Virtual reality
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Virtual reality (VR) is a simulated experience that employs
pose tracking In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for ...
and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and
mixed reality Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synony ...
, sometimes referred to as
extended reality Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world ...
or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye ( binocular HMD). An ...
with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates auditory and video feedback, but may also allow other types of sensory and force feedback through
haptic technology Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer ...
.


Etymology

" Virtual" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s. The term "virtual" has been used in the computer sense of "not physically existing but made to appear by
software Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work. ...
" since 1959. In 1938, French avant-garde playwright Antonin Artaud described the illusory nature of characters and objects in the theatre as "la réalité virtuelle" in a collection of essays, ''Le Théâtre et son double''. The English translation of this book, published in 1958 as '' The Theater and its Double'', Antonin Artaud, ''The Theatre and its Double'' Trans. Mary Caroline Richards. (New York: Grove Weidenfeld, 1958). is the earliest published use of the term "virtual reality". The term " artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in ''The Judas Mandala'', a 1982 novel by Damien Broderick. Widespread adoption of the term "virtual reality" in the popular media is attributed to Jaron Lanier, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm
VPL Research VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy an ...
, and the 1992 film '' Lawnmower Man'', which features use of virtual reality systems.


Forms and methods

One method by which virtual reality can be realized is simulation-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver. With avatar image-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the 3D distributed virtual environment as form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
and computer vision communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized
VR positional tracking In virtual reality (VR) and augmented reality (AR), a pose tracking system detects the precise pose of head-mounted displays, controllers, other objects or body parts within Euclidean space. Pose tracking is often referred to as 6DOF tracking, for ...
equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of
peripheral vision Peripheral vision, or ''indirect vision'', is vision as it occurs outside the point of fixation, i.e. away from the center of gaze or, when viewed at large angles, in (or out of) the "corner of one's eye". The vast majority of the area in th ...
, limiting the user's ability to know what is happening around them. A
head-mounted display A head-mounted display (HMD) is a display device, worn on the head or as part of a helmet (see Helmet-mounted display for aviation applications), that has a small display optic in front of one ( monocular HMD) or each eye ( binocular HMD). An ...
(HMD) more fully immerses the user in a virtual world. A virtual reality headset typically includes two small high resolution
OLED An organic light-emitting diode (OLED or organic LED), also known as organic electroluminescent (organic EL) diode, is a light-emitting diode (LED) in which the emissive electroluminescent layer is a film of organic compound that emits light i ...
or LCD monitors which provide separate images for each eye for stereoscopic graphics rendering a 3D virtual world, a binaural audio system, positional and rotational real-time head tracking for six degrees of movement. Options include
motion controls In video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to Motion capture, track motion and provide input. History Motion controllers using accelerometers are used as c ...
with haptic feedback for physically interacting within the virtual world in an intuitive way with little to no abstraction and an
omnidirectional treadmill An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how thes ...
for more freedom of physical movement allowing the user to perform locomotive motion in any direction. Augmented reality (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera
live feed Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements. ''Streaming'' refers to the delivery method of content, rather than the content it ...
into a headset or
smartglasses Smartglasses or smart glasses are eye or head-worn wearable computers that offer useful capabilities to the user. Many smartglasses include displays that add information alongside or to what the wearer sees. Alternatively, smartglasses are som ...
or through a mobile device giving the user the ability to view three-dimensional images.
Mixed reality Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synony ...
(MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A cyberspace is sometimes defined as a networked virtual reality. Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality, enabling an advanced lifelike experience or even virtual eternity.


History

The development of perspective in Renaissance European art and the
stereoscope A stereoscope is a device for viewing a stereoscopic pair of separate images, depicting left-eye and right-eye views of the same scene, as a single three-dimensional image. A typical stereoscope provides each eye with a lens that makes the ima ...
were both precursors to virtual reality. The first references to the more modern concept of virtual reality came from science fiction.


