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Virtual reality “Virtuality” redirects here. For other uses, see Virtuality (disambiguation). Not to be confused with Simulated reality. Virtual reality or virtual realities (VR), also known as immersive multimedia or computer-simulated re- ality, is a computer technology that replicates an envi- ronment, real or imagined, and simulates a user’s phys- ical presence and environment to allow for user inter- action. Virtual realities artificially create sensory ex- perience, which can include sight, touch, hearing, and smell. [1] Most up-to-date virtual realities are displayed either on a computer monitor or with a virtual reality headset (also called head-mounted display), and some simulations in- clude additional sensory information and focus on real sound through speakers or headphones targeted towards VR users. Some advanced haptic systems now include tactile information, generally known as force feedback in medical, gaming and military applications. Further- more, virtual reality covers remote communication envi- ronments which provide virtual presence of users with the concepts of telepresence and telexistence or a virtual arti- fact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove or omnidirectional tread- mills. The immersive environment can be similar to the real world in order to create a lifelike experience—for ex- ample, in simulations for pilot or combat training—or it can differ significantly from reality, such as in VR games. 1 Concept origins In 1938, 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 dou- ble. The English translation of this book, published in 1958 as The Theater and its Double, [2] is the earliest pub- lished use of the term “virtual reality”. The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term “Virtual Re- ality” was used in The Judas Mandala, a 1982 science- fiction novel by Damien Broderick. The Oxford English Dictionary cites a 1987 article titled "Virtual reality", [3] but the article is not about VR technology. Virtual Real- ity in its modern usage was popularized by Jaron Lanier through his company VPL Research. VPL Research held many of the mid eighties VR patents, and they developed the first widely used HMD: EyePhone and Haptic Input DataGlove [4] The concept of virtual reality was popular- ized in mass media by movies such as Brainstorm and The Lawnmower Man. The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Real- ity (1991) by Howard Rheingold. [5] The book served to demystify the subject, making it more accessible to less technical researchers and enthusiasts. 2 History 2.1 Before the 1950s The Sensorama was released in the 1950s. The first traces of virtual reality came from the world of science fiction. Stanley G. Weinbaum's 1935 short story “Pygmalion’s Spectacles” [6] is recognized as one of the first works of science fiction that explores virtual real- ity. It describes a goggle-based virtual reality system with holographic recording of fictional experiences including smell and touch. 1

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Page 1: Virtualreality - sweethaven02.com reality.pdf · Virtualreality “Virtuality”redirectshere.Forotheruses,seeVirtuality (disambiguation). NottobeconfusedwithSimulatedreality. Virtual

Virtual reality

“Virtuality” redirects here. For other uses, see Virtuality(disambiguation).Not to be confused with Simulated reality.

Virtual reality or virtual realities (VR), also knownas immersive multimedia or computer-simulated re-ality, is a computer technology that replicates an envi-ronment, real or imagined, and simulates a user’s phys-ical presence and environment to allow for user inter-action. Virtual realities artificially create sensory ex-perience, which can include sight, touch, hearing, andsmell.[1]

Most up-to-date virtual realities are displayed either on acomputer monitor or with a virtual reality headset (alsocalled head-mounted display), and some simulations in-clude additional sensory information and focus on realsound through speakers or headphones targeted towardsVR users. Some advanced haptic systems now includetactile information, generally known as force feedbackin medical, gaming and military applications. Further-more, virtual reality covers remote communication envi-ronments which provide virtual presence of users with theconcepts of telepresence and telexistence or a virtual arti-fact (VA) either through the use of standard input devicessuch as a keyboard and mouse, or through multimodaldevices such as a wired glove or omnidirectional tread-mills. The immersive environment can be similar to thereal world in order to create a lifelike experience—for ex-ample, in simulations for pilot or combat training—or itcan differ significantly from reality, such as in VR games.

1 Concept origins

In 1938, Antonin Artaud described the illusory natureof characters and objects in the theatre as “la réalitévirtuelle” in a collection of essays, Le Théâtre et son dou-ble. The English translation of this book, published in1958 as The Theater and its Double,[2] is the earliest pub-lished use of the term “virtual reality”.The term "artificial reality", coined by Myron Krueger,has been in use since the 1970s. The term “Virtual Re-ality” was used in The Judas Mandala, a 1982 science-fiction novel by Damien Broderick. The Oxford EnglishDictionary cites a 1987 article titled "Virtual reality",[3]but the article is not about VR technology. Virtual Real-ity in its modern usage was popularized by Jaron Lanierthrough his company VPL Research. VPL Research held

many of the mid eighties VR patents, and they developedthe first widely used HMD: EyePhone and Haptic InputDataGlove[4] The concept of virtual reality was popular-ized in mass media by movies such as Brainstorm and TheLawnmower Man. The VR research boom of the 1990swas accompanied by the non-fiction book Virtual Real-ity (1991) by Howard Rheingold.[5] The book served todemystify the subject, making it more accessible to lesstechnical researchers and enthusiasts.

2 History

2.1 Before the 1950s

The Sensorama was released in the 1950s.

The first traces of virtual reality came from the world ofscience fiction. Stanley G. Weinbaum's 1935 short story“Pygmalion’s Spectacles” [6] is recognized as one of thefirst works of science fiction that explores virtual real-ity. It describes a goggle-based virtual reality system withholographic recording of fictional experiences includingsmell and touch.

1

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2 2 HISTORY

View-Master, a stereoscopic visual simulator, was introduced in1939.

2.2 1950–1970

Morton Heilig wrote in the 1950s of an “Experience The-atre” that could encompass all the senses in an effec-tive manner, thus drawing the viewer into the onscreenactivity. He built a prototype of his vision dubbed theSensorama in 1962, along with five short films to be dis-played in it while engaging multiple senses (sight, sound,smell, and touch). Predating digital computing, the Sen-sorama was a mechanical device, which reportedly stillfunctions today. Around the same time, Douglas Engel-bart used computer screens as both input and output de-vices.In 1968, Ivan Sutherland, with the help of his student BobSproull, created what is widely considered to be the firstvirtual reality and augmented reality (AR) head-mounteddisplay (HMD) system. It was primitive both in terms ofuser interface and realism, and the HMD to be worn bythe user was so heavy that it had to be suspended from theceiling. The graphics comprising the virtual environmentwere simple wire-frame model rooms. The formidableappearance of the device inspired its name, The Swordof Damocles.

2.3 1970–1990

Also notable among the earlier hypermedia and virtualreality systems was the Aspen Movie Map, which wascreated at MIT in 1978. The program was a crudevirtual simulation of Aspen, Colorado in which userscould wander the streets in one of three modes: sum-mer, winter, and polygons. The first two were based onphotographs—the researchers actually photographed ev-ery possible movement through the city’s street grid inboth seasons—and the third was a basic 3-D model ofthe city.Atari founded a research lab for virtual reality in 1982,

Battlezone, an arcade video game from 1980, used 3D vectorgraphics to immerse the player in a VR world.(Atari).

but the lab was closed after two years due to Atari Shock(North America video game crash of 1983). However, itshired employees, such as Tom Zimmerman, Scott Fisher,Jaron Lanier and Brenda Laurel, kept their research anddevelopment on VR-related technologies.By the 1980s the term “virtual reality” was popularizedby Jaron Lanier, one of the modern pioneers of the field.Lanier had founded the company VPL Research in 1985.VPL Research has developed several VR devices like theData Glove, the Eye Phone, and the Audio Sphere.VPLResearch authorized the warrant of the Data Glove toNew York video game company Mattel. Mattel used thistechnology and made an accessory known as the PowerGlove. It was hard to use and not popular at all. How-ever, the price for this accessory was $75. It might be theearliest affordable VR device.During this time, virtual reality was not well known,though it did receive media coverage in the late 80s. Mostof its popularity came from marginal cultures, like cyber-punks, who viewed the technology as a potential meansfor social change, and drug culture, who praised virtualreality not only as a new art form, but as an entirely newfrontier.[7] Once the industry began to attract media cov-erage, people started realizing that potential. Some evencompared the innovations in virtual reality to the WrightBrothers’ pioneering invention of the airplane.[8]

In 1990, Jonathan Waldern, a VR Ph.D, demonstrates"Virtuality" at the Computer Graphics 90 exhibitionstaged at London’s Alexandra Palace. This new system

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2.5 2000–present 3

was an arcade machine that would use a virtual realityheadset to immerse players.CyberEdge and PCVR, VR industry focused magazines,started to publish in the early 90s. However, most ideasabout VR remained theoretical due to the limited com-puting power available at the time. The extremely highcost of the technology made it impossible for most con-sumers to adopt. The public turned their focus to theInternet after it came out. The VR industry went silentin the U.S. and only provided VR devices for medical,flight simulation, automobile industry design, and mili-tary training purposes.

