Practice vocabulary for mixed reality: occlusion, passthrough cameras, spatial mapping, world anchors, and physical-digital interaction.
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When a virtual object realistically hides behind a real-world object (e.g., a digital cube disappears behind a real table), this is called:
The digital object occludes the real world correctly — proper occlusion is one of the hardest and most important aspects of convincing MR; it requires depth sensing of the real world.
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When an MR headset uses cameras to show the real world to the wearer (instead of optical see-through), this is called:
Passthrough shows the real world through the headset cameras — Quest Pro, Quest 3, and Vision Pro all use color passthrough cameras to display the real world.
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The process by which an MR headset builds a 3D model of the user's room to understand walls, floors, and objects is called:
The MR experience requires accurate spatial mapping — spatial mapping creates a mesh of the real world, enabling virtual objects to interact with real surfaces.
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When a virtual object is attached to a specific real-world location so it stays in place even as the user moves around, this is described as:
The anchor persists the virtual object in the real world — world anchors (ARAnchor in ARKit, WorldAnchor in OpenXR) save the pose relative to the real environment.
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The design space that covers how people interact with both physical and digital objects simultaneously in MR is called:
The physical-digital interaction vocabulary includes concepts like 'near interaction' (touching virtual objects), 'far interaction' (pointing), and 'hybrid manipulation' (using real objects to control virtual ones).