GLOSSARY
Glossary
With so many jargon-esque terms in this field, newcomers are liable to become confused. Use the Search function at the top of the page to search for an unfamiliar term, or click through from glossary links throughout the site, to improve your understanding of some of the key concepts informing our work at Browndog.
If you would like to browse a particular category of terms, use the buttons on the left of this panel.
Avatar
A (usually) graphic, interactive representation of a user of a digital environment, whether online, or in a gaming environment.
Ontology
Philisophical discipline concerned with the definition of what is 'real' and why.
Telepresence
The experience of being present in one location whilst physically located in another, during a normal state of consciousness.
Telexistence
The experience of being able to influence a remote activity or environment, whether real or artificial (ie virtual), in real-time, whilst physiclly located elsewhere. Akin to telepresence but denoting a more proactive engagement. Typically requires an artificial system of hardware, software and communications infrastructure.
Virtual Reality
An artificial system of sensory perception, enabling interaction with other individuals or digital systems, and within which the constraints of time, space and physicality may be altered.
Display
The physical system of media by which computer-generated images and perceptive experiences are delivered to the user. The most common form of display is still the 2-dimensional screen, which device is evolving to such forms as the Autostereoscopic display, delivering an enhanced perception of 3-dimensionality. Other common forms of display include 3D goggles and head-mounted displays (HMDs).
Haptic
'Haptics' is the science of the tactile sense and here pertains to the sense of touch and those interface technologies that deliver it. Often measured as 'force feedback', or a tactile simulation of resistance that complements audio and visual feedback with a sense of physicality. Rightfully described as 'the first' of the five senses, touch simultaneously provides sensory input and output and is essential to the immersive experience. Arguably the pivotal attribute of VR and well described as 'the future of the user experience in digital devices' (www.immersion.com)
Force-feedback
Computer-generated feedback delivered through the sense of touch. Simple force feedback takes the form of joystick vibrations prompted by on-screen action, jolts upon impact etc. An increasingly accessible option for users who elect non-standard (ie, mouse and keyboard) interface devices. A good example of force feedback is the Nintendo Wii-mote.
Environment
In 3D terms, the environment is that collection of spatial data, lighting, texturing, LOD (and thus navigability) that defines the specific user experience. 3D characters or objects must relate to other 3D objects and environmental elements to provide an holistic 3D experience, whether as traditional animation, gaming, or immersive VR.
Refresh Rate
The number of times-per-second a display device is capable of 're-drawing' an environment or interactive object. Constrained by the capability of a monitor's video card and (sadly) limiting access to Realtime 3D to those users with up-to-date hardware.
Degrees-of-Freedom (DOF)
In 3D, the '6 Degrees Of Freedom' refers to an environmental or object-based capacity to move freely in the following ways:
1. Moving up and down (heave)
2. Moving left and right (sway)
3. Moving forward and back (surge)
4. Tilting forward and back (pitch)
5. Turning left and right (yaw)
6. Tilting side to side (roll)
Immersive
For the technologist, this word is frustratingly absent from most dictionary resources ! VR developers use it to refer to that combination of sensory stimulatory attributes that synergistically trick the conscious mind into believing intuitively and subjectively in the feedback being provided by the five senses. Browndog subscribes to the school of thought that says that it is not true VR unless it it immersive. Without a full set of immersive attributes, a Realtime 3D application is more likely to be defined as AR, or interactive multimedia.
2.5D
A sort of cross-bred state of computer-generated imagery, in which a perception of 3 dimensions is achieved using 3D imagery with strictly 2D interface technologies or enhanced 2D graphics that appear to be 3-dimensional. An important transitional stage in the development of genuine immersive 3D, providing for depth perception and familiarisation with the concepts of virtual reality. See also Autostereoscopic.
4D
4-dimensional is that state incorporating three dimensions of space (x,y and z axes) plus one dimension of time.
