Practice vocabulary for XR input methods: hand tracking, eye tracking, voice input, controller haptics, inside-out vs. outside-in tracking, and 6DoF controllers.
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What is 'hand tracking' in XR and how does it differ from controller input?
Hand tracking detects hand skeleton pose from camera imagery — fingers, joints, and gestures — without any handheld device. Apple Vision Pro uses hand tracking as its primary modality (look + pinch). Meta Quest supports both hand tracking and physical controllers. Hand tracking enables more natural interaction but with higher latency and less precision than controllers for fast-paced actions.
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What is 'gaze input' (eye tracking) in XR and what are its primary uses?
Eye tracking measures the precise direction of each eye's gaze within the headset using infrared illuminators and cameras. Applications: (1) UI selection — look at a button, then pinch to activate; (2) foveated rendering — render maximum detail only in the foveal (gaze) region, reducing GPU load by ~70%; (3) social avatars — making avatar eyes look realistic; (4) accessibility. Apple Vision Pro's Optic ID also uses eye scanning for biometric authentication.
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What is 'haptic feedback' in XR controller vocabulary?
Haptic feedback in XR controllers uses linear resonant actuators (LRAs) or eccentric rotating mass motors to produce tactile sensations. Advanced controllers (PS VR2 Sense, Meta Touch Pro) use adaptive haptics — variable resistance and nuanced vibration patterns that simulate surface textures, impacts, or tension. Good haptic design reinforces presence: the physical sensation of touching a virtual object increases believability.
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What is the difference between 'inside-out tracking' and 'outside-in tracking'?
Inside-out tracking (used by Meta Quest, Apple Vision Pro, HoloLens) puts cameras on the headset — SLAM (Simultaneous Localisation and Mapping) algorithms build a map of the environment. No room setup required; works anywhere. Outside-in tracking (Valve Index with SteamVR base stations, original PlayStation VR) uses external emitters to track reflective or LED markers on the headset and controllers — very precise but requires fixed room setup.
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What is a '6DoF controller' in XR vocabulary?
A 6DoF (six degrees of freedom) controller is tracked in full 3D — three translational axes (you can move it forward/back, left/right, up/down in space) and three rotational axes (you can twist, tilt, and rotate it). This enables natural pointing, grabbing, throwing, and tool-use interactions. Contrast with 3DoF remotes (used on early Gear VR, Daydream) that only track rotation — like waving a TV remote in the air.
What does this Wearables & Spatial Computing Language exercise cover?
This exercise, "XR Input Vocabulary", tests your understanding of wearables & spatial computing language vocabulary and phrasing through 5 multiple-choice questions drawn from real workplace scenarios.
Is this exercise free to use?
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How many questions does this exercise have?
This exercise has 5 questions. Each one presents a realistic sentence or scenario with multiple-choice options and an explanation once you answer.
What happens after I answer a question?
You'll see immediate feedback showing whether your answer was correct, along with a short explanation of why — then a button to move to the next question.
Can I retry the exercise if I get questions wrong?
Yes. Once you reach the results screen, click "Try again" to reset your answers and go through the exercise from the start as many times as you like.
Do I need to create an account to take this exercise?
No account is needed. Your answers are scored in your browser during the session — nothing is saved to a server, so you can jump straight in.
Is my progress saved if I leave the page?
No — progress within an exercise resets if you navigate away or reload. Each exercise is short enough to complete in a few minutes in one sitting.
Who is this Wearables & Spatial Computing Language exercise for?
It's designed for IT professionals and learners who want to sound natural discussing wearables & spatial computing language topics in English — useful for meetings, documentation, interviews, and day-to-day communication with English-speaking teams.
How is this different from reading a glossary or blog article?
Exercises like this one are active recall drills — you have to choose the correct term or phrasing yourself, which builds retention faster than passively reading a definition.
Where can I find more Wearables & Spatial Computing Language exercises?
Browse the full Wearables & Spatial Computing Language exercises hub for more practice, or explore other exercise categories covering vocabulary, grammar, interviews, and workplace communication.