20th century

Morton Heilig wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a
mechanical device A machine is a physical system using power to apply forces and control movement to perform an action. The term is commonly applied to artificial devices, such as those employing engines or motors, but also to natural biological macromolecul ...
. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes." In 1968, Ivan Sutherland, with the help of his students including
Bob Sproull Robert Fletcher "Bob" Sproull (born c. 1945) is an American computer scientist, who worked for Oracle Corporation where he was director of Oracle Labs in Burlington, Massachusetts. He is currently an adjunct professor at the College of Informa ...
, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called The Sword of Damocles. It was primitive both in terms of user interface and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name. Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple
wire-frame model A wire-frame model, also wireframe model, is a visual representation of a three-dimensional (3D) physical object used in 3D computer graphics. It is created by specifying each edge of the physical object where two mathematically continuous ...
rooms.


1970–1990

The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990. David Em became the first artist to produce navigable virtual worlds at
NASA The National Aeronautics and Space Administration (NASA ) is an independent agencies of the United States government, independent agency of the US federal government responsible for the civil List of government space agencies, space program ...
's Jet Propulsion Laboratory (JPL) from 1977 to 1984. The
Aspen Movie Map The Aspen Movie Map was a revolutionary hypermedia system developed at MIT by a team working with Andrew Lippman in 1978 with funding from ARPA. Features The Aspen Movie Map enabled the user to take a virtual tour through the city of Aspen, Co ...
, a crude virtual tour in which users could wander the streets of Aspen in one of the three modes (summer, winter, and polygons), was created at
MIT The Massachusetts Institute of Technology (MIT) is a private land-grant research university in Cambridge, Massachusetts. Established in 1861, MIT has played a key role in the development of modern technology and science, and is one of the m ...
in 1978. In 1979, Eric Howlett developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field of view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth (
field of view The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Human ...
) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's
Ames Research Center The Ames Research Center (ARC), also known as NASA Ames, is a major NASA research center at Moffett Federal Airfield in California's Silicon Valley. It was founded in 1939 as the second National Advisory Committee for Aeronautics (NACA) labo ...
in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation) by Scott Fisher. The LEEP system provides the basis for most of the modern virtual reality headsets. By the late 1980s, the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field. Lanier had founded the company
VPL Research VPL Research was one of the first companies that developed and sold virtual reality products. It was founded by computer scientist Jaron Lanier in 1984. "VPL" stood for "Virtual Programming Languages". In 1990, VPL Research filed for bankruptcy an ...
in 1985. VPL Research has developed several VR devices like the DataGlove, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which used it to make the
Power Glove The Power Glove is a controller accessory for the Nintendo Entertainment System. The Power Glove gained public attention due to its early virtual reality mechanics and significant marketing. However, its two games did not sell well, as it was ...
, an early affordable VR device.
Atari, Inc. Atari, Inc. was an American video game developer and home computer company founded in 1972 by Nolan Bushnell and Ted Dabney. Atari was a key player in the formation of the video arcade and video game industry. Based primarily around the Sunny ...
founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the Atari Shock ( video game crash of 1983). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier, Michael Naimark, and Brenda Laurel, kept their research and development on VR-related technologies. In 1988, the Cyberspace Project at
Autodesk Autodesk, Inc. is an American multinational software corporation that makes software products and services for the architecture, engineering, construction, manufacturing, media, education, and entertainment industries. Autodesk is headquartere ...
was the first to implement VR on a low-cost personal computer. The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK, which offered the first real time graphics with
Texture mapping Texture mapping is a method for mapping a texture on a computer-generated graphic. Texture here can be high frequency detail, surface texture, or color. History The original technique was pioneered by Edwin Catmull in 1974. Texture mappi ...
on a PC, and was widely used throughout industry and academia.


