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A limitation of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.<ref name="b678">{{cite web | title=Henry a VR Experience | website=YouTube | date=2024-03-06 | url=https://www.youtube.com/watch?v=IUY2yI5F16U | access-date=2024-08-26}}</ref> This is present in IMU+optical tracking systems including the [[Oculus Rift CV1]], the [[HTC Vive]], the [[Valve Index]], and the [[Quest 2]].
 
A limitation of virtual reality technology is that the motion tracking is inaccurate. It goes through a filtering process which removes the transients. This gives a floating dizzying effect. This is visible in 2D movies made of VR experiences.<ref name="b678">{{cite web | title=Henry a VR Experience | website=YouTube | date=2024-03-06 | url=https://www.youtube.com/watch?v=IUY2yI5F16U | access-date=2024-08-26}}</ref> This is present in IMU+optical tracking systems including the [[Oculus Rift CV1]], the [[HTC Vive]], the [[Valve Index]], and the [[Quest 2]].
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'''Artificial reality''', referring to [[virtual reality]], is a term from [[Myron Kreuger]].<ref>ISBN 978-1500893293 Page 62</ref>
 
'''Artificial reality''', referring to [[virtual reality]], is a term from [[Myron Kreuger]].<ref>ISBN 978-1500893293 Page 62</ref>
  

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