standard for compressing point-cloud geometry and attributes, supporting more efficient storage and delivery of volumetric spatial data. |
| GPU | Graphics Processing Unit: The processor responsible for highly parallel graphics and compute workloads such as stereo rendering, shading, reprojection, computer vision, and machine learning. |
| H | |
| HCI | Human–Computer Interaction: The discipline concerned with how people use and experience computing systems, including embodied, gaze, gesture, voice, controller, and multimodal spatial interfaces. |
| HDR | High Dynamic Range: Imaging and display capability that represents a wider range of luminance and color, improving realism and visibility when supported across the content pipeline. |
| HDRP | High Definition Render Pipeline: Unity’s high-fidelity rendering pipeline, used when advanced lighting and visual quality take priority and target hardware can support its performance requirements. |
| HEVC | High Efficiency Video Coding: A video-compression standard, also designated H.265, used for high-resolution, stereoscopic, panoramic, and immersive media delivery. |
| HLSL | High-Level Shading Language: Microsoft’s language for programming graphics shaders, including material, lighting, post-processing, and stereo-rendering effects. |
| HMD | Head-Mounted Display: A wearable display system that presents immersive or overlaid visual content and typically integrates tracking, audio, input, and sensing. |
| HOA | Higher-Order Ambisonics: A spherical spatial-audio representation using more directional components than first-order systems to improve localization and spatial resolution. |
| HOE | Holographic Optical Element: An optical component recorded using holographic techniques to focus, redirect, or combine light in waveguides and near-eye displays. |
| HRIR | Head-Related Impulse Response: The time-domain response describing how sound reaches a listener’s ears from a particular direction, used to synthesize binaural spatial audio. |
| HRTF | Head-Related Transfer Function: A frequency-domain model of how a listener’s anatomy filters sound by direction, enabling convincing binaural localization over headphones. |
| HUD | Head-Up Display: A display that places information within the user’s forward view, including vehicle, industrial, aviation, and wearable augmented-display implementations. |
| I | |
| ICP | Iterative Closest Point: An algorithm that aligns point clouds or 3D surfaces by iteratively minimizing distances between corresponding points. |
| IEEE | Institute of Electrical and Electronics Engineers: A professional and standards organization that publishes relevant technical standards and sponsors major visualization and immersive-technology conferences. |
| IK | Inverse Kinematics: Calculation of joint rotations needed to place an endpoint at a target pose, widely used for hands, arms, avatars, and articulated objects. |
| ILD | Interaural Level Difference: The difference in sound level reaching the two ears, providing an important directional cue for binaural and spatial-audio rendering. |
| IMU | Inertial Measurement Unit: A sensor package combining accelerometers and gyroscopes, and sometimes magnetometers, to estimate motion and orientation at high update rates. |
| IOR | Index of Refraction: A material property describing how light propagates and bends, used in optical engineering and physically based rendering of transparent materials. |
| IPD | Interpupillary Distance: The distance between the centers of a user’s pupils, which must be accommodated to achieve correct stereo geometry, optical alignment, and viewing comfort. |
| IR | Infrared: Electromagnetic radiation beyond visible red that is commonly used for eye tracking, controller tracking, depth sensing, illumination, and proximity detection. |
| ISMAR | International Symposium on Mixed and Augmented Reality: A leading IEEE-sponsored research conference covering tracking, displays, interaction, perception, authoring, and applications. |
| ITD | Interaural Time Difference: The difference in sound-arrival time between the ears, providing a primary cue for horizontal sound localization. |
| L | |
| LBE | Location-Based Entertainment: Immersive experiences delivered at physical venues such as arcades, museums, attractions, cinemas, and free-roam installations. |
| LCoS | Liquid Crystal on Silicon: A reflective microdisplay technology used in some projection engines and near-eye systems for compact, high-resolution image generation. |
| LiDAR | Light Detection and Ranging: A sensing method that measures reflected light to estimate distance and create depth maps or point clouds for scanning, tracking, and scene understanding. |
| LOD | Level of Detail: A technique that substitutes simpler or more complex asset representations according to viewing conditions, conserving rendering resources without unnecessary quality loss. |
| LRA | Linear Resonant Actuator: A vibration actuator that oscillates a mass at a resonant frequency, providing more controllable tactile effects than many rotating-mass motors. |
