Master the Motion: Advanced Quiz on 3DoF vs 6DoF in AR/VR Quiz

  1. Question 1

    Which describes the full set of movements that a 6DoF AR/VR headset tracks when a user walks across a room and nods their head at the same time?

    1. A. Three translations and three rotations
    2. B. Only head tilting (pitch, roll, yaw)
    3. C. Left-right translations and roll only
    4. D. Up-down translation only
    5. E. Four rotations and two translations
  2. Question 2

    A virtual experience allows you to turn your head in any direction but does not register whether you crouch or step sideways; what degree of freedom is best represented?

    1. A. 5DoF
    2. B. 1DoF
    3. C. 4DoF
    4. D. 3DoF
    5. E. 6DoF
  3. Question 3

    Which set of axes are involved in translation for 6DoF systems in AR/VR?

    1. A. Pitch, Yaw, Roll
    2. B. X, Y, Z axes
    3. C. X and Y only
    4. D. Yaw, Pitch, Z
    5. E. Z and Roll only
  4. Question 4

    What primary limitation affects user interaction in a 3DoF VR environment compared to a 6DoF one?

    1. A. Cannot rotate head
    2. B. No positional tracking, only rotational tracking is available
    3. C. Cannot interact with the virtual environment at all
    4. D. Positional tracking is more accurate
    5. E. Can only move up and down
  5. Question 5

    You are designing a simulation where users must duck under obstacles and lean sideways to avoid hazards. What degree of freedom must your AR/VR hardware support to make this possible?

    1. A. Only 3DoF
    2. B. 6DoF
    3. C. 2DoF
    4. D. 4DoF
    5. E. 1DoF
  6. Question 6

    Which scenario exemplifies the limitation of a 3DoF system during user navigation in virtual space?

    1. A. User can walk around objects and their position updates accordingly
    2. B. User can only look in different directions while their position does not change in the virtual world
    3. C. User can use hand controllers to move objects through space
    4. D. User’s real-world position influences virtual camera movement
    5. E. User can teleport in the virtual space based on real walking
  7. Question 7

    Why is 6DoF important for enhancing presence and realism in AR/VR applications like architectural walkthroughs?

    1. A. It allows only vertical movement
    2. B. It enables positional as well as rotational tracking, matching real physical movement
    3. C. It limits rotational tracking
    4. D. It tracks only forearm and wrist rotation
    5. E. It restricts visual rotation
  8. Question 8

    If an AR system tracks a user’s ability to look around but not to sidestep or walk closer to objects, what is this lacking compared to a 6DoF system?

    1. A. Eye-tracking
    2. B. Translation tracking
    3. C. Gesture recognition
    4. D. Depth of field control
    5. E. Roll tracking
  9. Question 9

    During a technical review, a user reports that they cannot lean forward to inspect objects in the VR world, but can rotate their head to see different angles. What is the likely cause?

    1. A. The application is using only 6DoF
    2. B. The headset only implements 3DoF
    3. C. Incorrect calibration of translation sensors
    4. D. Headset supports 9DoF but disabled features
    5. E. The system samples at too high a refresh rate
  10. Question 10

    Which of the following best summarizes the movement constraints in a 3DoF AR/VR controller?

    1. A. Tracking pitch, roll, and yaw without recognizing spatial displacement
    2. B. Tracking up-down, left-right, and back-forth movement only
    3. C. Tracking pitch only
    4. D. Tracking translation along all axes
    5. E. Tracking gesture input and object recognition