2.4 1990–2000

In 1991, Sega announced the Sega VR headset for arcadegames and the Mega Drive console. It used LCD screensin the visor, stereo headphones, and inertial sensors thatallowed the system to track and react to the movementsof the user’s head.[9]

In the same year, Virtuality launched and went on tobecome the first mass-produced, networked, multiplayerVR entertainment system. It was released in many coun-tries, including a dedicated VR arcade at EmbarcaderoCenter in San Francisco. Costing up to $73,000 permulti-pod Virtuality system, they featured headsets andexoskeleton gloves that gave one of the first “immersive”VR experiences.[10]

Antonio Medina, a MIT graduate and NASA scientist,designed a virtual reality system to “drive” Mars roversfrom Earth in apparent real time despite the substantialdelay of Mars-Earth-Mars signals. The system, termed“Computer-Simulated Teleoperation” as published byRand, is an extension of virtual reality.[11]

In 1991, Carolina Cruz-Neira, Daniel J. Sandin andThomas A. DeFanti from the Electronic VisualizationLaboratory created the first cubic immersive room, re-placing goggles by a multi-projected environment wherepeople can see their body and other people around.In 1991, Computer Gaming World predicts “AffordableVR by 1994”.[12]

By 1994, Sega released the Sega VR−1 motion simula-tor arcade attraction,[13][14] in SegaWorld amusement ar-cades. It was able to track head movement and featured3D polygon graphics in stereoscopic 3D, powered by theSega Model 1 arcade system board.[15]

Also in 1994 Apple released QuickTime VR. A widelyavailable product for interacting with VR models.A year later, the artist Maurice Benayoun created thefirst VR artwork connecting in real time 2 continents:the “Tunnel under the Atlantic” between the PompidouCentre in Paris and the Museum of Contemporary Art inMontreal. The installation included dynamic real time 3dmodeling, video chat, spatialized sound and AI content

management.The Virtual Boy was created by Nintendo and was re-leased in Japan on July 21, 1995 and in North Americaon August 15, 1995.[16]

Also in 1995, a group in Seattle created public demon-strations of a “CAVE-like” 270 degree immersive projec-tion room called the Virtual Environment Theater, pro-duced by entrepreneurs Chet Dagit and Bob Jacobson.[17]Then in 1996 the same system was shown in tradeshowexhibits sponsored by Netscape Communications, andchampioned by Jim Barksdale, for the first time showingVR connected to the Internet with World WideWeb con-tent feeds embedded in VRML 3D virtual world models.Forte released the VFX1, a PC-powered virtual realityheadset in 1995, which was supported by games includ-ing Descent, Star Wars: Dark Forces, System Shock andQuake.In 1999, entrepreneur Philip Rosedale formed LindenLab with an initial focus on the development of hardwarethat would enable computer users to be fully immersedin a 360 degree virtual reality experience. In its earli-est form, the company struggled to produce a commer-cial version of “The Rig,” which was realized in prototypeform as a clunky steel contraption with several computermonitors that users could wear on their shoulders.[18] Thatvision soon morphed into the software-based, 3D virtualworld Second Life.

A 2013 developer version of Oculus Rift from Oculus VR, a com-pany Facebook acquired in 2014 for $2 billion

2.5 2000–present

In 2001, SAS3 or SAS Cube became the first PC basedcubic room, developed by Z-A Production (Maurice Be-nayoun, David Nahon), Barco, Clarté, installed in LavalFrance in April 2001. The SAS library gave birth to Vir-tools VRPack.By 2007, Google introduced Street View, a servicethat shows panoramic views of an increasing number ofworldwide positions such as roads, indoor buildings andrural areas. It also features a stereoscopic 3D mode, in-

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4 3 USE

Another VR headset called the "HTC Vive" Developed in co-production between HTC and Valve Corporation.

The affordable and accessible Google Cardboard standard.

troduced in 2010.[19]

In 2010, Palmer Luckey, who later went on to foundOculus VR, designed the first prototype of the OculusRift. This prototype, built on a shell of another vir-tual reality headset, displayed only 2-D images and wasnoticeably cumbersome to wear. However, it boasteda 90-degree field of vision that was previously unseenanywhere in the market at the time. This initial designwould later serve as a basis from which the later designscame.[20]

In 2013, Nintendo filed a patent for the concept of usingVR technology to produce a more realistic 3D effect ona 2D television. A camera on the TV tracks the viewer’slocation relative to the TV, and if the viewer moves, ev-erything on the screen reorients itself appropriately. “Forexample, if you were looking at a forest, you could shiftyour head to the right to discover someone standing be-hind a tree.”[21]

In July 2013, Guild Software’s Vendetta Online waswidely reported as the first MMORPG to support theOculus Rift,[22][23] making it potentially the first persis-tent online world with native support for a consumer vir-

tual reality headset.On March 25, 2014, Facebook purchased a companythat makes virtual reality headsets, Oculus VR, for $2billion.[24] Sony announces Project Morpheus (its codename for PlayStation VR), a virtual reality headset for thePlayStation 4.[25] Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones.Since 2013, there have been several virtual reality devicesthat seek to enter the market to complement Oculus Riftto enhance the game experience. One, Virtuix Omni, isbased on the ability to move in a three dimensional envi-ronment through an omnidirectional treadmill.In 2015, the Kickstarter campaign for Gloveone, a pairof gloves providing motion tracking and haptic feed-back, was successfully funded, with over $150,000 incontributions.[26]

In February–March 2015, HTC partnered with ValveCorporation announced their virtual reality headset HTCVive and controllers, along with their tracking technologycalled Lighthouse, which utilizes “base stations” mountedto the wall above the user’s head in the corners of aroom for positional tracking of the Vive headset and itsmotion controllers using infrared light.[27][28][29][30] Thecompany announced its plans to release the Vive to thepublic in April 2016 on December 8 2015.[31][32] Unitsbegan shipping on April 5 2016.[33]

In July 2015, OnePlus became the first company to launcha product using virtual reality.[34] They used VR as theplatform to launch their second flagship device the One-Plus 2, first viewable using an app on the Google PlayStore,[35] then on YouTube.[36] The launch was viewableusing OnePlus Cardboard, based on the Google’s ownCardboard platform. The whole VR launch had a run-time of 33 minutes, and was viewable in all countries.Also in 2015, Jaunt, a startup company developing cam-eras and a cloud distribution platform, whose content willbe accessible using an app, reached $100 million in fund-ing from such sources as Disney and Madison SquareGarden.[37]

On April 27 2016, Mojang announced that Minecraft isnow playable on the Gear VR.[38] Minecraft is still be-ing developed for the Oculus Rift headset but a separateversion was released to the Oculus Store for use with theGear VR. This version has everything that’s in the PocketEdition of Minecraft.

3 Use

3.1 Education and training

Few are creating content that may be used for educationalpurposes, with most advances being made in the enter-tainment industry, yet research is being done on learningin virtual reality as many believe its immersive qualities

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3.2 Video games 5

have the potential to enhance learning.