| LUT | Lookup Table: A stored mapping used for efficient color grading, tone mapping, distortion correction, calibration, or other graphics transformations. |
| M | |
| MEMS | Microelectromechanical Systems: Miniaturized mechanical and electrical devices used in inertial sensors, microphones, scanners, projectors, and other compact wearable components. |
| MIV | MPEG Immersive Video: A standard for coding multiple texture and depth views so compatible systems can synthesize viewpoint-dependent immersive video. |
| MPE | Maximum Permissible Exposure: The highest level of optical radiation considered acceptable under applicable safety guidance, making it important for laser and illumination system design. |
| MPEG | Moving Picture Experts Group: The standards group responsible for major audiovisual and immersive-media coding specifications, including panoramic, volumetric, and scene-based formats. |
| MPEG-I | Moving Picture Experts Group Immersive Media: The ISO/IEC 23090 family of standards addressing coded representations and delivery technologies for immersive media. |
| MR | Mixed Reality: Experiences in which digital and physical content coexist and interact within a spatially registered environment. |
| MRC | Mixed Reality Capture: A compositing workflow that places a real user or camera feed within virtual content for broadcasting, demonstrations, training review, and marketing assets. |
| MRTK | Mixed Reality Toolkit: An open-source collection of components and interaction patterns historically used to build applications for Microsoft and cross-platform immersive environments. |
| MSAA | Multisample Anti-Aliasing: A rasterization technique that samples polygon edges multiple times to reduce jagged boundaries with less cost than full-scene supersampling. |
| MTF | Modulation Transfer Function: A measure of how well an optical system preserves contrast at different spatial frequencies, used to assess display sharpness and lens performance. |
| MTP | Motion-to-Photon: The latency from a user’s movement to the corresponding updated image reaching the display, a critical determinant of responsiveness and comfort. |
| MVC | Multiview Video Coding: An extension of Advanced Video Coding that compresses multiple camera views efficiently by exploiting similarities between views. |
| MV-HEVC | Multiview High Efficiency Video Coding: An extension of High Efficiency Video Coding for jointly compressing multiple views, including stereoscopic and immersive video. |
| N | |
| NASA-TLX | National Aeronautics and Space Administration Task Load Index: A multidimensional questionnaire used to assess perceived workload during simulations, training, usability studies, and immersive interactions. |
| NDC | Normalized Device Coordinates: A standardized coordinate space used in the graphics pipeline after projection and before mapping geometry to display pixels. |
| NED | Near-Eye Display: A compact optical display positioned close to the eye, encompassing many virtual, mixed, and augmented-reality headset architectures. |
| NIR | Near-Infrared: The infrared band nearest visible light, commonly used for unobtrusive eye illumination, hand tracking, depth sensing, and machine vision. |
| O | |
| OBB | Oriented Bounding Box: A bounding volume that can rotate with an object, often providing tighter collision and intersection tests than an axis-aligned box. |
| OLED | Organic Light-Emitting Diode: A self-emissive display technology offering strong contrast and fast response, characteristics valued in head-mounted and near-eye displays. |
| OLEDoS | Organic Light-Emitting Diode on Silicon: A high-pixel-density microdisplay architecture that fabricates organic emitters on a silicon backplane for compact near-eye systems. |
| OMAF | Omnidirectional Media Format: An MPEG systems standard defining projection, packaging, signaling, and delivery mechanisms for 360-degree audiovisual media. |
| OpenGL | Open Graphics Library: A cross-platform graphics API used by applications and engines to render interactive 2D and 3D content. |
| OpenGL ES | Open Graphics Library for Embedded Systems: A streamlined graphics API for mobile and embedded hardware, including many standalone headsets and augmented-reality devices. |
| ORB | Oriented FAST and Rotated BRIEF: A computationally efficient feature detector and descriptor used in image matching, tracking, mapping, and visual localization. |
| OST | Optical See-Through: A display architecture in which users view the physical world directly through transparent optics while digital imagery is optically overlaid. |
| OSVR | Open Source Virtual Reality: A legacy open software and hardware initiative intended to provide common interfaces across headsets, controllers, and immersive applications. |
| P | |
| PBR | Physically Based Rendering: A material and lighting approach that models light–surface interactions consistently, improving realism and asset portability between tools and engines. |
| PCVR | Personal Computer Virtual Reality: A category of immersive systems that relies on a connected or wirelessly linked computer for application execution and high-end graphics rendering. |
