https://www.cs.sjsu.edu/faculty/pollett/185c.1.19s/?PracMid1.php
You can give the answers here in this thread.
Question 2:
<!DOCTYPE html>
<html>
<head>
<title>Simple A-Frame page with Cube</title>
<script src="https://aframe.io/releases/0.8.2/aframe.min.js"></script>
</head>
<body>
<a-scene background="color: #ECECEC">
<a-box position="-1 0.5 -3" rotation="0 45 0" ></a-box>
</a-scene>
</body>
</html>
(Edited: 2019-03-25)Telepresence: System that allows the user to feel like they are somewhere else in the world
closed-loop: Changes in simulation depend on actions of the user / organism
synthetic: completely invented / created from geometric primitives + simulated physics
captured: based on captured video / images from real world footage
(Edited: 2019-03-25)<a-entity camera="active: true" look-controls position="0 0 0"></a-entity>
Weber's law states that the ratio between minimally noticeable differences in light is constant, where Δm/m = c where Δm is the barely noticeable difference, m is the magnitude of light, and c is a constant.
[[cos(pi/3), -sin(pi/3), 0, 1], [sin(pi/3), cos(pi/3), 0, 2], [0, 0, 1, 3], [0, 0, 0, 1]] = [[1/2, -sqrt(3)/2, 0, 1], [sqrt(3)/2, 1/2, 0, 2], [0, 0, 1, 3], [0, 0, 0, 1]][[cos(pi/8)], [sin(pi/8) cdot [[0],[1],[0]]]] = [[0.924], [0], [0.383], [0]]9/ A typical VR headset has a screen placed less than 10cm from the eye which is a shorter distance than a young adult can accommodate. To fix this problem, we use a convex lens to magnify the screen so that it fills the field of view.
looking into getPoseMatrix(poseMatrix, frame_data.pose) we are getting the value of frame_data from vr_display.getFrameData(frame_data); and then we get orientation from frame_data.pose.orientation and we make a 4x4 matrix using mat4.fromQuat(poseMatrix, frame_data.pose.orientation)