1990–2000

The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, '' Computer Gaming World'' predicted "affordable VR by 1994". In 1991, Sega announced the
Sega VR The Sega VR is a unreleased virtual reality headset developed by Sega in the early 1990s. Planned as a add-on peripheral for the Sega Genesis and only publicly showcased at a number of trade shows and expositions, its release was postponed and l ...
headset for the
Mega Drive The Sega Genesis, known as the outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega. It was Sega's third console and the successor to the Master System. Sega released it in 1988 in Japan a ...
home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head. In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR
arcade Arcade most often refers to: * Arcade game, a coin-operated game machine ** Arcade cabinet, housing which holds an arcade game's hardware ** Arcade system board, a standardized printed circuit board * Amusement arcade, a place with arcade games * ...
at
Embarcadero Center Embarcadero Center is a commercial complex of five office towers, two hotels, a shopping center with more than 125 stores, bars, and restaurants, and a fitness center on three levels located in San Francisco, California. There is an outdoor ice sk ...
. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences. That same year, Carolina Cruz-Neira,
Daniel J. Sandin Daniel J. Sandin (born 1942) is an American video and computer graphics artist, designer and researcher. He is a Professor Emeritus of the School of Art & Design at University of Illinois at Chicago, and co-director of the Electronic Visualiz ...
and Thomas A. DeFanti from the
Electronic Visualization Laboratory The Electronic Visualization Laboratory (EVL) is an interdisciplinary research lab and graduate studies program at the University of Illinois at Chicago, bringing together faculty, students and staff primarily from the Art and Computer Science depa ...
created the first cubic immersive room, the Cave automatic virtual environment (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room. Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals. In 1992, Nicole Stenger created ''Angels'', the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the
virtual fixture A virtual fixture is an overlay of augmented sensory information upon a user's perception of a real environment in order to improve human performance in both direct and remotely manipulated tasks. Developed in the early 1990s by Louis Rosenberg ...
s system at the
U.S. Air Force The United States Air Force (USAF) is the air service branch of the United States Armed Forces, and is one of the eight uniformed services of the United States. Originally created on 1 August 1907, as a part of the United States Army Sign ...
's Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments.". ''Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992''. By July 1994, Sega had released the
VR-1 VR-1 is a virtual reality amusement park attraction released by Sega. Installed publicly for the first time in July 1994 at the opening of the original Joypolis indoor theme park, Yokohama Joypolis, it represented the culmination of Sega's Japanese ...
motion simulator ride attraction in
Joypolis is a chain of indoor amusement parks created by Sega and run by CA Sega Joypolis. Beginning on July 20, 1994 with the original location sited in Yokohama, Japan, Joypolis centers have since opened in several cities in Japan and later China. T ...
indoor theme parks, as well as the ''Dennou Senki Net Merc'' arcade game. Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality; it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its ''Net Merc'' incarnation was powered by the Sega Model 1 arcade system board. Apple released
QuickTime VR QuickTime VR (also known as QTVR) is an image file format developed by Apple Inc. for QuickTime, and discontinued along with QuickTime 7. It allows the creation and viewing of VR photography, photographically captured panoramas, and the viewing ...
, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree interactive panoramas. Nintendo's
Virtual Boy The Virtual Boy is a 32-bit tabletop portable video game console developed and manufactured by Nintendo. Released in 1995, it was marketed as the first console capable of displaying stereoscopic "3D" graphics. The player uses the console like ...
console was released in 1995. A group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson. Forte released the VFX1, a PC-powered virtual reality headset that same year. In 1999, entrepreneur Philip Rosedale formed
Linden Lab Linden Research, Inc., doing business as Linden Lab, is an American technology company that is best known as the creator of ''Second Life''. The company's head office is in San Francisco, with additional offices in Boston, Seattle, Virginia a ...
with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program '' Second Life''.


21st century

The 2000s were a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (
Maurice Benayoun Maurice Benayoun (aka MoBen or 莫奔) (born 29 March 1957) is a French new-media artist, curator, and theorist based in Paris and Hong Kong. His work employs various media, including video, computer graphics, immersive virtual reality, th ...
, David Nahon), Barco, and Clarté. It was installed in Laval, France. The SAS library gave birth to Virtools VRPack. In 2007, Google introduced Street View, a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.


