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?
- A. Three translations and three rotations
- B. Only head tilting (pitch, roll, yaw)
- C. Left-right translations and roll only
- D. Up-down translation only
- E. Four rotations and two translations
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?
- A. 5DoF
- B. 1DoF
- C. 4DoF
- D. 3DoF
- E. 6DoF
Question 3
Which set of axes are involved in translation for 6DoF systems in AR/VR?
- A. Pitch, Yaw, Roll
- B. X, Y, Z axes
- C. X and Y only
- D. Yaw, Pitch, Z
- E. Z and Roll only
Question 4
What primary limitation affects user interaction in a 3DoF VR environment compared to a 6DoF one?
- A. Cannot rotate head
- B. No positional tracking, only rotational tracking is available
- C. Cannot interact with the virtual environment at all
- D. Positional tracking is more accurate
- E. Can only move up and down
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?
- A. Only 3DoF
- B. 6DoF
- C. 2DoF
- D. 4DoF
- E. 1DoF
Question 6
Which scenario exemplifies the limitation of a 3DoF system during user navigation in virtual space?
- A. User can walk around objects and their position updates accordingly
- B. User can only look in different directions while their position does not change in the virtual world
- C. User can use hand controllers to move objects through space
- D. User’s real-world position influences virtual camera movement
- E. User can teleport in the virtual space based on real walking
Question 7
Why is 6DoF important for enhancing presence and realism in AR/VR applications like architectural walkthroughs?
- A. It allows only vertical movement
- B. It enables positional as well as rotational tracking, matching real physical movement
- C. It limits rotational tracking
- D. It tracks only forearm and wrist rotation
- E. It restricts visual rotation
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?
- A. Eye-tracking
- B. Translation tracking
- C. Gesture recognition
- D. Depth of field control
- E. Roll tracking
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?
- A. The application is using only 6DoF
- B. The headset only implements 3DoF
- C. Incorrect calibration of translation sensors
- D. Headset supports 9DoF but disabled features
- E. The system samples at too high a refresh rate
Question 10
Which of the following best summarizes the movement constraints in a 3DoF AR/VR controller?
- A. Tracking pitch, roll, and yaw without recognizing spatial displacement
- B. Tracking up-down, left-right, and back-forth movement only
- C. Tracking pitch only
- D. Tracking translation along all axes
- E. Tracking gesture input and object recognition