423:, bought Oculus for 2 billion USD in 2014. Recently, the Oculus quest was released, which is wireless and allows users to move more freely. It costs around 400 USD which is around the same price as the previous generation headsets with cables. Other massive corporations such as, Sony, Samsung, HTC are also making huge investments into VR/AR. In regards to education, there are currently many researchers who are exploring the benefits and applications of virtual reality in the classroom. However, there is little systemic work that currently exists regarding how researchers have applied immersive VR for higher education purposes using HMD's. The most popular use of immersive technology comes in the world of video games. Completely immersing users into their favorite game, HMD's have allowed individuals to experience the realm of video games in an entirely new light. Current video games such as Star Wars: Squadron, Half-Life: Alyx, and No Man's Sky are giving users the ability to experience every aspect of the digital world in their game. While there is still a lot to learn about immersive technology and what it has to offer, it has come an entirely long way from its beginning on the early 1800s.
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338:. The invention enhanced operator performance of manual tasks in remote locations by using two robot controls in an exoskeleton. The first introduction of augmented reality displayed to a live audience was in 1998, when the NFL first displayed a virtual yellow line to represent the line of scrimmage/first down. In 1999, Hirokazu Kato developed the ARToolkit, which was an open source library for the development of AR applications. This allowed people to experiment with AR and release new and improved applications. Later, in 2009 Esquire's magazine was the first to use a QR code on the front of their magazine to provide additional content. Once The
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reached its advanced technological state we have today. The many elements that surround the realm of immersive technology all come together in different ways to create different types of immersive technology including virtual reality and pervasive gaming. While immersive technology has already had an immense impact on our world, its progressive growth and development will continue to make lasting impacts among our technological culture.
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609:. It is also growing in the Non-profit industry in fields such as disaster relief and conservation due to its ability to put a user in a situation that would elicit more of a real-world experience than just a picture giving them a stronger emotional connection to the situation they would be viewing. As immersive technology becomes more mainstream, it will likely pervade other industries. Also with the legalization of
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visualization of psychotic states have been used to get increased understanding of patients with similar symptoms. New treatment methods are available for schizophrenia and other newly developed research areas where immersive virtual reality is expected to achieve melioration is in education of surgical procedures, rehabilitation program from injuries and surgeries and reduction of phantom limb pain.
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317:. It was invented in the 1830s during the early days of photography, and it used a slightly different image in each eye to create a kind of 3D effect. Although as photography continued to develop in the late 1800s, stereoscopes became more and more obsolete. Immersive technology became more available to the people in 1957 when
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design options in the building model in a timely and cost efficient manner. Studies conducting human experiments have shown users perform similarly in daily office activities (object identification, reading speed and comprehension) within immersive virtual environments and benchmarked physical environments. In the field of
1108:. For training of construction workers, virtual environments have shown to be highly effective in skill transfer with studies showing similar performance results to training in real environments. Moreover, virtual platforms are also used in the operation phase of buildings to interact and visualize data with
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which utilize real world locations within game play. This is when the user's interaction on a virtual game lead to them interacting in real life. Some of these games may require users to physically meet up in order to complete stages. The gaming world has developed a series of popular virtual reality
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due to virtual reality is very similar to simulation sickness and motion sickness due to films. In virtual reality, however, the effect is made more acute as all external reference points are blocked from vision, the simulated images are three-dimensional and in some cases stereo sound that may also
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cinematic experience that included speakers, fans, smell generators, and a vibrating chair to immerse the viewer in the movie. When one imagines the VR headsets they see today, they must give credit to The Sword of
Damocles which was invented in 1968 and allowed users to connect their VR headsets to
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or multiple projections. HMD allows VR to be projected right in front of the eyes and allows users to focus on it without any distraction. The earliest attempts at developing immersive technology date back to the 1800s. Without these early attempts, the world of immersive technology would never have
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Training and rehearsal simulations run the gamut from part task procedural training (often buttonology, for example: which button do you push to deploy a refueling boom) through situational simulation (such as crisis response or convoy driver training) to full motion simulations which train pilots
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Immersive technology has grown immensely in the past few decades, and is continuing to progress. VR has even been described as the learning aid of the 21st century. Head mounted displays (HMD) is what allows users to get the full immersive experience. The HMD market is expected to be worth over 25
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Occupant and end-user studies are performed through immersive environments. Virtual immersive platforms engage future occupants in the building design process by providing a sense of presence to users with integrating pre-construction mock-ups and BIM models for the evaluation of alternative
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Once the senses reach a sufficient belief that the digital environment is real (it is interaction and involvement which can never be real), the user must then be able to interact with the environment in a natural, intuitive manner. Various immersive technologies such as gestural controls, motion
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by David Kaplan and Eric
Zimmerman, raise questions about what may happen if we are unable to distinguish the physical world from the digital world. As the world of immersive technology becomes deeper and more intense this will be a growing concern for consumers and governments alike as to how to
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A full immersive technology experience happens when all elements of sight, sound, and touch come together. A true immersive experience needs to be done with either virtual reality or augmented reality, as these two types utilize all of these elements. Interactivity and connectivity is the entire
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generated 1.25 billion dollars in a round of investing in 2018 as they have a leading 3D development platform for AR apps. The U.S. Government requests information for immersive technology development and funds specific projects. This is for implementation in government branches in the future.