2010–present

In 2010,
Palmer Luckey Palmer Freeman Luckey (born September 19, 1992) is an American entrepreneur best known as the founder of Oculus VR and designer of the Oculus Rift, a virtual reality head-mounted display that is widely credited with reviving the virtual reality ...
designed the first prototype of the
Oculus Rift Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR, a division of Meta Platforms, released on March 28, 2016. In 2012 Oculus initiated a Kickstarter campaign to fund the Rift's development, af ...
. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came. In 2012, the Rift is presented for the first time at the E3 video game trade show by Carmack. In 2014,
Facebook Facebook is an online social media and social networking service owned by American company Meta Platforms. Founded in 2004 by Mark Zuckerberg with fellow Harvard College students and roommates Eduardo Saverin, Andrew McCollum, Dustin Mosk ...
purchased Oculus VR for what at the time was stated as $2 billion but later revealed that the more accurate figure was $3 billion. This purchase occurred after the first development kits ordered through Oculus' 2012 Kickstarter had shipped in 2013 but before the shipping of their second development kits in 2014. ZeniMax, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook; the verdict was in favour of ZeniMax, settled out of court later. In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible. This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and
fresnel lens A Fresnel lens ( ; ; or ) is a type of composite compact lens developed by the French physicist Augustin-Jean Fresnel (1788–1827) for use in lighthouses. It has been called "the invention that saved a million ships." The design allows the c ...
es.
HTC HTC Corporation ( zh, t=宏達國際電子股份有限公司, s=宏达国际电子股份有限公司, p=Hóngdá Guójì Diànzǐ Gǔfèn Yǒuxiàn Gōngsī, first=t) or High Tech Computer Corporation, (literally ''Hongda International Electron ...
and Valve announced the virtual reality headset
HTC Vive VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote appl ...
and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light. In 2014, Sony announced Project Morpheus (its code name for the
PlayStation VR The PlayStation VR (PS VR, known by its code name Project Morpheus during development) is a virtual reality headset developed by Sony Interactive Entertainment, which was released in October 2016. It is fully functional with the PlayStation 4 an ...
), a virtual reality headset for the PlayStation 4 video game console. In 2015, Google announced Cardboard, a do-it-yourself stereoscopic viewer: the user places their smartphone in the cardboard holder, which they wear on their head. Michael Naimark was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions. Also in 2015,
Razer Razer may refer to: * Razer (Canadian TV channel), former name of MTV2, a Canadian digital television specialty service * Razer Inc., a Singaporean-American computer peripherals manufacturer specializing in PC gaming * Razer Phone, a smartphone desi ...
unveiled its open source project
OSVR Open Source Virtual Reality (OSVR) is an open-source software project that aims to enable headsets and game controllers from all vendors to be used with any games developed by Razer and Sensics. It is also a virtual reality headset that claims ...
. By 2016, there were at least 230 companies developing VR-related products. Amazon, Apple, Facebook, Google, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame rate that images were still identifiable as virtual. In 2016, HTC shipped its first units of the HTC Vive SteamVR headset. This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space. A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset. In 2019, Oculus released the
Oculus Rift S The Oculus Rift S is a virtual reality headset co-developed by Lenovo Technologies and Facebook Technologies—a division of Meta Platforms. Announced in March 2019 and released that May, it is a successor to the original Oculus Rift CV1 mode ...
and a standalone headset, the
Oculus Quest The Oculus Quest is a virtual reality (VR) headset developed by Oculus, a division of Meta, Inc., released on May 21, 2019. Similar to its predecessor, Oculus Go, it is a standalone device that can run games and software wirelessly under an ...
. These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets. Later in 2019, Valve released the Valve Index. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility. In 2020, Oculus released the
Oculus Quest 2 Meta Quest 2 (initially sold as Oculus Quest 2) is a virtual reality (VR) headset developed by Meta Platforms (formerly Facebook, Inc.). It was unveiled on September 16, 2020 and released on October 13. As with its predecessor, the Oculus Qu ...
. Some new features include a sharper screen, reduced price, and increased performance. Facebook now requires user to log in with a Facebook account in order to use the new headset. In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold. In 2021, EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in a virtual environment. This addresses a key risk area in rotorcraft operations, where statistics show that around 20% of accidents occur during training flights.


