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- About The Coursera
- About Intro to AR/VR/MR/XR: Technologies, Applications & Issues Course
- Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
- Week 01: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
- Week 02: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
- Week 03: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
- Week 04: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
- More About This Course
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Here, you will find Intro to AR/VR/MR/XR: Technologies, Applications & Issues Exam Answers in Bold Color which are given below.
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About Intro to AR/VR/MR/XR: Technologies, Applications & Issues Course
This course provides a baseline understanding of the distinctions between AR, VR, MR, and XR as part of the XR for Everyone program.
Course Apply Link – Intro to AR/VR/MR/XR: Technologies, Applications & Issues
Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
Week 01: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
Terminology & Applications Quiz Answers
Q1. What is a key characteristic of virtual reality (VR)? Choose one (1).
- VR enhances the real-world view with virtual overlays
- VR replaces the real-world view with computer-generated content
- VR superimposes virtual content onto the real-world view
Q2. What are the three (3) key characteristics of augmented reality (AR)?
- AR combines real and virtual objects to produce a composite view
- AR makes virtual objects appear as if they were part of the real world
- AR shows you a completely different world around you
- AR replaces the physical world with a fully virtual environment
- AR makes virtual objects interactive in real-time
Q3. What are key differences between virtual reality (VR) and augmented reality (AR)? Choose all that apply.
- VR is essentially a computer-generated, synthetic world whereas AR merges the virtual world with the physical world
- AR enhances reality whereas VR replaces reality
- VR is more realistic than AR
- The R in AR is not the same as the R in VR
Q4. What is mixed reality (MR)? Choose one (1).
- MR is the spectrum of augmented reality and augmented virtuality combined
- MR is exactly the same as augmented reality
- MR is just another word for virtual reality
Q5. What is extended reality (XR)? Choose one (1).
- XR is a superior version of mixed reality
- XR is an umbrella term to refer to the whole space of augmented, mixed, and virtual reality
- XR is the latest set of technologies superseding augmented, mixed, and virtual reality
Q6. Everything in the middle of Milgram’s reality–virtuality continuum is classified as what? Choose one (1).
- Augmented Reality (AR)
- Augmented Virtuality (AV)
- Virtual Reality (VR)
- Mixed Reality (MR)
Q7. Oculus Quest is an example of what kind of XR technology? Choose all that apply.
- A standalone AR device
- A standalone VR device
- A tethered VR device
- A built-in AR device
Q8. Where in Milgram’s reality–virtuality continuum would Microsoft HoloLens be situated? Choose all that apply.
- On the left side where it says Mixed Reality (MR)
- On the left side where it says Augmented Reality (AR)
- On the right side where it says Virtual Environment
- On the right side where it says Augmented Virtuality (AV)
Q9. Pokémon GO is an example of what kind of XR technology? Choose the most specific answer.
- Extended Reality (XR) application
- Mixed Reality (MR) application
- Virtual Reality (VR) application
- Augmented Reality (AR) application
Q10. Which of the following are key issues in XR? Choose all that apply.
- Social & ethical concerns
- Privacy & security
- Accessibility & equity
Week 02: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
XR Concepts & Technologies Quiz Answers
Q1. When solving a problem, when would VR not be an ideal solution? Choose all that apply.
- There is a need for connecting with the real world
- The solution requires many non-visual elements
- There is a need for 3D spatial interaction
- There are many visual elements
Q2. Which of the following are valid examples of AR displays? Choose all that apply.
- A laptop showing a YouTube video
- A headset showing the real world with virtual objects that appear as if they were part of the same world
- A smartphone showing a doggy face superimposed on your actual face making you look like a cute dog.
- A classroom projector showing lecture slides on the wall
Q3. One of the ways VR technologies work is by displaying a slightly different image to each eye. This is known as what?
- Field of View
- Degrees of Freedom
- Stereoscopic Display
Q4. Which of the following are examples of autonomy / agency in VR? Choose all that apply.
- The user can choose a level of difficulty in the game menu.
- The user can choose to navigate the scene in many different ways.