892:, interactive user-input and other factors such as simplicity, functionality and potential for enjoyment. New technologies are currently under development which claim to bring realistic environmental effects to the players' environment – effects like wind, seat vibration and ambient lighting.
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Many universities have programs that research and develop immersive technology. Examples are
Stanford's Virtual Human Interaction Lab, USC's Computer Graphics and Immersive Technologies Lab, Iowa State Virtual Reality Applications Center, University of Buffalo's VR Lab, Teesside University's
350:. The production stopped in 2015 due to privacy concerns, but relaunched in 2017 exclusively for the enterprise. In 2016, Pokémon Go took the world by storm and became one of the most downloaded apps of all time. It was the first augmented reality game that was accessible through ones phone.
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New fields of studies linked to immersive virtual reality emerge every day. Researchers see a great potential in virtual reality tests serving as complementary interview methods in psychiatric care. Immersive virtual reality have in studies also been used as an educational tool in which the
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of being there in a scene depicted by a medium, usually virtual in nature. Most designers focus on the technology used to create a high-fidelity virtual environment; however, the human factors involved in achieving a state of presence must be taken into account as well. It is the subjective
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is the primary source of immersive technology that allows the user to be completely immersed in a fully digital environment that replicates another reality. Users must use a headset, hand controls, and headphones in order to have a fully immersive experience where one is able to utilize
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would need to be prevented. This could be done by blocking out natural impulses using nanorobots which attach themselves to the brain wiring, whilst receiving the digital impulses of which describe the virtual world, which could then be sent into the wiring of the brain. A
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a computer rather than a camera. In 1991, Sega launched the Sega VR headset which was made for arcade/home use, but only the arcade version was released due to technical difficulties. Augmented reality began to rapidly develop within the 1990s when Louis
Rosenberg created
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A comprehensive understanding of which nerve impulses correspond to which sensations, and which motor impulses correspond to which muscle contractions will be required. This will allow the correct sensations in the user, and actions in the virtual reality to occur. The
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Heydarian, Arsalan; Carneiro, Joao P.; Gerber, David; Becerik-Gerber, Burcin; Hayes, Timothy; Wood, Wendy (2015). "Immersive virtual environments versus physical built environments: A benchmarking study for building design and user-built environment explorations".
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regulate this industry. Because all these technology is immersive and therefore not taking place in real life the application and or problems that come with the developing industry are something to keep an eye on. For example, Legal systems debate on topics of
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Immersive digital environments could be thought of as synonymous with virtual reality, but without the implication that actual "reality" is being simulated. An immersive digital environment could be a model of reality, but it could also be a complete fantasy
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for viewing movies, with head-tracking and computer control of the image presented, so that the viewer appears to be inside the scene. Additionally, immersion technology can include audio with head-tracking and precise directivity of sound, such as the
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V. Whisker; A. Baratta; S. Yerrapathruni; J.Messner; T. Shaw; M.Warren; E. Rotthoff; J. Winters; J. Clelland; F. Johnson (2003). "Using immersive virtual environments to develop and visualize construction schedules for advanced nuclear power plants".
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we interact with everyday life through the nervous system. Thus we receive all input from all the senses as nerve impulses. It gives your neurons a feeling of heightened sensation. It would involve the user receiving inputs as artificially stimulated
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So, R.H.Y. and Lo, W.T. (1999) "Cybersickness: An
Experimental Study to Isolate the Effects of Rotational Scene Oscillations." Proceedings of IEEE Virtual Reality '99 Conference, March 13–17, 1999, Houston, Texas. Published by IEEE Computer Society,
537:'s Immersive Story Lab, University of Michigan Ann Arbor, Oklahoma State University and the University of Southern California. All of these universities and more are researching the advancement of the technology along with the different uses that
2521:"The use of immersive virtual reality (VR) to predict the occurrence 6 months later of paranoid thinking and posttraumatic stress symptoms assessed by self-report and interviewer methods: A study of individuals who have been physically assaulted"
1172:. Large scale structures and bridge simulation have also been achieved in immersive virtual environments. The user can move the loads acting on the bridge, and finite element analysis results are updated immediately using an approximate module.