Future forecast

Since 2017, major strides in the integration of Virtual Reality and Cognitive Behavioral Therapy have been made, focusing on how to tailor the experience to suit each individual patient. With the COVID-19 restrictions in 2020, VR is experiencing an enormous rise. According to Grand View Research, the global VR market will grow to 62.1 billion dollars in 2027. Now in the post-pandemic era, augmented reality and virtual technologies have created a new avenue that may influence the future of occupational safety training and rehabilitation.


Technology


Software

The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets. The
Web3D Web3D was initially the idea to fully display and navigate websites using 3D. By extension, the term now refers to all interactive 3D content that is embedded into web pages' HTML and that users can see through a web browser. Notable formats an ...
consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content. WebVR is an experimental JavaScript application programming interface (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a web browser.


Hardware

Modern virtual reality headset displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, body, and hand positions; small HD screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset. Independent production of VR images and video has increased alongside the development of affordable omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record 360 interactive photography, although at relatively low resolutions or in highly compressed formats for online streaming of 360 video. In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications. To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g.
shutter glasses An active shutter 3D system (a.k.a. alternate frame sequencing, alternate image, AI, alternating field, field sequential or eclipse method) is a technique of displaying stereoscopic 3D images. It works by only presenting the image intended for th ...
) and passive technologies (e.g. polarizing filters or Infitec). In order to improve the feeling of immersion, wearable multi-string cables offer haptics to complex geometries in virtual reality. These strings offer fine control of each finger joint to simulate the haptics involved in touching these virtual geometries. Special input devices are required for interaction with the virtual world. Some of the most common input devices are
motion controller In video games and entertainment systems, a motion controller is a type of game controller that uses accelerometers or other sensors to track motion and provide input. History Motion controllers using accelerometers are used as controllers for ...
s and optical tracking sensors. In some cases,
wired glove A wired glove (also called a dataglove or cyberglove) is an input device for human–computer interaction worn like a glove. Various sensor technologies are used to capture physical data such as bending of fingers. Often a motion tracker, such a ...
s are used. Controllers typically use optical tracking systems (primarily infrared cameras) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with
force feedback Haptic technology (also kinaesthetic communication or 3D touch) is technology that can create an experience of touch by applying forces, vibrations, or motions to the user. These technologies can be used to create virtual objects in a computer ...
to the hands or other parts of the body, so that the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from
omnidirectional treadmill An omnidirectional treadmill (ODT) is a mechanical device, similar to a typical treadmill, that allows a person to perform locomotive motion in any direction, allowing for 360 degrees of movement. The ability to move in any direction is how thes ...
s (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. Virtual reality cameras can be used to create VR photography using 360-degree panorama videos. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects. VR cameras are available in various formats, with varying numbers of lenses installed in the camera.


Visual immersion experience


Display resolution

Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, viewer can clearly distinguish the independent pixels. Often measured in arc-seconds, MAR between two pixels has to do with the viewing distance. For the general public, resolution is about 30-65 arc-seconds, which is referred to as the spatial resolution when combined with distance. Given the viewing distance of 1m and 2m respectively, regular viewers won't be able to perceive two pixels as separate if they are less than 0.29mm apart at 1m and less than 0.58mm apart at 2m.


Image latency and display refresh frequency

Most small-size displays have a refresh rate of 60 Hz, which adds about 15ms of additional latency. The number is reduced to less than 7ms if the refresh rate is increased to 120 Hz or even 240 Hz and more. Participants generally feel that the experience is more immersive with higher refresh rates as a result. However, higher refresh rates require a more powerful graphics processing unit.


Relationship between display and field of view

In assessing the achieved immersion by a VR device, we need to consider our field of view ( FOV) in addition to quality image. Our eyes have a horizontal FOV of about 140 degrees per side and a vertical FOV of roughly 175 degrees. Binocular vision is limited to 120 degrees horizontally where the right and the left visual fields overlap. Overall, we have a FOV of roughly 300 degrees x 175 degrees with two eyes, i.e., approximately one third of the full 360-deg sphere.


