Almost all MCQs of Computer

Virtual Reality Solved MCQs

1. What does VR stand for?
   A) Virtual Recording
   B) Virtual Reality
   C) Visual Reflection
   D) Virtual Realm
   **Answer: B) Virtual Reality**

2. Which of the following is NOT a component of VR?
   A) Head-mounted Display (HMD)
   B) Motion Controllers
   C) Augmented Reality (AR)
   D) Tracking Sensors
   **Answer: C) Augmented Reality (AR)**

3. Which technology is primarily used to create immersive experiences in VR?
   A) Artificial Intelligence (AI)
   B) Blockchain
   C) Haptics
   D) Graphics Rendering
   **Answer: D) Graphics Rendering**

4. Which company is known for its VR headset called Oculus Rift?
   A) Google
   B) Facebook (now Meta)
   C) Sony
   D) HTC
   **Answer: B) Facebook (now Meta)**

5. What is the term used to describe the feeling of dizziness or nausea experienced by some users in VR?
   A) Simulation Sickness
   B) Virtual Vertigo
   C) Cyber Sickness
   D) VR Disorientation
   **Answer: A) Simulation Sickness**

6. Which VR application is commonly used for architectural visualization and interior design?
   A) Tilt Brush
   B) Quill
   C) SketchUp
   D) Unreal Engine
   **Answer: C) SketchUp**

7. What is the purpose of haptic feedback in VR?
   A) To enhance visual effects
   B) To provide tactile sensations
   C) To improve audio quality
   D) To track user movements
   **Answer: B) To provide tactile sensations**

8. Which of the following is NOT a VR platform?
   A) SteamVR
   B) PlayStation VR
   C) Oculus Store
   D) iOS App Store
   **Answer: D) iOS App Store**

9. Which term refers to the illusion of depth in VR environments?
   A) Depth Perception
   B) Spatial Presence
   C) Parallax Effect
   D) Stereoscopic Vision
   **Answer: D) Stereoscopic Vision**

10. Which VR headset is known for its wireless capabilities?
   A) HTC Vive
   B) Oculus Quest
   C) PlayStation VR
   D) Valve Index
   **Answer: B) Oculus Quest**

11. What technology allows users to physically interact with virtual objects in VR?
   A) Artificial Intelligence
   B) Machine Learning
   C) Augmented Reality
   D) Room-scale Tracking
   **Answer: D) Room-scale Tracking**

12. Which of the following is a popular VR game?
   A) Fortnite
   B) Minecraft
   C) Beat Saber
   D) Among Us
   **Answer: C) Beat Saber**

13. Which term refers to the feeling of being present in a virtual environment?
   A) Immersion
   B) Simulation
   C) Teleportation
   D) Escapism
   **Answer: A) Immersion**

14. What is the purpose of foveated rendering in VR?
   A) To reduce motion sickness
   B) To enhance visual clarity
   C) To improve audio quality
   D) To track user movements
   **Answer: B) To enhance visual clarity**

15. Which VR technology tracks the position of the user's hands?
   A) Eye-tracking
   B) Room-scale Tracking
   C) Gesture Recognition
   D) Hand Tracking
   **Answer: D) Hand Tracking**

16. What is the field of study that explores the interaction between humans and computers through immersive environments?
   A) Virtual Anthropology
   B) Virtual Sociology
   C) Virtual Psychology
   D) Human-Computer Interaction (HCI)
   **Answer: D) Human-Computer Interaction (HCI)**

17. Which of the following is NOT a potential application of VR?
   A) Healthcare
   B) Education
   C) Entertainment
   D) Teleportation
   **Answer: D) Teleportation**

18. What is the term for the process of creating a digital replica of the real world in VR?
   A) Telepresence
   B) Virtualization
   C) Simulation
   D) Photogrammetry
   **Answer: D) Photogrammetry**

19. Which of the following is a challenge in VR development related to hardware?
   A) Latency
   B) Motion Sickness
   C) Low Resolution
   D) Cybersecurity
   **Answer: A) Latency**

20. What technology enables users to perceive depth in VR by presenting a slightly different image to each eye?
   A) Stereoscopic Display
   B) Holographic Projection
   C) 360-degree Video
   D) Parallax Effect
   **Answer: A) Stereoscopic Display**

