Design Nomenclature / Form & Geometry
World space
Also called global space, scene space, world coordinates
This entry has not been translated yet and is shown in English.
The single global frame every object resolves into — the scene's origin and axes. A vertex's world position is its local position run through its own transform and then every ancestor's, in order, up the hierarchy. Distances, physics, and export coordinates all live here; almost nothing is authored here.
In practice
Which axis is up is a per-application convention, not a fact: Z-up in CAD and Blender, Y-up in Maya and most engines. That single disagreement accounts for a large share of all import failures.