| PnP | Perspective-n-Point: A computer-vision problem that estimates camera pose from known correspondences between 3D points and their 2D image projections. |
| PPD | Pixels Per Degree: A measure of angular display resolution that better reflects perceived near-eye sharpness than panel resolution alone. |
| PVG | Polarization Volume Grating: A polarization-sensitive diffractive element used to route light efficiently in some waveguide and near-eye display architectures. |
| PWM | Pulse-Width Modulation: A method of controlling display brightness by rapidly switching light output, with frequency and duty cycle potentially affecting flicker perception and comfort. |
| Q | |
| QoE | Quality of Experience: The user-perceived outcome of factors such as visual fidelity, latency, stability, comfort, audio quality, interaction reliability, and content responsiveness. |
| R | |
| RANSAC | Random Sample Consensus: A robust estimation algorithm that fits a model despite outliers, making it useful for feature matching, pose estimation, and spatial mapping. |
| RGB | Red, Green, and Blue: An additive color model used by cameras, displays, textures, rendering systems, and digital-content pipelines. |
| RGB-D | Red, Green, Blue, and Depth: A sensing format that combines color imagery with per-pixel distance information for tracking, scanning, reconstruction, and scene understanding. |
| RT3D | Real-Time 3D: Interactive three-dimensional content rendered quickly enough to respond continuously to user movement, input, and changing scene conditions. |
| S | |
| SBS | Side-by-Side: A stereoscopic video layout that stores left-eye and right-eye images next to each other within a single frame. |
| SDE | Screen-Door Effect: The visible grid or gaps between display pixels when viewed through magnifying optics, reducing perceived image continuity and clarity. |
| SDF | Signed Distance Field: A spatial representation that stores distance to the nearest surface, supporting text rendering, collision, procedural geometry, reconstruction, and volumetric effects. |
| SDK | Software Development Kit: A package of libraries, tools, samples, documentation, and interfaces used to build applications for a device, engine, runtime, or platform. |
| SfM | Structure from Motion: A photogrammetric technique that reconstructs camera motion and three-dimensional structure from overlapping images captured at different viewpoints. |
| SIFT | Scale-Invariant Feature Transform: An image-feature method designed to identify and describe local features despite changes in scale, orientation, lighting, and viewpoint. |
| SLAM | Simultaneous Localization and Mapping: The process of building or updating a map while estimating a device’s position within it, enabling persistent and spatially registered experiences. |
| SLM | Spatial Light Modulator: A device that controls the phase, amplitude, or polarization of light across an array and can form images or holographic wavefronts. |
| SPS | Single-Pass Stereo: A rendering technique that processes both eye views in one pass or shared draw sequence, reducing duplicated work compared with separate-eye rendering. |
| SRG | Surface-Relief Grating: A nanoscale surface structure that diffracts light and is used to couple, guide, or extract imagery in augmented-display waveguides. |
| SSQ | Simulator Sickness Questionnaire: A standardized instrument for measuring nausea, oculomotor discomfort, and disorientation associated with simulators and immersive experiences. |
| SWaP | Size, Weight, and Power: A combined design constraint that strongly affects wearable comfort, thermal management, battery life, optical architecture, and component selection. |
| T | |
| TAA | Temporal Anti-Aliasing: A technique that combines samples across successive frames to reduce jagged edges and shimmering, though poor tuning can create blur or ghosting. |
| TDoA | Time Difference of Arrival: A positioning method that estimates location from differences in signal-arrival times at multiple receivers or from multiple transmitters. |
| TENS | Transcutaneous Electrical Nerve Stimulation: Electrical stimulation delivered through the skin that is explored for tactile feedback and should be applied with appropriate safety controls. |
| ToF | Time of Flight: A depth-sensing method that calculates distance from the travel time or phase shift of emitted light or radio signals. |
| TSR | Temporal Super Resolution: A reconstruction technique that combines lower-resolution information across frames to produce a higher-resolution output while controlling rendering cost. |
| U | |
| UE | Unreal Engine: Epic Games’ real-time 3D engine, widely used for immersive applications, simulations, visualization, virtual production, and interactive content. |
| UI | User Interface: The controls, information, feedback, and interaction surfaces through which users operate an application, including spatial panels, gaze targets, gestures, and embodied tools. |