Real-world
Here referring to the actual physical, social or temporal universe, beyond and distinct from any virtual or data-based variation or representation thereof. By way of example, an avatar is the virtual derivation of a real-world individual.
Real-time
Effectively 'actual' time, as we know it in a real-world temporal context. In the rich-media context, describes that situation in which an artificially-generated event responds to external influence within the span and at the same rate as the influencing act. 'Instantaneous', or lacking latency.
Interface
Here meaning the User Interface by which we engage with 3D realities and referring to both hardware and software components. If your 3D content is output as a DVD file, for example, the hardware interface will be your DVD player and screen, remote control and sound-system, at least. The software interface will be your DVD player programme, the DVD menu and any in-play functions.
Both components are important to the VR experience. Choice of hardware componentry will determine your level of sensory experience (surround sound, force-feedback etc) while the software interface controls the experience itself (how intuitively can you make choices or commit an act ?; how many choices do you actually have ?; what real-world outcome, if any, do these choices influence ? And so on)
Interface technologies are VERY COOL ! Forget goggles and gloves (though they still play a critical role) - you can now buy off-the-shelf interactive fabric ! Wear your data-thermals and group-hug your team as you pull off the big gig . . . or hug your kid goodnight from the other side of the world . . . data-coded clothing allows you to transmit physicality via hard- and sot-ware interface technologies - it lets you be 'where' you need to be, irrespective of space and time.
Interface technologies (neotech materials development, environmental devices, haptic interfaces etc) are central to Browndog's ongoing vision. If you have hardware systems in need of practical application, or wish to invest in the development of such technologies, please contact us urgently.
Cybernetics
The term coined by Norbert Wiener in 1948 to describe the inter-disciplinary science of communication and control systems that bring together biological, mechanical and social systems. Related to Control Theory and Systems Theory, today it extends to the diverse disciplines of psychology, neuroscience, electronics, architechture, gaming theory and philosophy - and more.
Augmented Reality
That artificial experiential system that incorporates real-time, real-world experience with a virtual overlay, fo rthe purpose of providing additional perspective or reference information. A good example, reported here is a divers mask interface that superimposes, for example, a coral reef, on the actual underwater world of a swimming pool, providing experiential simulation in a safe test environment.
Real-time 3D Graphics
An instantaneous, or 'as-you-interact' refresh rate of the 3D graphical environment of virtual reality or gaming applications. Another, more technically precise term for VR.
Multiple Sense Stimulation
Part of the philosophy of kinesthetic learning, being the theory that the more of the five senses that are engaged in an activity, the greater retention, or learning potential that is possible from that activity. One of the motivating forces of the developing field of haptic interfaces and force feedback devices.
Simulation
A hopelessly generic term with many conflicting, specific applications in various fields ! Here referring to a graphic 3D visualisation, with a greater or lesser degree of photo-realism and user interactivity, from which information and communication may be shared and assessed. A key end-use of 3D modelled assets.
Double-mouse plug-in
A custom, down-loadable add-on for a low-end computer systems that enables ambidexterity in VR applications.
Collision Detection
Attributes applied to a 3D model to ensure that the integrity of a 'physical' surface is not compromised under collision with another dynamic object. Collision detection ensures that hard objects will rebound on contact, rather than passing through each other.
Dynamics
Application to 3D models of the rules of physics to enable simulation of natural forces such as wind, water, fire, smoke, etc. Dynamics are involved wherever a transitional physical state occurs.
2D
2-dimensional, being the 'x' and 'y' axes of a planar surface. Also here used to refer to 'flat' imagery, or traditional image data such as photography, painting, cel-animation and etc.

3D
3-dimensional, being the 'x', 'y' and 'z' axes of two or more intersecting planar surfaces. Here used to denote either the original modelled objects from which a virtual environment is constructed, or a system of info-delivery that extends beyond the traditional 2-dimensional screen (see Autostereoscopic).