3.1.1 Training

U.S. Navy personnel using a VR parachute training simulator.

The usage of VR in a training perspective is to allowprofessionals to conduct training in a virtual environmentwhere they can improve upon their skills without the con-sequence of failing the operation. Thomas A. Furness IIIwas one of the first to develop the use of VR for mili-tary training when, in 1982, he presented the Air Forcewith his first working model of a virtual flight simulatorhe called the Visually Coupled Airborne Systems Simula-tor (VCASS). By the time he started his work on VCASS,aircraft were becoming increasingly complicated to han-dle and virtual reality provided a better solution to previ-ous training methods. Furness attempted to incorporatehis knowledge of human visual and auditory processingto create a virtual interface that was more intuitive to use.The second phase of his project, which he called the “Su-per Cockpit,” was even more advanced, with high reso-lution graphics (for the time) and a responsive display.Furness is often credited as a pioneer in virtual reality forthis research.[7]

VR plays an important role in combat training for the mil-itary. It allows the recruits to train under a controlled en-vironment where they are to respond to different typesof combat situations. A fully immersive virtual realitythat uses head-mounted display (HMD), data suits, dataglove, and VR weapon are used to train for combat. Thissetup allows the training’s reset time to be cut down, andallows more repetition in a shorter amount of time. Thefully immersive training environment allows the soldiersto train through a wide variety of terrains, situations andscenarios.[39]

VR is also used in flight simulation for the Air Forcewhere people are trained to be pilots. The simulatorwould sit on top of a hydraulic lift system that reacts tothe user inputs and events. When the pilot steer the air-craft, the module would turn and tilt accordingly to pro-vide haptic feedback. The flight simulator can range froma fully enclosed module to a series of computer monitorsproviding the pilot’s point of view. The most important

reasons on using simulators over learning with a real air-craft are the reduction of transference time between landtraining and real flight, the safety, economy and absenceof pollution.[40] By the same token, virtual driving simu-lations are used to train tank drivers on the basics beforeallowing them to operate the real vehicle.[41] Finally, thesame goes for truck driving simulators, in which Belgianfiremen are for example trained to drive in a way that pre-vents as much damage as possible. As these drivers oftenhave less experience than other truck drivers, virtual re-ality training allows them to compensate this. In the nearfuture, similar projects are expected for all drivers of pri-ority vehicles, including the police.[42]

Medical personnel are able to train through VR todeal with a wider variety of injuries.[43] An experi-ment was performed by sixteen surgical residents whereeight of themwent through laparoscopic cholecystectomythrough VR training. They then came out 29% fasterat gallbladder dissection than the controlled group.[44]With the increased commercial availability of certifiedtraining programs for basic skills training in VR envi-ronments, students have the ability to familiarize them-selves with necessary skills in a corrective and repetitiveenvironment; VR is also proven to help students famil-iarize themselves with skills not specific to any particularprocedure.[45]

VR application was used to train road crossing skillsin children. It proved to be rather successful. How-ever some students with autistic spectrum disorders aftersuch training might be unable to distinguish virtual fromreal. As a result, they may attempt quite dangerous roadcrossings.[46]

3.2 Video games

Hardware SoftwareHuman

TFT-Display1920×1080@60Hz ≙ 16,6ms / framePixel response time: 4-20msSample-and-Hold, problematic

Integrated circuits Kernel space

Linux kernel

Keyboard & Mouse

Gamepad & JoystickAccelerometers, Tilt-sensors, et al.

Speaker/Headphone3D Positional Audio, etc

GamepadForceFeedback et al.

User space

Middleware Game

INPUT

Desktop computeror

Mobile computeror

Video game console

OUTPUT

Brain Senses

evdev

DRM & KMS driver

ALSA

Actuators

Microphone

Grafic subsystem

Audio subsystem

Input subsystem

OpenGLuser space

device drivers

Speech recognition

Gesture recognition

Pixel response time = latency

Latency?Latency?60 Hz

own CPU + RTOS = latency

Peripheral hardware

CPUs, GPUs, etc.1920×1080@60fps60fps ≙ 16,6ms between 2 frames1920×1080@95fps for VR95fps ≙ 10,5ms between 2 frames

VR head-mounted display1920×1080@95Hz ≙ 10,5ms / framePixel persistence ≤ 3ms

95Hz

VR head-mounted displayInertial measurement unit

Paramount for the immersion into virtual reality are a highframe rate (at least 95 fps), as well as a low latency. Further-more, a pixel persistence lower than 3 ms is required to not getsick when moving the head around.

The use of graphics, sound and input technology in videogames can be incorporated into VR. Several Virtual Re-ality head mounted displays (HMD) were released forgaming during the early-mid 1990s. These included theVirtual Boy developed by Nintendo, the iGlasses devel-oped by Virtual I-O, the Cybermaxx developed by Vic-

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6 3 USE

tormaxx and the VFX1 Headgear developed by ForteTechnologies. Other modern examples of narrow VRfor gaming include the Wii Remote, the Kinect, and thePlayStation Move/PlayStation Eye, all of which track andsend motion input of the players to the game consolesomewhat accurately.Several companies are working on a new generation ofVR headsets: Oculus Rift is a head-mounted display forgaming purposes developed by Oculus VR, an Americantechnology company that was acquired for US$2 billionby Facebook in 2014. One of its rivals was named bySony as PlayStation VR (codenamed Morpheus), whichrequires a PS4 instead of a PC to run. In 2015, Valve Cor-poration announced their partnership with HTC to makea VR headset capable of tracking the exact position of itsuser in a 4.5 by 4.5 meters area, the HTC Vive.[47] Allthese virtual reality headsets are tethered headsets thatuse special curved lenses to magnify and stretch a 5.7-inch screen (in the case of Morpheus) across your fieldof vision. There are many more gaming VR headsets indevelopment, each with its own special abilities. StarVR,for instance, offers a 210° field of view, whereas FOVEtracks the position of your eyes as an input method.[48]

3.3 Fine arts

David Em was the first fine artist to create navigable vir-tual worlds in the 1970s.[49] His early work was done onmainframes at Information International, Inc., Jet Propul-sion Laboratory, and California Institute of Technology.Jeffrey Shaw explored the potential of VR in fine artswith early works like Legible City (1989), Virtual Mu-seum (1991), and Golden Calf (1994). Canadian artistChar Davies created immersive VR art pieces Osmose(1995) and Ephémère (1998). Maurice Benayoun's workintroduced metaphorical, philosophical or political con-tent, combining VR, network, generation and intelligentagents, in works like Is God Flat? (1994), “Is the DevilCurved?" (1995), The Tunnel under the Atlantic (1995),andWorld Skin, a Photo Safari in the Land ofWar (1997).Other pioneering artists working in VR have include LucCourchesne, Rnmnmita Addison, Knowbotic Research,Rebecca Allen, Perry Hoberman, Jacki Morie, MargaretDolinsky and Brenda Laurel. All mentioned artists aredocumented in the Database of Virtual Art.[50]

3.4 Heritage and archaeology

The first use of a VR presentation in a heritage applica-tion was in 1994, when a museum visitor interpretationprovided an interactive “walk-through” of a 3D recon-struction of Dudley Castle in England as it was in 1550.This consisted of a computer controlled laserdisc-basedsystem designed by British-based engineer Colin John-son. The system was featured in a conference held bythe British Museum in November 1994, and in the subse-

quent technical paper, Imaging the Past – Electronic Imag-ing and Computer Graphics in Museums and Archaeol-ogy.[51]

Virtual reality enables heritage sites to be recreated ex-tremely accurately, so that the recreations can be pub-lished in various media.[52] The original sites are ofteninaccessible to the public or, due to the poor state of theirpreservation, hard to picture.[53] This technology can beused to develop virtual replicas of caves, natural environ-ment, old towns, monuments, sculptures and archaeolog-ical elements.[54]