- The user can choose the rendering quality in the settings menu.
- The user can choose to interact with any objects in the scene.
- The user can choose their own perspective on the scene .
Q5. Which of the following statements best describes the feeling of presence in VR? Choose one (1).
- The user feels like all the content is just virtual and not real.
- The user feels like they are there and that what they see is actually happening to them.
- The user feels like everything is just happening in virtual reality.
Q6. In Michael’s DIRT Rally 2 VR demo, which factors contributed to a more immersive experience? Choose all that apply.
- Car seat, steering wheel, handbrake, and gearshift
- Realistic-looking cars
- Sound of the car engine
Q7. What does it mean for the user when a VR headset supports six degrees of freedom (6 DOF) tracking? Choose all that apply.
- The user may lean forward to look more closely at the VR content.
- The user will be able to look and walk around in VR.
- The user will have to remain seated.
Q8. What does it mean for the user when they are using a marker-based AR application? Choose all that apply.
- The user may place a marker in the real world to see the AR content.
- The user can move the device closer to the marker and the AR content will appear larger.
- The user may hold the marker in their hand to see the AR content.
- The user only needs to show the marker once to start the AR experience .
Q9. What does it mean for an AR display to have a small field of view (FOV)? Choose all that apply.
- The visual area that can be augmented is small
- The physical size of the display is small
- Only a small portion of the AR content can be seen at any one time
Q10. What are good reasons to choose marker-less AR over marker-based AR? Choose all that apply.
- When the user has access to an AR device with SLAM or VIO tracking
- When the user only has access to a webcam
- When the AR experience is room or world scale
- When the goal is to create a strong AR experience
- When the user wants to remain seated or has limited mobility
Week 03: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
Trends & Issues in XR Quiz Answers
Q1. When thinking about trends in XR from a human computer interaction perspective, what are three main angles to think through the space? Choose one (1) answer.
- Platforms – Features – Profit
- People – Tasks – Technology
- Devices – Applications – Features
Q2. Which of the following are major technological trends in XR? Choose all that apply.
- From building special XR hardware sensors, to software-based XR using advanced algorithms, to cloud-based XR for live streaming and data processing
- From small wearable XR devices to large stationary XR devices
- From connecting XR devices to computers, to dedicated standalone XR devices, to building XR technology into a variety of digital and analog devices
Q3. Which of the following are major limitations of current XR applications? Choose all that apply.
- Most applications are designed for able-bodied users and do not cater to users with special needs.
- Most applications are designed for a specific context and do not adapt well to the user’s physical environment .
- Most applications are designed for either VR or AR and do not adapt well to the user’s preferences and context.
Q4. Which of the following statements are correct about key issues in XR? Choose all that apply.
- Everybody who wants access has access to XR technology.
- There is an XR application for every task.
- Everybody knows about XR technology.
- There is still a fairly high barrier to entry for novice XR creators.
- There are only few design guidelines and more user experience research is needed.
- These are answers for intro to ar/vr/mr/xr technologies week 3
Q5. When thinking about social and ethical issues in XR, which of the following statements are correct?
- Not everybody knows about the technical capabilities and limitations of XR technology.
- Most XR applications allow users to precisely control all the data that is being collected.
- It is pretty common for people to walk around with AR headsets.
- Not everybody is comfortable with being exposed to XR technology.
- There are clear regulations about the use of VR headsets in public settings.
Q6. When thinking about accessibility and equity issues in XR, which of the following statements are correct?
- Everyone can afford advanced XR devices like Microsoft HoloLens.
- Most XR applications adapt well to different user abilities.
- A lot of AR applications really increase users’ abilities.
- There is relatively limited support for users with special needs.
- XR technology is still fairly expensive.
- This is Trends & Issues in XR Quiz
Q7. When thinking about privacy and security issues in XR, which of the following statements are correct?
- It is hard for users to know whether an XR application is safe and secure.
- It is for designers hard to test whether an XR application is safe and secure.
- Most XR applications are fully transparent about the data that is being collected and stored.
- Most XR platforms make it easy for users to prevent XR applications from seeing sensitive data.