Rigid Body
A 3D modelled object whose surface does not deform when the object collides with another object, A classic example is a bowling alley skittle.
Soft Body
A 3D modelled object capable of deformation upon impact. Examples include flesh, a flame, a liquid droplet.
Texture
An essential aspect of the finish of a 3D model, texturing is the process of applying the surface detail to the structural model. Applied as a layer (from a photgraph, for example) and 'wrapped' onto the polygonal blocks of the model, the texture contributes to its final look and style.
Polygon
The shape defined by its corners (vertices) and the straight lines between them (edges) - the basic surface unit of many 3D modelled objects. In polygonal modelling, 'polys' are used to create surfaces in the spaces defined by other polygonal edges. The more polygons on a surface, the greater the level of detail the model can provide. Hi-poly models require greater processing power than lo-poly models, so lower poly-counts are required for real-time applications.
Geometry
Definition of glossary term.
Render
Definition of glossary term.
Level of Detail (LOD)
LOD is a technical detail relating to the optimisation of imagery in a virtual environment. To enhance processing of complex scenes, the LOD should be commensurate with an object's importance in the scene - for example, a small object in the distance of a scene does not require the same level of detail as a large object in the foreground. Where LOD is not optimised, real-time interactivity may be slowed down and the user experience compromised.
NURB
Definition of glossary term.
Rigging
The process by which a model is articulated for movement.
Mesh
Definition of glossary term.
UV
Definition of glossary term.
Smooth
Definition of glossary term.
Shader
Definition of glossary term.
Sub-division
Definition of glossary term.
VFX
Definition of glossary term.
Biopsychology
Biopsychology is a branch of neuroscience concerned with the biology of behaviour. Of interest in VR in terms of the ways in which the neural mechanisms of the body can be utilised to influence behavioural responses in artificial environments.
Neuroscience
The study of the nervous system. Critical to the overall evolution of telexistence for its role in the communication of sensory input to the brain and the brain's interpretation of that input.
Materials Development
Here referring to that scientific field of study devoted to technological advances in fabric, structural materials and those materials that can transmit data or enhance the machine-animal interface experience. An essential aspect of the evolving systems of telexistence.
3rd-Party Providers
Definition of glossary term.
Compilation Copyright
Definition of glossary term.
IP Rights
Definition of glossary term.
Re-use
Definition of glossary term.
License
Definition of glossary term.
Purchasable
Definition of glossary term.
Proprietary
Definition of glossary term.
Electro-magnetism
Definition of glossary term.
Animal Consciousness
Links to Canine Cognition Lab; DogRead; HuHa.
Sentience
The capacity to perceive or feel subjectively. In the sci-fi realm, sentience is the concept that separates mankind from machines or animals; in philosophy (and telexistence) it can be argued that sentience is the common ground of intelligent systems.
Cognition
From the Latin ‘to know’ or ‘to recognise’, cognition is of interest here in relation to Artificial Intelligence systems, learning systems and communications between humans and animals, and animals and machines.
Script
1. The written document that outlines everything that is seen, heard and engaged with in an audio-visual or interactive production.
2. Used in computing as either noun or verb, a script is a programmed list of commands that can be executed without user interaction.
Code
Here used as a verb; coding is the rule-based process of conversion of one piece of information into another form, representation or format.
Author
Here used as a verb; akin to programming, but less technically demanding. Typically, authoring is used in applications involving combinations of text and audio-visual data.
Algorithm
Definition of glossary term.
Compression
Definition of glossary term.
Platform
Definition of glossary term.
Embed
Definition of glossary term.
Obsolete
Definition of glossary term.
WYSIWYG
Definition of glossary term.
FPS
Definition of glossary term.
RPG
Definition of glossary term.
Non-destructive
A characteristic of digital data, whereby modification of an original asset does not result in fundamental change to (or 'destruction' of) that asset.
Kinesthetic
Definition of glossary term.