3.5 Architectural design

One of the first recorded uses of virtual reality in archi-tecture was in the late 80s when the University of NorthCarolina modeled its Sitterman Hall, home of its com-puter science department, in a virtual environment.[8]

Several companies, including IrisVR and Floored, Inc.,provide software or services that allow architectural de-sign firms and various clients in the real estate industry totour virtual models of proposed building designs. IrisVRcurrently provides software that allows users to convertdesign files created in CAD programs like SketchUp andRevit into files viewable with an Oculus Rift, HTC Vive,or a smartphone “in one click,” without the need for com-plex tiered workflows or knowledge of game engines suchas Unity3D.[55] Floored, meanwhile, manually constructsand refines Rift-viewable 3D models in-house from ei-ther CAD files for un-built designs or physical scans ofalready built, brick-and-mortar buildings, and providesclients with access to its own viewing software, which canbe used with either an Oculus Rift or a standard 2D webbrowser, afterward.[56]

VR software products like these can provide a number ofbenefits to architects and their clients. During the designprocess, architects themselves can use VR in order to ac-tually experience the designs they are working on beforethey are built. In particular, seeing a design in VR canhelp impress upon the architect a correct sense of scaleand proportion.[57] Having an interactive VR model onhand also eliminates the need to waste time and resourcesconstructing physical miniatures in order to demonstrateor examine a design concept to clients or the public. Lateron, after a building is constructed, developers and own-ers can create a VRmodel of a space that allows potentialbuyers or tenants to tour a space in VR, even if real-lifecircumstances make a physical tour unfeasible. For in-stance, if the owner of an apartment building in Manhat-tan has a VR model of a space while the building is underconstruction, they can begin showing and renting the unitsbefore they are even ready to be occupied. Furthermore,this sort of showing can be conducted over any distance,as long as the potential customer has access to a VR setup(or, even, with the help of Google Cardboard or a similarphone-based VR headset, nothing but an ordinary smart-

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3.8 Theme parks 7

phone.)

3.6 Urban design

In 2010, 3D virtual reality was beginning to be usedfor urban regeneration and planning and transportprojects.[58]

In 2007 development began on a virtual reality softwarewhich took design coordinate geometry used by land sur-veyors and civil engineers and incorporated precision spa-tial information created automatically by the lines andcurves typically shown on subdivision plats and land sur-veying plans. These precise spatial areas cross referencedcolor and texture to an item list. The item list containeda set of controls for 3D rendering such as water reflectivesurface or building height. The land surface in software tocreate a contour map uses a digital terrain model (DTM).By 2010, prototype software was developed for the coretechnology to automate the process leading from designto virtualization. The first beta users in 2011 were able topress a single function and automatically drape the designor survey data over the digital terrain to create data struc-tures that are passed into a video gaming engine to createa virtual interactive world showing massing of buildingsin relation to man made improvements.

A Coved land development plan using 4th generation design andprincipals of Prefurbia

It was the first application where virtual reality was madeeffortless for Urban Planning principals using technol-ogy. The software was improved to implement massingor 3D models from other free or commercially sold soft-ware to create more realistic virtual reality with very littletime and effort (see the below image). The software ismarketed as LandMentor and is the first precision designtechnology to make Urban Planning widely available witha short learning curve.

3.7 Therapy

Main article: Virtual reality therapy

The primary use of VR in a therapeutic role is its ap-plication to various forms of exposure therapy, includingphobia treatments.

A Coved Streetscape with homes using architectural shaping andblending in Viera Florida

3.8 Theme parks

Since 2015, virtual reality has been installed onto a num-ber of roller coasters, including Galactica at Alton Tow-ers, The New Revolution at Six Flags Magic Mountainand Alpenexpress at Europapark, amongst others.

3.9 Concerts

In Oslo Spektrum on May the 3rd 2016, Norwegian banda-ha cleared away their normal stage-production to giveroom for a very different concert performance in col-laboration with Void, a Norwegian computational de-sign studio working in the intersection between design,architecture, art and technology. The collaboration re-sulted in a unique one-of-a-kind concert with advancedscenography using 360 virtual reality technology.The concept involved several movement sensors that re-acted to the bands movements, voices and instruments.3D cameras, 20000 lines of codes, 1000 square me-ters of projection film and massive projectors was set upinto a visual show that made the Oslo Spektrum arena inOslo, Norway into a light installation and visual experi-ence that unfolded live for the audience instead of a preprogrammed sequence. The stereoscopic VR-experiencewas made available for Android users directly through aYouTube app and also made available for iPhone usersand other platforms.[59][60][61]

3.10 Retail

Lowe’s, IKEA, and Wayfair have developed systems thatallow these company’s products to be seen in virtual re-ality, to give consumers a better idea of how the productwill fit into their home, or to allow the consumer to get abetter look at the product from home.[62]

3.11 Film

Many companies, including GoPro, Nokia, Samsung, andNikon, develop omnidirectional cameras, also known as

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8 4 IN FICTION

360 degree cameras or VR cameras that have the abil-ity to record in all directions.[63] These cameras are usedto create images and videos that can be viewed in VR.[See VR Photography] Films produced for VR permit theaudience to view the entire environment in every scene,creating an interactive viewing experience.Production companies, such as Fox Searchlight Picturesand Skybound, utilize VR cameras to produce filmsthat are interactive in VR. Fox Searchlight, Oculus andSamsung Gear VR collaborated on a project titled “Wild– The Experience”, starring ReeseWitherspoon. The VRfilm was presented at the Consumer Electronics Show aswell as the Sundance Film Festival in January 2015.[64]

On December 8, 2015, the production companySkybound announced their VR thriller titled, “Gone”. Incollaboration with the VR production company WEVR,and Samsung Gear VR, the 360 degree video series wasreleased on January 20, 2016.[65][66]

3.12 Media

Companies such as Paramount Pictures, and Disney haveapplied VR intomarketing campaigns creating interactiveforms of media.In October 2014 Paramount Pictures, in collaborationwith the media production company Framestore, createda VR experience utilizing the Oculus DK2. The expe-rience was dubbed a “time sensitive adventure in space”that took place in a portion of the Endurance space shipfrom the film “Interstellar.” The experience was availableto the public at limited AMC theater locations.[67] [68]

InMay 2016, Disney released a VR experience titled Dis-ney Movies VR on Valve Corporation’s Steam software,free for download. The experience allows users to inter-act with the characters and worlds from the Disney, Mar-vel, and Lucasfilm universes. [69]

4 In fiction

Many science fiction books and films have imagined char-acters being “trapped in virtual reality”.A comprehensive and specific fictional model for virtualreality was published in 1935 in the short story “Pyg-malion’s Spectacles”[6] by Stanley G.Weinbaum. Amoremodern work to use this idea was Daniel F. Galouye'snovel Simulacron-3, which was made into a German tele-play titled Welt am Draht (“World on a Wire”) in 1973.Other science fiction books have promoted the idea of vir-tual reality as a partial, but not total, substitution for themisery of reality, or have touted it as a method for creat-ing virtual worlds in which one may escape from Earth.Stanisław Lem's 1961 story “I (Profesor Corcoran)",translated in English as “Further Reminiscences of Ijon