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system between the user and the computer which stores the information would also be needed. Considering how much information would be required for such a system, it is likely that it would be based on hypothetical forms of computer technology.
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focus of immersive technology. It is not placing someone in an entirely different environment, it is when they are virtually presented with a new environment and are given the opportunity to learn how to optimally live and interact with it.
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is a technology that aims to completely immerse the user inside the computer generated world, giving the impression to the user that they have "stepped inside" the synthetic world. This is achieved by either using the technologies of
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Santos, Beatriz Sousa; Dias, Paulo; Pimentel, Angela; Baggerman, Jan-Willem; Ferreira, Carlos; Silva, Samuel; Madeira, Joaquim (2009-01-01). "Head-mounted display versus desktop for 3D navigation in virtual reality: a user study".
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systems) and CAVE platforms are used for spatial visualization and building information modeling (BIM) navigations for different design and evaluation purposes. Clients, architects and building owners use derived applications from
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Heydarian, Arsalan; Carneiro, Joao P.; Gerber, David; Becerik-Gerber, Burcin (2015). "Immersive virtual environments, understanding the impact of design features and occupant choice upon lighting for building performance".
524:. This is done differently depending on the technology and environment; Whether the software needs to create a fully immersive environment or display a projection on the already existing environment the user is looking at.
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Immersive media is a term applied to a group of concepts, variously defined, which may have application in fields such as engineering, media, healthcare, education and retail. Concepts included in immersive media are:
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has been investigated in various studies, with some suggesting significant improvement in virtual reality headsets while others indicate no significant difference. Architects and building engineers can also use
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simulators. Entertainment environments such as motion simulators that immerse the riders/players in a virtual digital environment enhanced by motion, visual and aural cues. Reality simulators, such as one of the
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as input devices, the user can create, modify mesh, and specify boundary conditions. For a simple geometry, real-time color-coded results are obtained by changing loads on the model. Studies have used
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Mahdjoub, Morad; Monticolo, Davy; Gomes, Samuel; Sagot, Jean-Claude (2010). "A collaborative Design for
Usability approach supported by Virtual Reality and a Multi-Agent System embedded in a PLM environment".
876:, as long as the user of the environment is immersed within it. The definition of immersion is wide and variable, but here it is assumed to mean simply that the user feels like they are part of the simulated "
1183:, or simulator sickness, is a condition where a person exhibits symptoms similar to motion sickness caused by playing computer/simulation/video games (Oculus Rift is working to solve simulator sickness).
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Colombo, Simone; Manca, Davide; Brambilla, Sara; Totaro, Roberto; Galvagni, Remo (2011-01-01). "Towards the
Automatic Measurement of Human Performance in Virtual Environments for Industrial Safety".
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space. Moreover, artificial lighting studies have implemented immersive virtual environments to evaluate end-users lighting preferences of simulated virtual scenes with the controlling of the
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A very powerful computer would be necessary for processing virtual reality complex enough to be nearly indistinguishable from everyday life and interacting with central nervous system fast enough.
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would obviously need to be manipulated. Whilst non-invasive devices using radiation have been postulated, invasive cybernetic implants are likely to become available sooner and be more accurate.
92:: Strategic immersion is more cerebral, and is associated with mental challenge. Chess players experience strategic immersion when choosing a correct solution among a broad array of possibilities.
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Llobera, J.; González-Franco, M.; Perez-Marcos, D.; Valls-Solé, J.; Slater, M.; Sanchez-Vives, M. V. (2012). "Virtual reality for assessment of patients suffering chronic pain: A case study".
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Colombo, Simone; Nazir, Salman; Manca, Davide (2014-10-01). "Immersive
Virtual Reality for Training and Decision Making: Preliminary Results of Experiments Performed With a Plant Simulator".
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Kuliga, S.F.; Thrash, T.; Dalton, R.C.; Hölscher, C. (2015). "Virtual reality as an empirical research tool — Exploring user experience in a real building and a corresponding virtual model".
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happening worldwide, the cannabis industry has seen a large growth in the immersive technology market to allow virtual tours of their facilities to engage potential customers and investors.