INFO
Glossary
With so many jargon-esque terms in this field, newcomers are liable to become confused. Use the Search function at the top of the page to search for an unfamiliar term, or click through from glossary links throughout the site, to improve your understanding of some of the key concepts informing our work at Browndog.
If you would like to browse a particular category of terms, use the buttons on the left of this panel.
VIRTUAL REALITY
Avatar
A (usually) graphic, interactive representation of a user of a digital environment, whether online, or in a gaming environment.
Ontology
Philisophical discipline concerned with the definition of what is 'real' and why.
Telepresence
The experience of being present in one location whilst physically located in another, during a normal state of consciousness.
Telexistence
The experience of being able to influence a remote activity or environment, whether real or artificial (ie virtual), in real-time, whilst physiclly located elsewhere. Akin to telepresence but denoting a more proactive engagement. Typically requires an artificial system of hardware, software and communications infrastructure.
Virtual Reality
An artificial system of sensory perception, enabling interaction with other individuals or digital systems, and within which the constraints of time, space and physicality may be altered.
Display
The physical system of media by which computer-generated images and perceptive experiences are delivered to the user. The most common form of display is still the 2-dimensional screen, which device is evolving to such forms as the Autostereoscopic display, delivering an enhanced perception of 3-dimensionality. Other common forms of display include 3D goggles and head-mounted displays (HMDs).
Haptic
'Haptics' is the science of the tactile sense and here pertains to the sense of touch and those interface technologies that deliver it. Often measured as 'force feedback', or a tactile simulation of resistance that complements audio and visual feedback with a sense of physicality. Rightfully described as 'the first' of the five senses, touch simultaneously provides sensory input and output and is essential to the immersive experience. Arguably the pivotal attribute of VR and well described as 'the future of the user experience in digital devices' (www.immersion.com)
Force-feedback
Computer-generated feedback delivered through the sense of touch. Simple force feedback takes the form of joystick vibrations prompted by on-screen action, jolts upon impact etc. An increasingly accessible option for users who elect non-standard (ie, mouse and keyboard) interface devices. A good example of force feedback is the Nintendo Wii-mote.
Environment
In 3D terms, the environment is that collection of spatial data, lighting, texturing, LOD (and thus navigability) that defines the specific user experience. 3D characters or objects must relate to other 3D objects and environmental elements to provide an holistic 3D experience, whether as traditional animation, gaming, or immersive VR.
Refresh Rate
The number of times-per-second a display device is capable of 're-drawing' an environment or interactive object. Constrained by the capability of a monitor's video card and (sadly) limiting access to Realtime 3D to those users with up-to-date hardware.
Degrees-of-Freedom (DOF)
In 3D, the '6 Degrees Of Freedom' refers to an environmental or object-based capacity to move freely in the following ways:
1. Moving up and down (heave)
2. Moving left and right (sway)
3. Moving forward and back (surge)
4. Tilting forward and back (pitch)
5. Turning left and right (yaw)
6. Tilting side to side (roll)
Immersive
For the technologist, this word is frustratingly absent from most dictionary resources ! VR developers use it to refer to that combination of sensory stimulatory attributes that synergistically trick the conscious mind into believing intuitively and subjectively in the feedback being provided by the five senses. Browndog subscribes to the school of thought that says that it is not true VR unless it it immersive. Without a full set of immersive attributes, a Realtime 3D application is more likely to be defined as AR, or interactive multimedia.
2.5D
A sort of cross-bred state of computer-generated imagery, in which a perception of 3 dimensions is achieved using 3D imagery with strictly 2D interface technologies or enhanced 2D graphics that appear to be 3-dimensional. An important transitional stage in the development of genuine immersive 3D, providing for depth perception and familiarisation with the concepts of virtual reality. See also Autostereoscopic.
4D
4-dimensional is that state incorporating three dimensions of space (x,y and z axes) plus one dimension of time.