Tichy I”,[70] dealt with a scientist who created a numberof computer-simulated people living in a virtual world.Lem further explored the implications of what he termed“phantomatics” in his nonfictional 1964 treatise SummaTechnologiae. The Piers Anthony novel Killobyte followsthe story of a paralyzed cop trapped in a virtual realitygame by a hacker, whom he must stop to save a fellowtrapped player slowly succumbing to insulin shock.A number of other popular fictional works use the con-cept of virtual reality. These include William Gibson's1984 Neuromancer, which defined the concept of cy-berspace, and his 1994 Virtual Light, where a presen-tation viewable in VR-like goggles was the MacGuffin.Other examples are Neal Stephenson's Snow Crash, inwhich he made extensive reference to the term avatar todescribe one’s representation in a virtual world, and RudyRucker's The Hacker and the Ants, in which programmerJerzy Rugby uses VR for robot design and testing. TheOtherland series of 4 novels by Tad Williams, publishedfrom 1996 to 2001 and set in the 2070s, shows a worldwhere the Internet has become accessible via virtual re-ality.The Doctor Who serial "The Deadly Assassin", firstbroadcast in 1976, introduced a dream-like computer-generated reality, known as the Matrix. British BBC2sci-fi series Red Dwarf featured a virtual reality game ti-tled “Better Than Life”, in which the main characters hadspent many years connected. Saban's syndicated super-hero television series VR Troopers also made use of theconcept.The holodeck featured in Star Trek: The Next Genera-tion is one of the best known examples of virtual realityin popular culture, including the ability for users to in-teractively modify scenarios in real time with a naturallanguage interface. The depiction differs from others inthe use of a physical room rather than a neural interfaceor headset.The popular .hackmultimedia franchise is based on a vir-tual reality MMORPG dubbed "TheWorld". The Frenchanimated series Code Lyoko is based on the virtual worldof Lyoko and the Internet.In 2009, British digital radio station BBC Radio 7 broad-cast Planet B, a science-fiction drama set in a virtualworld. Planet B was the largest ever commission for anoriginal drama programme.[71]

The 2012 series Sword Art Online involves the concept ofa virtual reality MMORPG of the same name, with thepossibility of dying in real life when a player dies in thegame. Also, in its 2014 sequel, Sword Art Online II, theidea of bringing a virtual character into the real world viamobile cameras is posed; this concept is used to allow abedridden individual to attend public school for the firsttime.Featured in 2012, Accel World expands the concept ofvirtual reality using the game Brain Burst, a game which

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allows players to gain and receive points to keep acceler-ating; accelerating is when an individual’s brain perceivesthe images around them 1000 times faster, heighteningtheir sense of awareness.

4.1 Motion pictures

World Skin (1997), Maurice Benayoun's virtual reality interac-tive installation

• Rainer Werner Fassbinder’s 1973 film Weltam Draht, based on Daniel F. Galouye’s novelSimulacron-3, shows a virtual reality simulationinside a virtual reality simulation

• In 1983, the Natalie Wood / Christopher Walkenfilm Brainstorm revolved around the production,use, and misuse of a VR device.

• Total Recall, directed by Paul Verhoeven and basedon the Philip K. Dick story “We Can Remember Itfor You Wholesale”

• A VR-like system, used to record and play backdreams, figures centrally in Wim Wenders' 1991film Until the End of the World.

• The 1992 film The Lawnmower Man tells the taleof a research scientist who uses a VR system tojumpstart the mental and physical development ofhis mentally handicapped gardener.

• The 1993 film Arcade is centered around a new vir-tual reality game (from which the film gets its name)that actively traps those who play it inside its world.

• The 1995 film Johnny Mnemonic has the main char-acter Johnny (played by Keanu Reeves) use virtualreality goggles and brain–computer interfaces to ac-cess the Internet and extract encrypted informationin his own brain.

• The 1995 film Virtuosity has Russell Crowe as a vir-tual reality serial killer name SID 6.7 (Sadistic, In-telligent and Dangerous) who is used in a simulation

to train real-world police officer, but manages to es-cape into the real world.

• The 1999 film The Thirteenth Floor is an adaptationof Daniel F. Galouye’s novel Simulacron-3, and tellsabout two virtual reality simulations, one in another.

• In 1999, The Matrix and later sequels explored thepossibility that our world is actually a vast virtualreality (or more precisely, simulated reality) createdby artificially intelligent machines.

• eXistenZ (1999), by David Cronenberg, in whichlevel switches occur so seamlessly and numerouslythat at the end of the movie it is difficult to tellwhether the main characters are back in “reality”.

• In the film Avatar, the humans are hooked up to ex-perience what their avatars perform remotely.

• Surrogates (2009) is based on a brain–computer in-terface that allows people to control realistic hu-manoid robots, giving them full sensory feedback.

5 Concerns and challenges

There are certain health and safety considerations ofvirtual reality. For example, a number of unwantedsymptoms have been caused by prolonged use of virtualreality,[72] and these may have slowed proliferation of thetechnology. Most virtual reality systems come with con-sumer warnings.In addition, there are social, conceptual, and philosoph-ical considerations with virtual reality. What the phrase“virtual reality” means or refers to, is not always unam-biguous. In the book The Metaphysics of Virtual Realityby Michael R. Heim, seven different concepts of virtualreality are identified: simulation, interaction, artificiality,immersion, telepresence, full-body immersion, and net-work communication.There has been an increase in interest in the potential so-cial impact of new technologies, such as virtual reality.In the book Infinite Reality: Avatars, Eternal Life, NewWorlds, and the Dawn of the Virtual Revolution, Blas-covich and Bailenson review the literature on the psychol-ogy and sociology behind life in virtual reality.In addition, Mychilo S. Cline, in his book Power, Mad-ness, and Immortality: The Future of Virtual Reality, ar-gues that virtual reality will lead to a number of importantchanges in human life and activity.[73] He argues that vir-tual reality will be integrated into daily life and activity,and will be used in various human ways. Another suchspeculation has been written up on how to reach ultimatehappiness via virtual reality.[74] He also argues that tech-niques will be developed to influence human behavior,interpersonal communication, and cognition.[75] As wespend more and more time in virtual space, there would

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10 7 COMMERCIAL INDUSTRIES

be a gradual “migration to virtual space”, resulting in im-portant changes in economics, worldview, and culture.[76]

Philosophical implications of the concept of VR are dis-cussed in books including Philip Zhai'sGet Real: A Philo-sophical Adventure in Virtual Reality (1998) and DigitalSensations: Space, Identity and Embodiment in Virtual Re-ality (1999), written by Ken Hillis.Virtual reality technology faces a number of challenges,most of which involve motion sickness and technical mat-ters. Users might become disoriented in a purely vir-tual environment, causing balance issues; computer la-tency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated natureof head-mounted displays and input systems such as spe-cialized gloves and boots may require specialized trainingto operate, and navigating the non-virtual environment (ifthe user is not confined to a limited area)might prove dan-gerous without external sensory information.In January 2014, Michael Abrash gave a talk on VR atSteam Dev Days.[77] He listed all the requirements nec-essary to establish presence and concluded that a greatVR system will be available in 2015 or soon after. Whilethe visual aspect of VR is close to being solved, he statedthat there are other areas of VR that need solutions, suchas 3D audio, haptics, body tracking, and input. However,3D audio effects exist in games and simulate the head-related transfer function of the listener (especially usingheadphones). Examples include Environmental AudioExtensions (EAX), DirectSound and OpenAL.VR audio developer Varun Nair points out that from a de-sign perspective, sound for VR is still very much an openbook. Many of the game audio design principles, espe-cially those related to FPS games, crumble in virtual real-ity. He encourages more sound designers to get involvedin virtual reality audio to experiment and push VR audioforward.[78]

There have been rising concerns that with the advent ofvirtual reality, some users may experience virtual realityaddiction.[79]

6 Pioneers and notables

• Thomas A. Furness III

• Maurice Benayoun

• Mark Bolas

• Fred Brooks

• Anshe Chung

• Edmond Couchot

• James H. Clark

• Doug Church

• Char Davies

• Tom DeFanti

• David Em

• Scott Fisher

• William Gibson

• Morton Heilig

• Eric Howlett

• Myron Krueger

• Knowbotic Research

• Jaron Lanier

• Brenda Laurel

• Palmer Luckey

• Michael Naimark

• Randy Pausch

• Mark Pesce

• Warren Robinett

• Philip Rosedale

• Louis Rosenberg[80][81][82]

• Dan Sandin

• Susumu Tachi

• Ivan Sutherland

7 Commercial industries

The companies working in the virtual reality sector fallbroadly into three categories of involvement: hardware(making headsets and input devices specific to VR), soft-ware (producing software for interfacing with the hard-ware or for delivering content to users) and content cre-ation (producing content, whether interactive or passive,for consumption with VR hardware).