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impulses, the system would receive the CNS outputs (natural nerve impulses) and process them allowing the user to interact with the virtual reality. Natural impulses between the body and
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give a sense of motion. Studies have shown that exposure to rotational motions in a virtual environment can cause significant increases in nausea and other symptoms of motion sickness.
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and wireless head mounted displays for teams of up to thirteen immersants enabling natural movement through space and interaction in both the virtual and physical space simultaneously.
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As well universities the video game industry has received a massive boost from immersive technology specifically
Augmented reality. The company Epic games known for their popular game
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Engineer research psychologist from the Naval
Research Laboratory (NRL) demonstrates the Infantry Immersive Trainer (IIT), one of several Virtual Training Environment projects (VIRTE).
122:, which occurs when a player feels the simulated world is perceptually convincing. The player feels that he or she is really "there" and that a simulated world looks and feels "real".
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De Los Reyes-Guzman, A.; Dimbwadyo-Terrer, I.; Trincado-Alonso, F.; Aznar, M. A.; Alcubilla, C.; Pérez-Nombela, S.; Del Ama-Espinosa, A.; Polonio-López, B. A.; Gil-Agudo, Á. (2014).
1051:, immersive virtual environments are adopted to facilitate architects and building engineers to enhance the design process through assimilating their sense of scale, depth, and
67:, enabling action or reaction to stimulations encountered in a virtual or artistic environment. The greater the suspension of disbelief, the greater the degree of presence achieved.
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engineering and analysis, immersive environments enable the user to focus on structural investigations without getting too distracted to operate and navigate the simulation tool.
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Hambli, Ridha; Chamekh, Abdessalam; Salah, Hédi Bel Hadj (2006). "Real-time deformation of structure using finite element and neural networks in virtual reality applications".
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to navigate 1:1 scale BIM models, allowing a virtual walkthrough experience of future buildings. For such use cases, the performance improvement of space navigation between
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purchased Oculus for 2 billion dollars in 2014, which showed the world the upward trajectory of VR. In 2013, Google announced their plans to develop their first AR headset,
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In the building construction phase, immersive environments are used to improve site preparations, on site communication and collaboration of team members, safety and
86:: Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.
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Rock-solid tracking – translation with millimeter accuracy or better, orientation with quarter degree accuracy or better, and volume of 1.5 meter or more on a side
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Ruddle, Roy A; Péruch, Patrick (2004-03-01). "Effects of proprioceptive feedback and environmental characteristics on spatial learning in virtual environments".
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Connell, Mike; Tullberg, Odd (2002). "A framework for immersive FEM visualisation using transparent object communication in a distributed network environment".
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145:", is a phenomenon enabling people to interact with and feel connected to the world outside their physical bodies via technology. It is defined as a person's
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came out in 2012, it revolutionized virtual reality and eventually raised 2.4 million dollars and began releasing their pre-production models to developers.
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63:) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete
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is likely to provide the degree of precision required and could allow the implant to be built inside the body rather than be inserted by an operation.
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tracking, and computer vision respond to the user's actions and movements. Brain control interfaces (BCI) respond to the user's brainwave activity.
98:: Narrative immersion occurs when players become invested in a story, and is similar to what is experienced while reading a book or watching a movie.
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To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real.
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perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence.
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Other examples of immersion technology include physical environment / immersive space with surrounding digital projections and sound such as the
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Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to
1055:. Such platforms integrate the use of virtual reality models and mixed reality technologies in various functions of building science research,
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is the current, most promising research with the idea of understanding how the brain works by building very large scale computer models.
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Freeman, D.; Antley, A.; Ehlers, A.; Dunn, G.; Thompson, C.; Vorontsova, N.; Garety, P.; Kuipers, E.; Glucksman, E.; Slater, M. (2014).
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Liverani, A.; Kuester, F.; Hamann, B. (1999). "Towards interactive finite element analysis of shell structures in virtual reality".
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Malkawi, Ali M.; Srinivasan, Ravi S. (2005). "A new paradigm for Human-Building Interaction: the use of CFD and Augmented Reality".
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applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (
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Towards an Immersive Intelligence: Essays on the Work of Art in the Age of Computer Technology and Virtual Reality (1993–2006)
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Huang, J.M.; Ong, S.K.; Nee, A.Y.C. (2017). "Visualization and interaction of finite element analysis in augmented reality".
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Thornson, Carol; Goldiez, Brian (January 2009). "Predicting presence: Constructing the Tendency toward Presence Inventory".
