avatar | A person’s embodied social representation across products. Avatars can be customized by users so that they show up the way they want. |
boundary | A line that marks the limits of the area in which a person can move around when using a headset. The boundary is a safety feature to ensure physical objects are out of the way while a user is fully immersed. |
gestures | A set of hand movements that enable actions without using controllers. |
headset | The portion of an immersive experiences device worn on the head and not including the controllers or other peripheral devices. |
immersive | Describes an experience that deeply involves the senses. Unlike 2D experiences, an immersive experience surrounds the user with digitally-generated sounds, visuals and haptics. |
locomotion | The ability to move within physical or virtual spaces. |
mixed reality | An experience that combines physical and virtual surroundings. |
passthrough | A feature that allows the user to see their physical surroundings while wearing aheadset. |
physical surroundings | The physical environment and objects around a user. |
spatial audio | Spatialized audio creates the impression that sound has a specific origin in an immersive experience, even as a user turns their head or moves around. For example, when multiple people are speaking in a virtual space, the people closest to the user will sound louder than the people who are further away. |
virtual environment | The user’s virtual surroundings within Meta Horizon Home. Users can choose from a variety of virtual environments as their primary landing space when fully immersed and not currently using an app. |
window | A 2D container that displays content. Windows can be used to open 2D apps and to provide access to system surfaces like the Store, Library and Settings. Users can resize windows and place them in their surroundings. |