HMD devices

• Altergaze

• Carl Zeiss (Carl Zeiss Cinemizer)

• Durovis Dive

• Facebook (Oculus Rift)

• Gameface

• Google (Google Cardboard)

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• HTC (HTC Vive)

• Microsoft (Microsoft HoloLens)

• Razer (OSVR Hacker Dev Kit)

• Samsung (Samsung Gear VR)

• Sony Computer Entertainment (PS VR)

• Starbreeze Studios (StarVR)

• VRVana (Totem)

See Comparison of retail head-mounted displays

Input devices

• Cyberith Virtualizer

• Intugine

• Leap Motion

• Nokia (Nokia OZO camera)

• Sixense

• Virtuix Omni

• ZSpace (company)

• VicoVR

Software

• VREAM

Content

• Clone Mediaworks

• Framestore

• iClone

• Innervision

• Moving Picture Company

• Reel FX

• xRes

Emerging technologies

• 360 degree video

• Augmented reality

• HoloLens

• Intel RealSense

• Magic Leap

• Mixed reality

• Ultrahaptics

• VRVana

Companies

• Google

• Facebook

• Apple

• HTC

• Valve

• Samsung

• Microsoft

• Intel

• Campustours

Artists

• Rebecca Allen

• Maurice Benayoun

• Sheldon Brown

• Char Davies

• David Em

• Myron Krueger

• Jaron Lanier

• Brenda Laurel

• Michael Naimark

• Jeffrey Shaw

• Nicole Stenger

• Tamiko Thiel

8 See also• AlloSphere

• Campustours

• Cave automatic virtual environment

• Computer-mediated reality

• Diorama

• Haptic technology

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12 9 NOTES

• Head-mounted display

• Holographic universe

• Methods of virtual reality

• Reality–virtuality continuum

• Virtual body

• Virtual globe

• Virtual machining

• Virtual reality addiction

• Virtual taste

• VRML

9 Notes[1] Joseph Isaac. “What is Virtual Reality?". complete-

gate.com. Retrieved 2 July 2016.

[2] Antonin Artaud, The Theatre and its Double Trans. MaryCaroline Richards. (New York: Grove Weidenfeld,1958).

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[7] Chesher, Chris (1994). “Colonizing Virtual Reality: Con-struction of the Discourse of Virtual Reality”. Cultronix.

[8] Barlow, John Perry (1990). “Being in Nothingness: Vir-tual Reality and the Pioneers of Cyberspace”. ElectronicFrontiers Foundation.

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[37] Baumgartner, Jeff (28 September 2015). “Banking onVirtual Reality”. Broadcasting & Cable: 10.

[38] “Minecraft arrives on Gear VR today”. Mojang. 27 April2016. Retrieved 31 May 2016.

[39] “Virtual reality used to train Soldiers in new training sim-ulator”.

[40] Dourado, Antônio O.; Martin, C.A. (2013). “Newconcept of dynamic flight simulator, Part I”.Aerospace Science and Technology 30 (1): 79–82.doi:10.1016/j.ast.2013.07.005.

[41] “How Virtual Reality Military Applications Work”.

[42] RDS. “Nieuws Pivo en VDAB bundelen rijopleidingvrachtwagens”. Het Nieuwsblad. Retrieved 22May 2014.

[43] “Virtual reality combat training”.

[44] “Virtual Reality Training Improves Operating Room Per-formance”.

[45] Van Bruwaene, Siska; Schijven, Marlies P.; Napolitano,Daniel; De Win, Gunter; Miserez, Marc (2015-05-01).“Porcine Cadaver Organ or Virtual-Reality SimulationTraining for Laparoscopic Cholecystectomy: A Random-ized, Controlled Trial”. Journal of Surgical Education 72(3): 483–490. doi:10.1016/j.jsurg.2014.11.015.

[46] N. Foreman, L. Korallo (2014). “PAST AND FU-TURE APPLICATIONS OF 3-D (VIRTUAL REAL-ITY) TECHNOLOGY”. Scientific and Technical Journalof Information Technologies, Mechanics and Optics 14 (6).

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[49] Mura, Gianluca (2011). Metaplasticity in Virtual Worlds:Aesthetics and Semantic Concepts. Hershey, PA: Informa-tion Science Reference. p. 203. ISBN 978-1-60960-077-8.

[50] “Database of Virtual Art”.

[51] Higgins, T., Main, P. & Lang, J. (1996). “Imaging thePast: Electronic Imaging and Computer Graphics in Mu-seums and Archaeology”, Volume 114 of Occasional pa-per, London: British Museum. ISSN 0142-4815.

[52] Pimentel, K., & Teixeira, K. (1993). Virtual reality. NewYork: McGraw-Hill. ISBN 978-0-8306-4065-2

[53] Pletinckx, D.; Callebaut, D.; Killebrew, A.E.; Silberman,N.A. (2000). “Virtual-reality heritage presentation atEname”, “On-site VR” paragraph, in MultiMedia, IEEE ,vol.7, no.2, pp.45-48

[54] “Architecture’s Virtual Shake-Up” Tayfun King, Click,BBC World News (2005-10-28)

[55] “Home”. IrisVR - Virtual Reality for Architecture, Engi-neering, Design. Retrieved 2016-02-15.

[56] “3D Services”. Floored. Retrieved 2016-02-16.

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[58] Roudavski, S. (2010). Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study, in CAADRIA2010: New Frontiers, the 15th In-ternational Conference on Computer Aided ArchitecturalDesign Research in Asia, ed. by Bharat Dave, AndrewI-kang Li, Ning Gu and Hyoung-June Park, pp. 477-486

[59] https://www.youtube.com/watch?v=vDh-4ySTC7I

[60] http://a-ha.com/news/articles/preparing-for-afterglow/

[61] http://a-ha.com/news/articles/afterglow/

[62] Kirsner, Scott (May 5, 2016). “Adding a level of reality toonline shopping”. The Boston Globe. Retrieved May 23,2016.

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[67] Rusli, Evelyn (Jan 27, 2015). “WSJ.D Technology: Ocu-lus VR Seeks to Go Beyond Games — Facebook Unit toCreate Lab to Help Studios Create Films Using VirtualReality Technology”. Wall Street Journal. Retrieved 8June 2016.

[68] “FramestoreWorks”. Framestore. Retrieved 8 June 2016.

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[70] “Ijon Tichy – Series Bibliography”. Retrieved 21 Septem-ber 2014.

[71] Hemley, Matthew (2008-09-30). “BBC radio launchesmajor cross-station sci-fi season”. The Stage. Retrieved2009-04-09.

[72] Lawson, B. D. (2014). Motion sickness symptomatologyand origins. Handbook of Virtual Environments: Design,Implementation, and Applications, 531-599.

[73] Cline, Mychilo Stephenson (2005). Power, Madness, &Immortality: the Future of Virtual Reality. Virtualreal-ity.universityvillagepress.com. Retrieved 2009-10-28.

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14 10 REFERENCES

[76] Castranova, E. (2007). Exodus to the Virtual World:How online fun is changing reality. New York: PalgraveMacmillan.

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10 References

10.1 General references

• Choi, SangSu, Kiwook Jung, and Sang Do Noh.“Virtual reality applications in manufacturing in-dustries: Past research, present findings, and fu-ture directions.” Concurrent Engineering (2015):1063293X14568814.