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The potential perils of immersive technology have often been portrayed in science fiction and entertainment. Movies such as
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Waller, David; Hunt, Earl; Knapp, David (1998-04-01). "The Transfer of Spatial Knowledge in Virtual Environment Training".
1953:"The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature"
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or approximation methods to achieve real-time interaction for the complex geometry, and to simulate its impact via
638:, and whether it is ethical to permit illegal behavior such as rape in a simulated environment, this is relative to the
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or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance.
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in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other
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2000 IEEE Conference on Information Visualization. An International Conference on Computer Visualization and Graphics
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interfaces, and apply property modifications to building information modeling (BIM) files through such environments.
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2966:"Navigating Large-Scale Virtual Environments: What Differences Occur Between Helmet-Mounted and Desk-Top Displays?"
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2647:"A Data-Globe and Immersive Virtual Reality Environment for Upper Limb Rehabilitation after Spinal Cord Injury"
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One of the first devices that was designed to look like and function as a virtual reality headset was called a
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Man uses immersive technology headset and hand controls to complete the stage of a virtual reality video game.
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use the potential of immersive virtual reality to create physiologic or symbolic experiences and situations.
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Various technologies provide the ability to interact and communicate with the virtual environment, including
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Global display where all pixels are illuminated simultaneously (rolling display may work with eye tracking.)
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Robertson, George; Czerwinski, Mary; van Dantzich, Maarten (1997). "Immersion in desktop virtual reality".
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Kamat Vineet R.; Martinez Julio C. (2001-10-01). "Visualizing Simulated Construction Operations in 3D".
1197:, isolation and mood changes are also discussed to be side-effects caused by immersive virtual reality.
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Optics (at most two lenses per eye with trade-offs, ideal optics not practical using current technology)
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input to provide dynamic, real-time response. To achieve this, software often integrates components of
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Frost, P.; Warren, P. (2000). "Virtual reality used in a collaborative architectural design process".
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3255:. Lecture Notes in Computer Science. Vol. 4200. Springer, Berlin, Heidelberg. pp. 484–491.
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Cipresso, Pietro; Giglioli, Irene Alice Chicchi; Raya, Mariano Alcañiz; Riva, Giuseppe (2018-11-06).
1386:"10.000 Moving Cities - Same but Different, interactive net-and-telepresence-based installation 2015"
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Messner, John I. (2006). "Evaluating the Use of Immersive Display Media for Construction Planning".
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Optical Architectures for Displays and Sensing in Augmented, Virtual, and Mixed Reality (AR, VR, MR)
406:. The world of immersive technology has many facets that will continue to develop/expand over time.
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Software interacts with the hardware technology to render the virtual environment and process the
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Proceedings of the 10th annual ACM symposium on User interface software and technology - UIST '97
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billion USD by the year 2022. The technologies of VR and AR received a boost in attention when
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2166:"Army's Telemedicine and Advanced Technology Research Center funds virtual world for amputees"
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Child discovering the applications of immersive technology through a virtual reality headset
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3688:"Health and Safety Issues associated with Virtual Reality - A Review of Current Literature"
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Radianti, Jaziar; Majchrzak, Tim A.; Fromm, Jennifer; Wohlgenannt, Isabell (April 2020).
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XIII Mediterranean Conference on Medical and Biological Engineering and Computing 2013
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4742:
4710:
4394:
4306:
4214:
4102:
3787:
Reyes, Stephanie. "Ford brings virtual reality presentation to UCF.", September 2012.
3510:"Daylight patterns as a means to influence the spatial ambiance: a preliminary study"
2083:
1934:
1566:
995:
715:
647:
635:
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318:
222:
3583:
3323:
3000:
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880:". The success with which an immersive digital environment can actually immerse the
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4695:
4685:
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4512:
4384:
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3458:
3051:
2711:
2633:
2014:
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1129:
1056:
1026:
technology. The next generation is VIRTSIM, which achieves total immersion through
1007:
347:
142:
3557:
1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)
2658:
1915:
1898:
1112:
devices available in buildings, process improvement and also resource management.