Applications

Virtual reality is most commonly used in entertainment applications such as video games, 3D cinema, amusement park rides including
dark ride A dark ride or ghost train is an indoor amusement ride on which passengers aboard guided vehicles travel through specially lit scenes that typically contain animation, sound, music and special effects. Appearing as early as the 19th century, su ...
s and social virtual worlds. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and
theme parks An amusement park is a park that features various attractions, such as rides and games, as well as other events for entertainment purposes. A theme park is a type of amusement park that bases its structures and attractions around a central ...
have incorporated virtual reality to match visual effects with haptic feedback. VR not only fits the trend of the digital industry but also enhances the film's visual effect. The film gives the audience more ways to interact through VR technology. In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment. It can be used as a form of therapeutic intervention. For instance, there is the case of the virtual reality exposure therapy (VRET), a form of
exposure therapy Exposure therapy is a technique in behavior therapy to treat anxiety disorders. Exposure therapy involves exposing the target patient to the anxiety source or its context without the intention to cause any danger (desensitization). Doing so is thou ...
for treating anxiety disorders such as post traumatic stress disorder (
PTSD Post-traumatic stress disorder (PTSD) is a mental and behavioral disorder that can develop because of exposure to a traumatic event, such as sexual assault, warfare, traffic collisions, child abuse, domestic violence, or other threats on ...
) and phobias. Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with Alzheimer's disease. This gives these elderly patients the opportunity to simulate real experiences that they would not otherwise be able to experience due to their current state. 17 recent studies with randomized controlled trials have shown that virtual reality applications are effective in treating cognitive deficits with neurological diagnoses. Loss of mobility in elderly patients can lead to a sense of loneliness and depression. Virtual reality is able to assist in making aging in place a lifeline to an outside world that they cannot easily navigate. Virtual reality allows exposure therapy to take place in a safe environment. In medicine, simulated VR surgical environments were first developed in the 1990s. Under the supervision of experts, VR can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur. Virtual reality has been used in
physical rehabilitation Physical therapy (PT), also known as physiotherapy, is one of the allied health professions. It is provided by physical therapists who promote, maintain, or restore health through physical examination, diagnosis, management, prognosis, patien ...
since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of Parkinson's disease. A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way. Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and
autism spectrum disorder The autism spectrum, often referred to as just autism or in the context of a professional diagnosis autism spectrum disorder (ASD) or autism spectrum condition (ASC), is a neurodevelopmental condition (or conditions) characterized by difficulti ...
individuals in their response to a two-dimensional avatar. Immersive virtual reality technology with myoelectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. Pain scale measurements were taken into account and an interactive 3-D kitchen environment was developed bases on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked VR headset. A systematic search in Pubmed and Embase was performed to determine results that were pooled in two meta-analysis. Meta-analysis showed a significant result in favor of VRT for balance. In the fast-paced and globalised business world meetings in VR are used to create an environment in which interactions with other people (e.g. colleagues, customers, partners) can feel more natural than a phone call or video chat. In the customisable meeting rooms all parties can join using the VR headset and interact as if they are in the same physical room. Presentations, videos or 3D models (of e.g. products or prototypes) can be uploaded and interacted with. Compared to traditional text-based CMC, Avatar-based interactions in 3D virtual environment lead to higher levels of consensus, satisfaction, and cohesion among group members. VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied in primary education, anatomy teaching, military, astronaut training, flight simulators, miner training, medical education, geography education, architectural design, driver training and bridge inspection. Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes. Supplementing training with virtual training environments has been claimed to offer avenues of realism in militaryShufelt, Jr., J.W. (2006) A Vision for Future Virtual Training. In Virtual Media for Military Applications (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur-Seine, France: RTO. Available from: http://www.rto.nato.int/abstracts.asp and healthcare training while minimizing cost. It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods. VR can also be used for the healthcare training and education for medical practitioners. In the engineering field, VR has proved very useful for both engineering educators and the students. A previously expensive cost in the educational department now being much more accessible due to lowered overall costs, has proven to be a very useful tool in educating future engineers. The most significant element lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real world possibilities. This added tool of education provides many the immersion needed to grasp complex topics and be able to apply them. As noted, the future architects and engineers benefit greatly by being able to form understandings between spatial relationships and providing solutions based on real-world future applications. The first fine art virtual world was created in the 1970s. As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible. Virtual reality's growing market presents an opportunity and an alternative channel for digital marketing. It is also seen as a new platform for e-commerce, particularly in the bid to challenge traditional "brick and mortar" retailers. However, a 2018 study revealed that the majority of goods are still purchased in physical stores. In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking, promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context. A case has also been made for including virtual reality technology in the context of public libraries. This would give library users access to cutting-edge technology and unique educational experiences. This could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project). Starting in the early 2020s, virtual reality has also been discussed as a technological setting that may support people's griefing process, based on digital recreations of deceased individuals. In 2021, this practice received substantial media attention following a South Korean TV documentary, which invited a griefing mother to interact with a virtual replica of her deceased daughter. Subsequently, scientists have summarized several potential implications of such endeavours, including its potential to facilitate adaptive mourning, but also many ethical challenges. Growing interest in the metaverse has resulted in organizational efforts to incorporate the many diverse applications of virtual reality into
ecosystems An ecosystem (or ecological system) consists of all the organisms and the physical environment with which they interact. These biotic and abiotic components are linked together through nutrient cycles and energy flows. Energy enters the syst ...
like
VIVERSE VIVE, sometimes referred to as HTC Vive, is a virtual reality brand of HTC Corporation. It consists of hardware like its titular virtual reality headsets and accessories, virtual reality software and services, and initiatives that promote appl ...
, reportedly offering connectivity between platforms for a wide range of uses.