10.2 Inline citations

• Kulkarni, S.D.; Minor, M.A.; Deaver, M.W.;Pardyjak, E.R.; Hollerbach, J.M.Design, Sensing,and Control of a Scaled Wind Tunnel for Atmo-spheric Display, Mechatronics, IEEE/ASME Trans-actions on, vol.17, no.4, pp. 635–645, Aug. 2012

• Blascovich, J Bailenson, J. Infinite Reality: Avatars,Eternal Life, NewWorlds, and the Dawn of the Vir-tual Revolution, Harper Collins, 2011.

• TechCast Article Series, Mateo Fernandez,Metaverse

• TechCast Article Series, Aaron Druck, When willVirtual Reality become reality?

• Brooks Jr., F. P. (1999). "What’s Real About Vir-tual Reality?", IEEE Computer Graphics And Appli-cations, 19(6), 16

• Burdea, G. and P. Coffet (2003). Virtual RealityTechnology, Second Edition. Wiley-IEEE Press.

• Genovese, Paolo Vincenzo (2005). Dalla De-costruzione alla Cyber-Architettura e oltre. L'uso delcomputer nella progettazione degli spazi non-euclidei.Liguori Editore, Napoli. In Italian.

• Goslin, M, and Morie, J. F., (1996). “Virtopia”Emotional experiences in Virtual Environments”,Leonardo, vol. 29, no. 2, pp. 95–100.

• Oliver Grau, (2003) Virtual Art: From Illusionto Immersion (Leonardo Book Series). Cam-bridge/Massachusetts: MIT-Press.

• Hayward V, Astley OR, Cruz-Hernandez M, GrantD, Robles-De-La-Torre G. Haptic interfaces and de-vices. Sensor Review 24(1), pp. 16–29 (2004).

• Hillis, Ken (1999). Digital Sensations: Space, Iden-tity and Embodiment in Virtual Reality. Universityof Minnesota Press, Minneapolis, Minnesota.

• Kalawsky, R. S. (1993). The Science of Virtual Real-ity and Virtual Environments: A Technical, Scientificand Engineering Reference on Virtual Environments,Addison-Wesley, Wokingham, England ; Reading,Massachusetts

• Kelly, K., A. Heilbrun and B. Stacks (1989). “Vir-tual Reality; an Interview with Jaron Lanier",WholeEarth Review, Fall 1989, no. 64, pp. 108(12)

• Klein. D, D. Rensink, H. Freimuth, G.J. Monkman,S. Egersdörfer, H. Böse, & M. Baumann — Mod-elling the Response of a Tactile Array using an Elec-trorheological Fluids – Journal of Physics D: AppliedPhysics, vol 37, no. 5, pp794–803, 2004

• Klein. D, H. Freimuth, G.J. Monkman, S. Egers-dörfer, A. Meier, H. Böse M. Baumann, H. Ermert& O.T. Bruhns — Electrorheological Tactile Ele-ments. Mechatronics – Vol 15, No 7, pp883–897 –Pergamon, September 2005.

• Krueger, Myron (1991). Artificial Reality II,Addison-Wesley, Reading, Massachusetts

• Lanier, Jaron, and F. Biocca (1992). “An Insider’sView of the Future of Virtual Reality.” Journal ofCommunication, 42(4), 150

• Monkman. G.J. ‑ An Electrorheological TactileDisplay ‑ Presence (Journal of Teleoperators andVirtual Environments) ‑ Vol. 1, issue 2, pp. 219–228, MIT Press, July 1992.

• Monkman. G.J. - 3D Tactile Image Display – SensorReview – Vol 13, issue 2, pp. 27–31, MCB Univer-sity Press, April 1993.

• Joseph Nechvatal, Immersive Ideals / Critical Dis-tances. LAP Lambert Academic Publishing. 2009

• Rheingold, Howard (1992). Virtual Reality, Simon& Schuster, New York, N.Y.

• Robinett, Warren (1994). “Interactivity and Indi-vidual Viewpoint in Shared Virtual worlds: The BigScreen vs. Networked Personal Displays.”ComputerGraphics, 28(2), 127

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• Robles-De-La-Torre G. The Importance of theSense of Touch in Virtual and Real Environments.IEEE Multimedia 13(3), Special issue on HapticUser * Interfaces for Multimedia Systems, pp. 24–30 (2006).

• Roudavski, S. (2010). Virtual Environments asTechno-Social Performances: Virtual West Cam-bridge Case-Study, in CAADRIA2010: New Fron-tiers, the 15th International Conference on Com-puter Aided Architectural Design Research in Asia,ed. by Bharat Dave, Andrew I-kang Li, Ning Guand Hyoung-June Park, pp. 477–486

• Slater, Mel, Usoh, Martin(1993). “The Influenceof a Virtual Body on Presence in Immersive Vir-tual Environments” Virtual Reality International 93,Proceedings of the Third Annual Conference onVirtual Reality, London, April 1993, pages 34–42.Meckler, 1993

• Stanney, K. M. ed. (2002). Handbook of VirtualEnvironments: Design, Implementation, and Appli-cations. Lawrence Erlbaum Associates, Inc., Mah-wah, New Jersey

• Sutherland, Ivan (1965). "The Ultimate Display".Proceedings of IFIP 65, vol 2, pp. 506–508

• Warwick, K., Gray, J. and Roberts, D. eds. (1993).Virtual Reality in Engineering, Peter Peregrinus.

• Zhai, Philip. (1998). Get Real: A Philosophicaladventure in Virtual Reality, Rowman & LittlefieldPublishers, New York and Oxford.

11 External links• Isaac, Joseph (2016). “Step into a new world - Vir-tual Reality (VR)". Retrieved 2 July 2016. Ba-sic Concepts of Virtual Reality along with ResearchChallenges explained in simple words.

• Mixed Reality Scale – Milgram and Kishino’s(1994) Virtuality Continuum paraphrase with ex-amples.

• Drummond, Katie (2014). “The Rise and Fall andRise of Virtual Reality”. The Verge. Retrieved 15November 2014. Interviews on the history and fu-ture of virtual reality by leaders in the field.

• “Virtual Reality- Oculus rift video example”.