| URP | Universal Render Pipeline: Unity’s scalable rendering pipeline, commonly selected for cross-platform applications that must balance visual quality with mobile or standalone-headset performance. |
| USD | Universal Scene Description: An open framework for composing, referencing, exchanging, and collaboratively editing complex 3D scenes across content tools and runtime pipelines. |
| USDZ | Universal Scene Description Zip Package: A package format that bundles scene-description assets and dependencies for portable distribution, including augmented-reality viewing on Apple platforms. |
| UWB | Ultra-Wideband: A short-range radio technology capable of precise ranging and direction finding for device discovery, relative positioning, and spatial interaction. |
| UX | User Experience: The total quality of a person’s interaction with a product, including usability, comfort, presence, accessibility, safety, responsiveness, and perceived value. |
| V | |
| VAC | Vergence–Accommodation Conflict: A visual mismatch in which the eyes converge on simulated depths while focusing at a fixed display distance, potentially contributing to fatigue or discomfort. |
| VBAP | Vector Base Amplitude Panning: A spatial-audio method that distributes a virtual sound source among loudspeakers according to geometric direction vectors. |
| VFOV | Vertical Field of View: The angular extent visible from top to bottom, used alongside horizontal and diagonal measurements to characterize displays and cameras. |
| VFX | Visual Effects: Digitally generated or manipulated imagery such as particles, simulations, compositing, and procedural effects used to enhance immersive scenes. |
| VIMS | Visually Induced Motion Sickness: Nausea, disorientation, or discomfort triggered by visual motion cues that conflict with vestibular or proprioceptive signals. |
| VIO | Visual-Inertial Odometry: Estimation of device motion by combining camera observations with inertial measurements, supporting robust low-latency tracking. |
| V-PCC | Video-Based Point Cloud Compression: An MPEG standard that projects point-cloud geometry and attributes into video representations for efficient volumetric-media compression and delivery. |
| VPS | Visual Positioning System: A localization system that matches camera observations against mapped visual features to determine a device’s precise real-world pose. |
| VR | Virtual Reality: A computer-generated environment presented to create an immersive sense of presence and support tracked, interactive user experiences. |
| VRARA | VR/AR Association: A global industry association connecting technology providers, enterprises, investors, researchers, and other participants in the immersive ecosystem. |
| VRML | Virtual Reality Modeling Language: A legacy text-based standard for describing interactive 3D scenes on the web and a predecessor to later web-based 3D formats. |
| VRS | Variable Rate Shading: A GPU feature that varies shading density across an image, conserving performance in less important regions or supporting foveated rendering. |
| VST | Video See-Through: A mixed-reality architecture in which cameras capture the physical environment and displays present it after digital processing and compositing. |
| VVC | Versatile Video Coding: A modern video-compression standard, also designated H.266, designed to improve efficiency across high-resolution, panoramic, and immersive video formats. |
| W | |
| W3C | World Wide Web Consortium: The international standards organization that develops core web specifications, including browser interfaces relevant to immersive experiences. |
| WebGL | Web Graphics Library: A browser graphics API that enables hardware-accelerated interactive 2D and 3D rendering without a separate plug-in. |
| WebGPU | Web Graphics Processing Unit: A modern browser API providing efficient access to graphics and general-purpose GPU capabilities for advanced real-time web applications. |
| WebVR | Web Virtual Reality: A discontinued browser API that enabled headset access from web content and was superseded by a broader immersive-web standard. |
| WebXR | Web Extended Reality: A family of browser interfaces that enables web applications to access immersive displays, poses, input sources, and selected spatial-sensing capabilities. |
| WGSL | WebGPU Shading Language: The shading language used to program vertex, fragment, and compute workloads for modern browser graphics applications. |
| WMR | Windows Mixed Reality: Microsoft’s discontinued immersive-device platform, still encountered in legacy enterprise deployments, applications, headsets, and development documentation. |
| X | |
| X3D | Extensible 3D Graphics: An ISO-standard, royalty-free format and runtime architecture for representing and communicating interactive 3D scenes. |
| XR | Extended Reality: An umbrella term encompassing augmented, mixed, and virtual reality and related technologies that blend or replace physical-world perception. |
| XRI | XR Interaction Toolkit: Unity’s component-based framework for implementing input, locomotion, object manipulation, user-interface interaction, and cross-device immersive behaviors. |