Real-world
Here referring to the actual physical, social or temporal universe, beyond and distinct from any virtual or data-based variation or representation thereof. By way of example, an avatar is the virtual derivation of a real-world individual.
Real-time
Effectively 'actual' time, as we know it in a real-world temporal context. In the rich-media context, describes that situation in which an artificially-generated event responds to external influence within the span and at the same rate as the influencing act. 'Instantaneous', or lacking latency.
Interface
Here meaning the User Interface by which we engage with 3D realities and referring to both hardware and software components. If your 3D content is output as a DVD file, for example, the hardware interface will be your DVD player and screen, remote control and sound-system, at least. The software interface will be your DVD player programme, the DVD menu and any in-play functions.
Both components are important to the VR experience. Choice of hardware componentry will determine your level of sensory experience (surround sound, force-feedback etc) while the software interface controls the experience itself (how intuitively can you make choices or commit an act ?; how many choices do you actually have ?; what real-world outcome, if any, do these choices influence ? And so on)
Interface technologies are VERY COOL ! Forget goggles and gloves (though they still play a critical role) - you can now buy off-the-shelf interactive fabric ! Wear your data-thermals and group-hug your team as you pull off the big gig . . . or hug your kid goodnight from the other side of the world . . . data-coded clothing allows you to transmit physicality via hard- and sot-ware interface technologies - it lets you be 'where' you need to be, irrespective of space and time.
Interface technologies (neotech materials development, environmental devices, haptic interfaces etc) are central to Browndog's ongoing vision. If you have hardware systems in need of practical application, or wish to invest in the development of such technologies, please contact us urgently.
Cybernetics
The term coined by Norbert Wiener in 1948 to describe the inter-disciplinary science of communication and control systems that bring together biological, mechanical and social systems. Related to Control Theory and Systems Theory, today it extends to the diverse disciplines of psychology, neuroscience, electronics, architechture, gaming theory and philosophy - and more.
Augmented Reality
That artificial experiential system that incorporates real-time, real-world experience with a virtual overlay, fo rthe purpose of providing additional perspective or reference information. A good example, reported here is a divers mask interface that superimposes, for example, a coral reef, on the actual underwater world of a swimming pool, providing experiential simulation in a safe test environment.
Real-time 3D Graphics
An instantaneous, or 'as-you-interact' refresh rate of the 3D graphical environment of virtual reality or gaming applications. Another, more technically precise term for VR.
Multiple Sense Stimulation
Part of the philosophy of kinesthetic learning, being the theory that the more of the five senses that are engaged in an activity, the greater retention, or learning potential that is possible from that activity. One of the motivating forces of the developing field of haptic interfaces and force feedback devices.
Simulation
A hopelessly generic term with many conflicting, specific applications in various fields ! Here referring to a graphic 3D visualisation, with a greater or lesser degree of photo-realism and user interactivity, from which information and communication may be shared and assessed. A key end-use of 3D modelled assets.
Double-mouse plug-in
A custom, down-loadable add-on for a low-end computer systems that enables ambidexterity in VR applications.
MODELS & ANIMATION
Collision Detection
Attributes applied to a 3D model to ensure that the integrity of a 'physical' surface is not compromised under collision with another dynamic object. Collision detection ensures that hard objects will rebound on contact, rather than passing through each other.
Dynamics
Application to 3D models of the rules of physics to enable simulation of natural forces such as wind, water, fire, smoke, etc. Dynamics are involved wherever a transitional physical state occurs.
2D
2-dimensional, being the 'x' and 'y' axes of a planar surface. Also here used to refer to 'flat' imagery, or traditional image data such as photography, painting, cel-animation and etc.

3D
3-dimensional, being the 'x', 'y' and 'z' axes of two or more intersecting planar surfaces. Here used to denote either the original modelled objects from which a virtual environment is constructed, or a system of info-delivery that extends beyond the traditional 2-dimensional screen (see Autostereoscopic).