Concerts

On February 21, 2019, DJ Marshmellow hosted a concert in
Fortnite ''Fortnite'' is an online video game developed by Epic Games and released in 2017. It is available in three distinct game mode versions that otherwise share the same general gameplay and game engine: ''Fortnite Battle Royale'', a free-to- ...
. Travis Scott performed on Fortnite on April 23, 2020. In June of that year, Jean Michel Jarre performed in
VRChat ''VRChat'' is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with user-created 3D avatars and worlds. ''VRChat'' is designed primarily ...
. In July, Brendan Bradley released the free FutureStages web-based virtual reality venue for live events and concerts throughout the 2020 shutdown, Justin Bieber performed on November 18, 2021 in WaveXR. On December 2, 2021 Non-Player Character performed at The
Mugar Omni Theater The Mugar Omni Theater is a domed IMAX theater at the Museum of Science, in Boston, Massachusetts. Description The Mugar Omni is named after Stephen P. Mugar, the founder of Star Market, and his wife Marian G. Mugar. The Mugar Omni is non-profi ...
with audiences interacting with a live performer in both virtual reality and projected on the IMAX dome screen. Meta’s Foo Fighters Super Bowl VR concert performed on Venues. Post Malone performed in Venues starting July 15, 2022. Megan Thee Stallion performed on AmazeVR at AMC Theaters throughout 2022. On October 24, 2021,
Billie Eilish Billie Eilish Pirate Baird O'Connell ( ; born December 18, 2001) is an American singer-songwriter. She first gained public attention in 2015 with her debut single " Ocean Eyes", written and produced by her brother Finneas O'Connell, with whom ...
performed on Oculus Venues. Pop group Imagine Dragons performed on June 15, 2022.


Concerns and challenges


Health and safety

There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Motion sickness, eyestrain, headaches, and discomfort are the most prevalent short-term adverse effects. In addition, because of the virtual reality headsets' heavy weight, discomfort may be more likely among children. Therefore, children are advised against using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects. VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out. There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.
Virtual reality sickness Virtual reality sickness, or VR sickness occurs when exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness, nausea, ...
(also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to
motion sickness Motion sickness occurs due to a difference between actual and expected motion. Symptoms commonly include nausea, vomiting, cold sweat, headache, dizziness, tiredness, loss of appetite, and increased salivation. Complications may rarely include de ...
symptoms. Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively. The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches". These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it. Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.
Vergence-accommodation conflict Vergence-accommodation conflict (VAC), also known as accommodation-vergence conflict, is a visual phenomenon that occurs when the brain receives mismatching cues between vergence and accommodation of the eye. This commonly occurs in virtual real ...
(VAC) is one of the main causes of virtual reality sickness. In January 2022 '' The Wall Street Journal'' found that VR usage could lead to physical injuries including leg, hand, arm and shoulder injuries. VR usage has also been tied to incidents that resulted in neck injuries, and death.