167:
gave a talk on VR at Steam Dev Days in 2014. According to the VR research team at
19:
3891:
3419:
2800:
1797:"Elements of a true immersive experience: comparing altered reality technologies"
1670:
1411:
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The most considered method would be to induce the sensations that made up the
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626:
574:
461:
449:
3388:
3315:
2992:
2942:
2435:
1978:
1969:
4815:
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4690:
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4246:
4021:
3876:
3555:
3509:
3307:
2984:
2596:
2412:"Nanomedicine: Promising Tiny Machine for the Healthcare in Future-A Review"
1333:
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1252:
1237:
1105:
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335:
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52:
3867:, "Immersive Excess in the Apse of Lascaux", Technonoetic Arts 3, no3. 2005
3565:
3222:
3198:
2878:
2703:
2614:
2581:"Studying and Treating Schizophrenia Using Virtual Reality: A New Paradigm"
2554:
2453:
1996:
3999:
3033:
2846:"IrisVR - Virtual Reality for Architecture, Engineering, and Construction"
2486:
1747:"Immersive Technology & Experiences | Transforming How We Do Business"
714:
environment where the user feels just as immersed as they usually feel in
4862:
4570:
4565:
3837:
Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"
1925:
1580:
1410:
Barfield, Woodrow; Zeltzer, David; Sheridan, Thomas; Slater, Mel (1995).
1117:
963:
in Rwanda that takes you on a trip through the jungle to meet a tribe of
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420:
343:
135:
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2065:
1124:
patterns on the perceptual impressions and satisfaction of a simulated
1120:, virtual reality headsets have been used investigate the influence of
836:
739:
3380:
1688:
4842:
4837:
4810:
4660:
4614:
4329:
3804:, "Virtual Art: From Illusion to Immersion" MIT-Press, Cambridge 2003
2536:
2015:"Best VR games 2021: the top virtual reality games to play right now"
1851:"Best VR games 2021: the top virtual reality games to play right now"
1121:
570:
448:
to create perceptually real sensations. Some vision technologies are
134:"10.000 moving cities", a telepresence-based installation artwork by
3160:
1539:
What VR could, should, and almost certainly will be within two years
444:
Hardware technologies are developed to stimulate one or more of the
292:
A version of modern virtual reality goggles that would be used today
4011:
199:
Low latency (20 ms motion to last photon, 25 ms may be good enough)
4872:
4655:
4634:
4619:
2054:"MicroLED Technology for AR/VR Displays (Conference Presentation)"
968:
835:
744:
690:
445:
425:
357:
287:
279:
129:
18:
3989:
2964:
Ruddle, Roy A.; Payne, Stephen J.; Jones, Dylan M. (1999-04-01).
2267:
4762:
3957:
3508:
Chamilothori, Kynthia; Wienold, Jan; Andersen, Marilyne (2016).
3131:
1072:
710:
art projects, for the most part. It consists of immersion in an
4163:
4029:
2818:"Revit Live | Immersive Architectural Visualization | Autodesk"
118:, respectively. In addition to these, they add a new category:
4000:
International Symposium on Mixed and Augmented Reality (ISMAR)
3719:
2148:"Intelligence Advanced Research Projects Activity (IARPA) RFI"
806:
661:
643:
582:
250:
141:
Presence, a term derived from the shortening of the original "
16:
Perception of being physically present in a non-physical world
2292:
2242:
2013:
Hood, Vic; Knapp, Mark; February 2021, Dan Griliopoulos 27.
1849:
Hood, Vic; Knapp, Mark; February 2021, Dan Griliopoulos 27.
1097:
tools to model various building elements in virtual reality
569:
Immersive technology is applied in several areas, including
2568:
http://www.life-slc.org/docs/Bailenson_etal-immersiveVR.pdf
4016:
3514:
Proceedings of the 3rd International Congress on Ambiances
3102:
2646:
2318:"Doctors test new gestural interface during brain surgery"
106:, divide immersion into similar categories, but call them
706:
is a hypothetical future technology that exists today as
171:, all of the following are needed to establish presence.
79:, immersion can be separated into three main categories:
3191:
ASME 2011 World Conference on Innovative Virtual Reality
2102:
Virtual Reality Augmented Reality Technology Latest News
1414:. In Barfield, Woodrow; Furness, III, Thomas A. (eds.).
23:
A woman using the Manus VR glove development kit in 2016
864:
or "world" within which a user can immerse themselves.
2845:
1412:"Presence and Performance Within Virtual Environments"
3253:
Intelligent Computing in Engineering and Architecture
3652:"Oculus Rift is working to solve simulator sickness"
1508:"Announcing the Oculus Rift Development Kit 2 (DK2)"
1059:, personnel training, end-user surveys, performance
795:
Computer hardware/software to process inputs/outputs
4881:
4803:
4796:
4771:
4648:
4553:
4546:
4495:
4465:
4434:
4408:
4377:
4322:
4315:
4224:
4070:
4063:
3843:, "From Technological to Virtual Art", MIT Press.