Rigid Body
A 3D modelled object whose surface does not deform when the object collides with another object, A classic example is a bowling alley skittle.
Soft Body
A 3D modelled object capable of deformation upon impact. Examples include flesh, a flame, a liquid droplet.
Texture
An essential aspect of the finish of a 3D model, texturing is the process of applying the surface detail to the structural model. Applied as a layer (from a photgraph, for example) and 'wrapped' onto the polygonal blocks of the model, the texture contributes to its final look and style.
Polygon
The shape defined by its corners (vertices) and the straight lines between them (edges) - the basic surface unit of many 3D modelled objects. In polygonal modelling, 'polys' are used to create surfaces in the spaces defined by other polygonal edges. The more polygons on a surface, the greater the level of detail the model can provide. Hi-poly models require greater processing power than lo-poly models, so lower poly-counts are required for real-time applications.
Geometry
Definition of glossary term.
Render
Definition of glossary term.
Level of Detail (LOD)
LOD is a technical detail relating to the optimisation of imagery in a virtual environment. To enhance processing of complex scenes, the LOD should be commensurate with an object's importance in the scene - for example, a small object in the distance of a scene does not require the same level of detail as a large object in the foreground. Where LOD is not optimised, real-time interactivity may be slowed down and the user experience compromised.
NURB
Definition of glossary term.
Rigging
The process by which a model is articulated for movement.
Mesh
Definition of glossary term.
UV
Definition of glossary term.
Smooth
Definition of glossary term.
Shader
Definition of glossary term.
Sub-division
Definition of glossary term.
VFX
Definition of glossary term.
ASSOCIATE SCIENCES
Biopsychology
Biopsychology is a branch of neuroscience concerned with the biology of behaviour. Of interest in VR in terms of the ways in which the neural mechanisms of the body can be utilised to influence behavioural responses in artificial environments.
Neuroscience
The study of the nervous system. Critical to the overall evolution of telexistence for its role in the communication of sensory input to the brain and the brain's interpretation of that input.
Materials Development
Here referring to that scientific field of study devoted to technological advances in fabric, structural materials and those materials that can transmit data or enhance the machine-animal interface experience. An essential aspect of the evolving systems of telexistence.
GENERAL
3rd-Party Providers
Definition of glossary term.
Compilation Copyright
Definition of glossary term.
IP Rights
Definition of glossary term.
Re-use
Definition of glossary term.
License
Definition of glossary term.
Purchasable
Definition of glossary term.
Proprietary
Definition of glossary term.
Electro-magnetism
Definition of glossary term.
Animal Consciousness
Links to Canine Cognition Lab; DogRead; HuHa.
Sentience
The capacity to perceive or feel subjectively. In the sci-fi realm, sentience is the concept that separates mankind from machines or animals; in philosophy (and telexistence) it can be argued that sentience is the common ground of intelligent systems.
Cognition
From the Latin ‘to know’ or ‘to recognise’, cognition is of interest here in relation to Artificial Intelligence systems, learning systems and communications between humans and animals, and animals and machines.
Script
1. The written document that outlines everything that is seen, heard and engaged with in an audio-visual or interactive production.
2. Used in computing as either noun or verb, a script is a programmed list of commands that can be executed without user interaction.
Code
Here used as a verb; coding is the rule-based process of conversion of one piece of information into another form, representation or format.
Author
Here used as a verb; akin to programming, but less technically demanding. Typically, authoring is used in applications involving combinations of text and audio-visual data.
Algorithm
Definition of glossary term.
Compression
Definition of glossary term.
Platform
Definition of glossary term.
Embed
Definition of glossary term.
Obsolete
Definition of glossary term.
WYSIWYG
Definition of glossary term.
FPS
Definition of glossary term.
RPG
Definition of glossary term.
Non-destructive
A characteristic of digital data, whereby modification of an original asset does not result in fundamental change to (or 'destruction' of) that asset.
Kinesthetic
Definition of glossary term.