Children and teenagers in virtual reality

Children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%). A 2022 research report by Piper Sandler revealed that only 26% of
U.S. The United States of America (U.S.A. or USA), commonly known as the United States (U.S. or US) or America, is a country primarily located in North America. It consists of 50 states, a federal district, five major unincorporated territori ...
teens own a VR device, 5% use it daily, while 48% of teen headset owners "seldom" use it. Of the teens who don't own a
VR headset A virtual reality headset (or VR headset) is a head-mounted device that provides virtual reality for the wearer. VR headsets are widely used with VR video games but they are also used in other applications, including simulators and trainers. VR ...
, 9% plan to buy one. 50% of surveyed teens are unsure about the metaverse or don't have any interest, and don't have any plans to purchase a VR headset. Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive VR in ways that differ from adults. VR places users directly into the media content, potentially making the experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years of age. Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage users are especially needed, given the availability of VR porn and violent content. Related research on violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents. Early studies conducted on observing versus participating in violent VR games suggest that physiological arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the virtual reality game. Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of
Job Simulator ''Job Simulator: The 2050 Archives'', commonly referred to as simply ''Job Simulator'', is a virtual reality simulation video game developed and published by Owlchemy Labs for Microsoft Windows, PlayStation 4, Oculus Quest, and Oculus Que ...
, and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.


Privacy

The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses. Data from
eye tracking Eye tracking is the process of measuring either the point of gaze (where one is looking) or the motion of an eye relative to the head. An eye tracker is a device for measuring eye positions and eye movement. Eye trackers are used in research ...
sensors, which are projected to become a standard feature in virtual reality headsets, may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health condition.


Virtual reality in fiction


See also

* 16K resolution *
360-degree video 360-degree videos, also known as surround video, or immersive videos or spherical videos, are video recordings where a view in every direction is recorded at the same time, shot using an omnidirectional camera or a collection of cameras. During pl ...
* AlloSphere *
Computer-mediated reality Computer-mediated reality refers to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device such as a smartphone. Description Mediated ...
* Diorama *
Extended reality Extended reality is a catch-all to refer to augmented reality (AR) and virtual reality (VR). Sometimes the abbreviation “XR” is used to refer to both. The technology is intended to combine or mirror the physical world with a "digital twin world ...
* Haptic suit *
Holographic universe The holographic principle is an axiom in string theories and a supposed property of quantum gravity that states that the description of a volume of space can be thought of as encoded on a lower-dimensional boundary to the region — such as a l ...
*
Hyperreality Described by Jean Baudrillard, the concept of hyperreality captures the inability to distinguish "The Real" (a term borrowed from Jacques Lacan) from the signifier of it. This is more prominent in technologically advanced societies. Hyperreality ...
*
Mixed reality Mixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality is largely synony ...
* Virtual body *
Virtual globe A virtual globe is a three-dimensional (3D) software model or representation of Earth or another world. A virtual globe provides the user with the ability to freely move around in the virtual environment by changing the viewing angle and posit ...
* Virtual machining * Metaverse *
Virtual taste Gustatory technology is the engineering discipline dealing with gustatory representation. Description Virtual taste refers to a taste experience generated by a digital taste simulator. Electrodes are used to simulate the taste and feel of real ...
* List of virtual reality headsets


References


Further reading

*


External links

* Basic Concepts of Virtual Reality along with Research Challenges explained in simple words. * Mixed Reality Scale – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples. * Interviews on the history and future of virtual reality by leaders in the field. * {{Authority control 3D GUIs