21. Which term refers to the process of creating a sense of touch in VR environments?
   A) Holography
   B) Tactile Feedback
   C) Sensory Immersion
   D) Spatial Mapping
   **Answer: B) Tactile Feedback**

22. What type of content is commonly viewed in 360-degree VR experiences?
   A) Interactive Movies
   B) Traditional TV Shows
   C) Live Sports Events
   D) Static Images
   **Answer: C) Live Sports Events**

23. Which VR technology allows users to interact with virtual objects using their eyes?
   A) Eye-tracking
   B) Hand Tracking
   C) Gesture Recognition
   D) Haptic Feedback
   **Answer: A) Eye-tracking**

24. What is the term for the process of updating the position of objects in VR to match the user's movements?
   A) Spatial Tracking
   B) Motion Capture
   C) Real-time Rendering
   D) Head-tracking
   **Answer: D) Head-tracking**

25. Which VR headset is known for its high-resolution display and wide field of view?
   A) HTC Vive Pro
   B) Oculus Rift S
   C) PlayStation VR
   D) Valve Index
   **Answer: D) Valve Index**

26. What is the primary advantage of using VR in employee training programs?
   A) Cost-effectiveness
   B) Real-world experience
   C) Speed of learning
   D) Accessibility
   **Answer: B) Real-world experience**

27. Which of the following is a form of locomotion commonly used in VR to navigate virtual environments?
   A) Teleportation
   B) Running
   C) Crawling
   D) Jumping
   **Answer: A) Teleportation**

28. Which term refers to the perception of motion in VR when the user is stationary?
   A) Virtual Drift
   B) Cybersickness
   C) Acceleration Bias
   D) Motion Parallax
   **Answer: A) Virtual Drift**

29. What is the term for the phenomenon where users believe virtual objects are real and can physically interact with them?
   A) Presence
   B) Realism
   C) Telepresence
   D) Believability
   **Answer: A) Presence**

30. Which of the following is NOT a type of VR headset display technology?
   A) LCD
   B) OLED
   C) CRT
   D) AMOLED
   **Answer: C) CRT**

31. What is the primary purpose of VR arcades?
   A) Socialization
   B) Gaming
   C) Exercise
   D) Education
   **Answer: B) Gaming**

32. Which term refers to the process of creating a virtual environment that mimics the real world?
   A) Simulation
   B) Emulation
   C) Immersion
   D) Replication
   **Answer: A) Simulation**

33. Which of the following is a challenge in VR development related to software?
   A) Motion Sickness
   B) Low Resolution
   C) Lack of Content
   D) Latency
   **Answer: C) Lack of Content**

34. What is the term for the area in VR that the user can physically move around in without encountering virtual barriers?
   A) Play Space
   B) Safe Zone
   C) Virtual Realm
   D) Boundary Zone
   **Answer: A) Play Space**

35. Which technology is commonly used to create realistic soundscapes in VR?
   A) Surround Sound
   B) Noise Cancelling
   C) Haptic Feedback
   D) Binaural Audio
   **Answer: D) Binaural Audio**

36. What is the term for the technique used in VR to render objects with greater detail when they are closer to the user?
   A) Dynamic Resolution
   B) Level of Detail (LOD)
   C) Adaptive Sampling
   D) Texture Mapping
   **Answer: B) Level of Detail (LOD)**

37. Which VR application is commonly used for creating and editing 3D models?
   A) Unity
   B) Blender
   C) Maya
   D) Adobe Photoshop
   **Answer: B) Blender**

38. What is the term for the feeling of unease or discomfort experienced when VR visuals don't match the user's movements?
   A) Virtual Drift
   B) Motion Sickness
   C) Disorientation
   D) Simulator Sickness
   **Answer: D) Simulator Sickness**

39. Which of the following is NOT a VR input device?
   A) Keyboard
   B) Mouse
   C) Gamepad
   D) Tracking Gloves
   **Answer: A) Keyboard**

40. Which term refers to the technique used in VR to create the illusion of depth by adjusting the size of objects based on their distance from the viewer?
   A) Depth Perception
   B) Perspective Distortion
   C) Field of View
   D) Parallax Effect
   **Answer: D) Parallax Effect**