3827:, Nouvelles éditions Scala, 2011, French version,
1416:Virtual Environments and Advanced Interface Design
1132:and artificial lights in the virtual environment.
51:The name is a metaphoric use of the experience of
2653:. IFMBE Proceedings. Vol. 41. p. 1759.
844:'s large Virtual Reality Interactive Installation
3873:"Postmodernism and the Three Types of Immersion"
3286:Presence: Teleoperators and Virtual Environments
2973:Presence: Teleoperators and Virtual Environments
2214:"Porn Industry Embraces Immersive 3D technology"
2196:"Immersing Consumers in 'Immersive Experiences'"
1490:"Oculus Rift DK2 hands-on and first-impressions"
1330:"Postmodernism and the Three Types of Immersion"
884:is dependent on many factors such as believable
3067:International Journal of Human-Computer Studies
2373:"Virtual Rape Is Traumatic, but Is It a Crime?"
1565:Kaplan-Rakowski, Regina; Meseberg, Kay (2018).
1441:International Journal of Human-Computer Studies
43:that provide an engrossing total environment.
4175:
4041:
2243:"Media Arts and Technology, UC Santa Barbara"
2098:"Top and Best Universities in US for VR / AR"
1665:, Boston, MA: Springer US, pp. 345–346,
1626:
1624:
1622:
1620:
1618:
1616:
1560:
1558:
1556:
1554:
1468:"Oculus Rift Dev Kit 2 now on sale for $ 350"
8:
2037:: CS1 maint: numeric names: authors list (
1873:: CS1 maint: numeric names: authors list (
1719:"An Introduction to Immersive Technologies"
175:A wide field of view (80 degrees or better)
4800:
4550:
4319:
4182:
4168:
4160:
4142:
4067:
4048:
4034:
4026:
3018:. New York, NY, USA: ACM. pp. 11–19.
2629:Virtual Reality in Neuro-Psycho-Physiology
1633:"What is Immersive Media: An Introduction"
1193:Other behavioural changes such as stress,
1047:In the domain of architectural design and
982:In parallel with scientists, artists like
904:can perceptually fool the senses through:
3890:Björk, Staffan; Jussi Holopainen (2004).
3763:Learn how and when to remove this message
3351:
3297:
3078:
3023:
2924:
2762:Journal of Computing in Civil Engineering
2604:
2544:
2443:
1986:
1968:
1924:
1914:
1358:Björk, Staffan; Jussi Holopainen (2004).
840:Cosmopolis, Overwriting the City (2005),
2727:Computers, Environment and Urban Systems
1418:. Oxford University Press. p. 473.
722:Direct interaction of the nervous system
2268:"Home - Immersive Education Initiative"
2123:"The 10 Biggest AR Investments of 2018"
1772:"The origins of immersive technologies"
1320:
821:This section may need to be cleaned up.
676:This section may need to be cleaned up.
265:This section may need to be cleaned up.
102:Staffan Björk and Jussi Holopainen, in
3599:Finite Elements in Analysis and Design
2774:10.1061/(asce)0887-3801(2001)15:4(329)
2060:. Vol. 11310. SPIE. p. 147.
2030:
2008:
2006:
1866:
1820:
1818:
1816:
1741:
1739:
1713:
1711:
1709:
1707:
1705:
1703:
1518:from the original on 13 September 2014
533:Intelligent Virtual Environments Lab,
330:, which was the first fully immersive
35:is the perception of being physically
4853:Software related to augmented reality
4400:Simultaneous localization and mapping
3970:Immersive Ideals / Critical Distances
3958:Annual Summit on Immersive Technology
3941:Immersive Ideals / Critical Distances
3933:. Edgewise Press. New York, N.Y. 2009
3431:
3429:
3400:
3398:
2840:
2838:
2812:
2810:
2471:Immersive Ideals / Critical Distances
2394:Immersive Ideals / Critical Distances
2293:"Immersive Learning Research Network"
1946:
1944:
1892:
1890:
1888:
1886:
1884:
1340:from the original on October 24, 2007
1043:Applications in the built environment
178:Adequate resolution (1080p or better)
7:
3896:. Charles River Media. p. 423.
1599:Infocomm Media Development Authority
1364:. Charles River Media. p. 206.
1147:applications have been designed for
181:Low pixel persistence (3 ms or less)
4452:Omnidirectional (360-degree) camera
4017:Immersive Learning Research Network
2747:10.1016/j.compenvurbsys.2015.09.006
2297:Immersive Learning Research Network
1478:from the original on 28 March 2014.
911:Surround sound acoustics (auditory)
766:Understanding of the nervous system
379:movements/reflects. There are also
4426:Image-based modeling and rendering
2194:Petronzio, Matt (April 25, 2013).
1795:Sachidanand, Rishab (2019-11-20).
1567:"Immersive Media and their Future"
946:Video games from simple arcade to
697:Cave Automatic Virtual Environment
14:
3982:PhD thesis about game audio (the
2913:Multimedia Tools and Applications
1826:"5 Types of Immersive Technology"
1466:Seth Rosenblatt (19 March 2014).
948:massively multiplayer online game
565:Applications of augmented reality
464:. Some auditory technologies are
4141:
3724:
3686:Costello, Patrick (1997-07-23).
3626:Advances in Engineering Software
2346:Kaplan, David; Zimmerman, Eric.
1166:artificial neural networks (ANN)
811:
666:
535:Liverpool John Moores University
354:Elements of immersive technology
255:
3974:LAP Lambert Academic Publishing
3945:LAP Lambert Academic Publishing
3700:from the original on 2014-12-18
3658:from the original on 2015-09-24
3233:from the original on 2017-11-09
3171:from the original on 2017-11-09
3142:from the original on 2017-01-15
3113:from the original on 2017-09-19
2824:from the original on 2017-11-09
2475:LAP Lambert Academic Publishing
2398:LAP Lambert Academic Publishing
2052:Banna, Srinivasa (2020-04-02).
1631:Carter, Rebekah (10 May 2021).
1392:from the original on 2018-08-15
559:Applications of virtual reality
3990:Immersive Education Initiative
3871:Adams, Ernest (July 9, 2004).
3459:10.1016/j.buildenv.2015.02.038
3369:SPE Economics & Management
1328:Adams, Ernest (July 9, 2004).
1308:International Panorama Council
950:and training programs such as
908:Panoramic 3D displays (visual)
803:Immersive digital environments
204:Immersive media and technology
1:
4868:Vuforia Augmented Reality SDK
3747:and help improve the section.
3638:10.1016/s0965-9978(02)00063-7
2659:10.1007/978-3-319-00846-2_434
1916:10.1016/j.compedu.2019.103778
1065:building information modeling
924:Taste replication (gustation)
921:Smell replication (olfactory)
850:immersive digital environment
826:Immersive digital environment
480:simulates tactile responses.
371:Types of immersive technology
4904:List of PlayStation VR games
4297:Virtual reality applications
3420:10.1016/j.autcon.2015.03.020
2801:10.1016/j.autcon.2004.08.001
1671:10.1007/978-0-387-78414-4_85
3995:Immersive Design Conference
3861:, MIT-Press, Cambridge 2007
3654:. Polygon. 19 August 2013.
3611:10.1016/j.finel.2006.03.008
3089:10.1016/j.ijhcs.2003.10.001
2684:Experimental Brain Research
2410:Saha, Moni (October 2009).
1659:"Immersive Virtual Reality"
1453:10.1016/j.ijhcs.2008.08.006
5004:
4262:Projection augmented model
4125:Thermoacoustic heat engine
3819:, Jean-Baptiste Barrière,
3798:, Thames & Hudson Ltd.
3408:Automation in Construction
2789:Automation in Construction
1899:"Elsevier Enhanced Reader"
1663:Encyclopedia of Multimedia
1657:Furht, Borko, ed. (2008),
971:to witness the buildup of
562:
556:
498:omnidirectional treadmills
410:Immersive technology today
4899:List of Oculus Rift games
4478:Omnidirectional treadmill
4447:Free viewpoint television
4416:Asynchronous reprojection
4252:On-set virtual production
4237:Computer-mediated reality
4232:Cinematic virtual reality
4198:
4137:
4110:Immersive virtual reality
3917:. London: Phaidon, 2009.
3825:Maurice Benayoun Open Art
3541:10.1016/j.cad.2016.10.004
3487:10.1016/j.cad.2009.02.009
3161:"VR Productivity for AEC"
2935:10.1007/s11042-008-0223-2
2696:10.1007/s00221-012-3352-9
1903:Computers & Education
938:Examples and applications
779:Ability to manipulate CNS
704:Immersive virtual reality
681:Immersive virtual reality
658:Immersive virtual reality
490:brain-computer interfaces
397:Trover Saves the Universe
302:Head-Mounted Display(HMD)
297:