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16 12 TEXT AND IMAGE SOURCES, CONTRIBUTORS, AND LICENSES

12 Text and image sources, contributors, and licenses

12.1 Text• Virtual reality Source: https://en.wikipedia.org/wiki/Virtual_reality?oldid=728086244 Contributors: Damian Yerrick, Magnus Manske,Szopen, The Anome, Khendon, Roadrunner, Daniel C. Boyer, Edward, Patrick, Michael Hardy, Kku, Wwwwolf, Ixfd64, (, Paul A, Aho-erstemeier, Haakon, Ronz, Nanshu, Jebba, Александър, Camster342, Wikiborg, Ike9898, Choster, Dysprosia, Haukurth, Jakenelson,Saltine, Robbot, Paranoid, AlainV, Fredrik, Nurg, Rfc1394, Kpflude, Fuelbottle, HaeB, Tea2min, Dave6, Wikilibrarian, Inter, Neuro, Ev-eryking, BillyH, Mboverload, Just Another Dan, Mateuszica, Chowbok, Alexf, Antandrus, Beland, Karol Langner, MFNickster, Histrion,Kadambarid, Esperant, Scottk, MichaelMcGuffin, CALR, DanielCD, Discospinster, Rich Farmbrough, Iainscott, Rspeer, Xezbeth, Mart-pol, Bender235, Ylee, CanisRufus, El C, Joanjoc~enwiki, PhilHibbs, Shanes, RoyBoy, Rimshot, Coolcaesar, Jpgordon, Devil Master,Bobo192, Grue, LeonardoGregianin, Giraffedata, Pgptag, Rajah, Jean-no, Apostrophe, Solar, Runner1928, Sam Korn, Haham hanuka,Storm Rider, Gary, V2Blast, Interiot, Arthena, Keenan Pepper, Ricky81682, JoaoRicardo, AzaToth, Yamla, DreamGuy, Radical Mallard,Toytown Mafia, Amorymeltzer, Sciurinæ, Zxcvbnm, Talleyrand~enwiki, Kay Dekker, Greentryst, Marasmusine, Mel Etitis, ApLundell,Grillo, MattGiuca, MONGO, Isnow, OCNative, Toussaint, Stefanomione, Allen3, Ashmoo, Magister Mathematicae, Sjakkalle, Rjwilmsi,Nightscream, Koavf, Hulagutten, Raffaele Megabyte, Yuechen z, Dionyseus, Vsion, GünniX, Mathiastck, Clare blue, Czar, Intgr, Terrx,Skierpage, Benjwong, Chobot, DVdm, Bgwhite, YurikBot, Wavelength, Borgx, Charles Gaudette, Kafziel, Bhny, Stephenb, Cambridge-BayWeather, Dialectric, DB, RazorICE, Cleared as filed, Khokkanen, Brian Crawford, Matticus78, Vancouveriensis, Rwalker, MorganLeigh, Pegship, Mendicott, StuRat, Nikkimaria, Arthur Rubin, Th1rt3en, GraemeL, Shawnc, Tyrenius, RenamedUser jaskldjslak904,X-mass, Junglecat, Marlosfabris, Kf4bdy, Veinor, SmackBot, Alan Pascoe, Davepape, DXBari, Tmcsheery, ParallaxTZ, Golwengaud,KVDP, Eskimbot, Frymaster, Gaff, Stefan hendrickx, Xaosflux, Pierrot Lafouine, Gilliam, Ohnoitsjamie, DividedByNegativeZero, Be-tacommand, Chanlord, Bluebot, Muggwort17, Thumperward, Apeloverage, Duffhendrickson, Droll, Deli nk, Neo-Jay, DHN-bot~enwiki,The Moose, Colonies Chris, Suncho~enwiki, Can't sleep, clown will eat me, Emrrans, Frap, Txinviolet, Busterphantom, Squilibob, Spine-forge, TheKMan, Mikegogan, Kristod, PiPhD, Zhinker, Dreadstar, Mini-Geek, Cybertooth85, Hammer1980, The Thing, Ultraexactzz,Metamagician3000, Rodeosmurf, Clicketyclack, SashatoBot, Eliyak, Thebt, AmiDaniel, Euchiasmus, Roguegeek, Disavian, CaptainVin-daloo, Vorlich, Ckatz, JHunterJ, Argotechnica, Noah Salzman, Mr Stephen, Ehheh, Dicklyon, Hypnosifl, Ryulong, EEPROM Eagle,Nabeth, LizBlankenship, RoyLaurie, TJ Spyke, ISD, Woodroar, Newone, Aeternus, Brad Halls, Crippled Sloth, CapitalR, Nkayesmith,Tawkerbot2, BulletBillTime, Ericleb01, J Milburn, Dcarmein, CmdrObot, Rambam rashi, CWY2190, Simeon, Trentblase, JVinocur,Buskieboy, Cydebot, MindWraith, Gogo Dodo, Philbert2.71828, Rpacker, JFreeman, Alanbly, Dancter, Strom, Chrislk02, Phydend,Ameliorate!, Cowpriest2, Inkington, White Mage Cid, Zoldello, Heidijane, PamD, Alfmaia, JamesAM, Reddolphin, Wikid77, Qwyrx-ian, Communisthamster, Sean gorter, Dpmartin, Keraunos, Simeon H, Vertium, John254, Woody, Stingerreport, Nick Number, Dugwiki,TarkusAB, Mortyman, WikiSlasher, AntiVandalBot, Gioto, Joachimb~enwiki, Luna Santin, Korva, Seaphoto, TheRaytracer, Doc Trop-ics, Lemonv1, Smartse, Morphius11, Glennwells, Ajax501, Gökhan, Kariteh, Ioeth, JAnDbot, Skomorokh, V. Szabolcs, Andonic, Ek-serevnitis, John Ericson, .anacondabot, Repku, Freshacconci, Magioladitis, VoABot II, BobTheMad, TARBOT, ***Ria777, Michele123,28421u2232nfenfcenc, Allstarecho, Morelanj, Wdflake, Urco, Oicumayberight, Tracer9999, Rickterp, Kadmium, Greenguy1090, OneUpThiebaud, MartinBot, Flandrensis, Keith D, Mycroft7, CommonsDelinker, Anonymous Keeper of Records, Frock, J.delanoy, Captainpanda, Numbo3, Hanteng, Tikiwont, Motioncapture, OohBunnies!, SharkD, McSly, Kalawsky, Bhteam, Warut, Efrecon~enwiki, SJP,Shape 6, Mufka, Leeballz, Dubhe.sk, Hondasaregood, Equazcion, Russell Freeman, FiveTurkey, Kvdveer, Bonadea, Tkgd2007, Fu-nandtrvl, VolkovBot, Cireshoe, Masaruemoto, Sim99, Shelleylake~enwiki, Douris12, VasilievVV, Philip Trueman, Oshwah, Cwingrav,A4bot, GregPanos, FlorenceBesanon, Leafyplant, Maxweinberg, LeaveSleaves, Nmorales435, Khillis, Aphilo, Oelwiki, Haseo9999,Lamro, Enviroboy, Vchimpanzee, Paul Kelley, HybridBoy, Trendspotter, SieBot, HoloVis, Ødipus sic, Scarian, WereSpielChequers, Mal-colmxl5, ToePeu.bot, Kakteen~enwiki, VVVBot, Winchelsea, Jsc83, Chasadlard, Azureskies, Caltas, Matthew Yeager, Shoklix2, Joe7987,GrooveDog, Writerman315, Champion123, Mooly333, Flyer22 Reborn, Suwatest, Momo san, Rydernechvatal, Ferret, Frank Wittenburg,Yerpo, Oxymoron83, Scorpion451, Smilesfozwood, Pepso2, Lightmouse, Techman224, Chrisdicknson, Skydeas, Axel.mulder, Super-beecat, Curtdbz, Denisarona, Trimersion, Joed164, Floorwalker, JuLun~enwiki, Martarius, ClueBot, Xanadu1, Timeineurope, The ThingThat Should Not Be, Mazeau, Abshhkc, Wolvereness, CounterVandalismBot, Lucca4u, PhilDWraight, Niceguyedc, Ansh666, Trivialist,Ajerimez, More4you, Arjayay, Wubaboo, Disloki, Dekisugi, Carriearchdale, Vrguy, Aidaota, Contains Mild Peril, Stupod, Brianpeiris,Day1 2000, Thymefromti, DumZiBoT, XLinkBot, Manifestor, Stickee, Duncan, Ost316, Slashem, Jared Berghold, Robbo1337, Osarius,Geepian, Kbdankbot, Svea Kollavainen, Asrghasrhiojadrhr, Addbot, Ataribaby, Sheldonwiki~enwiki, SuperSmashBros.Brawl777, Jeremi-ahjschwier, AkhtaBot, Reidlophile, Movingboxes, Dhlawrence, FauxClaud, Adrian 1001, G0T0, Cst17, MrOllie, 99neurons, Salena101,AnnaFrance, Favonian, Fireaxe888, Sanjay2791, Numbo3-bot, Tory C. 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12.2 Images 17

Louisralf123, Zamaster4536, NerudaPoet, FiendYT, Henrybaird1, Rubenv19, Ashokgadhveer, Psvrgamer, JumpiMaus, Oh Heachan,Vr developer, Jimstanley13, VR progaming, Letscontribute4, Lhcarey, Halter15, Omnifarious.sirius, CDBeanss, Entranced98, ThatGer-man, Emotionalllama, Minecraftpsyco, Hunta2097, Askmefirst, Hyrumdeltoro, Butanfire, Montyhugh, Ayush11kgp, Kcirtap3, Fmadd,NJCreeper2005, Perfectionthief, Tnthiel, Evilricksanchez, PeterCook78, Iop90cwl and Anonymous: 926

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