41. What technology is used to track the user's position and movement in VR?
   A) GPS
   B) RFID
   C) LIDAR
   D) IMU
   **Answer: D) IMU (Inertial Measurement Unit)**

42. Which of the following is a potential application of VR in healthcare?
   A) Virtual Tourism
   B) Rehabilitation Therapy
   C) Virtual Dating
   D) Virtual Fitness Classes
   **Answer: B) Rehabilitation Therapy**

43. Which VR headset features inside-out tracking, eliminating the need for external sensors?
   A) HTC Vive
   B) Oculus Rift
   C) PlayStation VR
   D) Oculus Quest
   **Answer: D) Oculus Quest**

44. What term is used to describe the phenomenon where users feel disoriented after removing a VR headset?
   A) Virtual Hangover
   B) Post-VR Syndrome
   C) VR Withdrawal
   D) Reality Dissonance
   **Answer: B) Post-VR Syndrome**

45. Which technology allows users to feel physical resistance when interacting with virtual objects?
   A) Haptic Feedback
   B) Eye-tracking
   C) Hand Tracking
   D) Locomotion
   **Answer: A) Haptic Feedback**

46. What is the term for the technique used to create a seamless transition between the real world and virtual environments?
   A) Mixed Reality
   B) Augmented Reality
   C) Cross Reality
   D) Extended Reality
   **Answer: A) Mixed Reality**

47. Which of the following is NOT a potential benefit of using VR in education?
   A) Increased Engagement
   B) Enhanced Collaboration
   C) Decreased Access to Resources
   D) Improved Retention
   **Answer: C) Decreased Access to Resources**

48. What term refers to the ability of VR systems to track the user's gaze direction?
   A) Eye-tracking
   B) Gaze Recognition
   C) Pupil Tracking
   D) Vision Detection
   **Answer: A) Eye-tracking**

49. Which VR headset is designed specifically for use with smartphones?
   A) Oculus Rift
   B) Google Cardboard
   C) HTC Vive
   D) PlayStation VR
   **Answer: B) Google Cardboard**

50. What term describes the feeling of being removed from reality and fully immersed in a virtual environment?
   A) Presence
   B) Absorption
   C) Telepresence
   D) Engagement
   **Answer: A) Presence**

51. Which technology allows users to interact with virtual objects using hand gestures?
   A) Eye-tracking
   B) Hand Tracking
   C) Haptic Feedback
   D) Motion Controllers
   **Answer: B) Hand Tracking**

52. What is the term for the process of creating realistic lighting effects in VR environments?
   A) Ray Tracing
   B) Path Tracing
   C) Shadow Mapping
   D) Global Illumination
   **Answer: D) Global Illumination**

53. Which of the following is a challenge in VR development related to user experience?
   A) Lack of Content
   B) Motion Sickness
   C) High Hardware Requirements
   D) Latency
   **Answer: B) Motion Sickness**

54. What is the term for the space around the user that is tracked and mapped in VR to prevent collisions with physical objects?
   A) Collision Zone
   B) Safety Perimeter
   C) Guardian System
   D) Barrier Area
   **Answer: C) Guardian System**

55. Which VR technology allows users to perceive depth by presenting a slightly different image to each eye?
   A) Stereoscopic Display
   B) Binocular Vision
   C) Parallax Effect
   D) Depth Perception
   **Answer: A) Stereoscopic Display**

56. What is the term for the feeling of being present in multiple locations at the same time through VR technology?
   A) Teleportation
   B) Telepresence
   C) Telekinesis
   D) Telemetry
   **Answer: B) Telepresence**

57. Which of the following is a potential ethical concern associated with VR technology?
   A) Privacy Invasion
   B) Increased Social Interaction
   C) Enhanced Empathy
   D) Improved Accessibility
   **Answer: A) Privacy Invasion**

58. What is the term for the technique used to create a sense of scale in VR environments?
   A) Scale Rendering
   B) Dimensional Mapping
   C) Perspective Projection
   D) Scaling Visualization
   **Answer: C) Perspective Projection**

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