Q8. Which of the following are legitimate ethical/moral concerns for XR practitioners to consider? Choose all that apply.
- Effects of virtual embodiment
- Ethical data collection
- The device gap
Q9. Which of the following are common privacy concerns within XR?
- Personal data
- Third-party data collection
- Identity hacking
- Password strength
Q10. The increase in personal data acquisition via XR systems is attributed to an increase in what?
- An increase in collaboration
- An increase in realism of the experiences
- An increase in privacy
- An increase in psychological safety
Week 04: Intro to AR/VR/MR/XR: Technologies, Applications & Issues Quiz Answers
XR Strategy Quiz Answers
Q1. What are key considerations when shaping your XR strategy for a new project? Choose all that apply.
- Knowledge and roles required in the team
- Target user groups of the project
- Marketing of the project
- Equipment needed for the project
Q2. What things should you know when starting your new XR project? Choose all that apply.
- The likeliness of XR technology to help solve the problem targeted by the project
- What technologies and tools are available to facilitate the project’s implementation
- What trends and key issues in XR are likely to have an impact on the project
Q3. Which of the following is potentially the most effective when brainstorming new XR projects with stakeholders?
- Seminars
- Demos
- Workshops
- Design jams
Q4. What are effective ways of growing the knowledge of XR technology in your team?
- Equipping one member of the team who can then be an evangelist
- Forming a community of practice with regular events involving XR technology
- Starting a reading group dedicated to having conversations about XR
- These are answers for intro to ar/vr/mr/xr week 4
Q5. Which of the following is not a good idea when purchasing new XR equipment for your team?
- Buying the same device in bulk
- Trying out the latest device before you buy it
- Comparing technical specifications to equipment you already have
Q6. When hiring for an XR developer position, which of the following would be the minimum required experience?
- Experience with 3D programming or game development
- Experience with web or mobile application development
- Experience with XR application development
- These are answers for intro to ar/vr/mr/xr week 4
Q7. When hiring for an XR design position, which of the following would be the preferred experience?
- Experience with graphic design
- Experience with 3D modeling
- Experience with game or interaction design
Q8. When assessing XR projects/initiatives, what are good indicators for success? Choose all that apply.
- Revenue generated by any existing XR technology in the space
- Likeliness of the problem to benefit from the use of XR technology
- Experience the team has with XR technology
Q9. Reflecting on the XR strategy panel, what was a major theme that emerged from the panelist discussions?
- That it is challenging to provide access to XR technology
- That it is difficult to come up with new projects that could benefit from XR technology
- That there is a lack of interest in XR technology
Q10. Considering everything covered in this course, which of the following are key take-aways?
- It helps to separate XR concepts from technologies
- The main issue is that we have not found the killer app yet
- Working with XR technology is easy and safe
- There are social and ethical concerns with XR technology that could hinder adoption
- There are key trends in XR that could mitigate current technical limitations
- There is confusion about XR terminology
More About This Course
This course provides a baseline understanding of the distinctions between AR, VR, MR, and XR as part of the XR for Everyone program.
The course provides students with a wide understanding of the fast-growing XR sector as well as the means to characterize future XR innovations and evaluate their potential and limitations. It introduces important ideas and explores the landscape of XR devices, enabling students to distinguish between existing and future platforms and devices and to evaluate the use of VR or AR in applications. The second half of the course focuses on how to determine the future of XR by evaluating trends and introducing topics such as COVID-19, social and ethical considerations, accessibility and equity, privacy, and security.
The course includes an honors track in which students will evaluate and categorize existing XR applications, select technologies when designing solutions for various XR application scenarios, and delve into the issues that contribute to the larger discussion regarding XR trends and the future of the technology.
WHAT YOU WILL Discover
- Describe the philosophical and technological distinctions among VR, AR, MR, and XR.
- Learn the advantages and disadvantages of VR and AR for new XR applications.
- Describe the landscape of XR technology in terms of platforms, devices, applications, and tools.
- Develop a strategy for integrating XR into new projects and activities.
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Conclusion
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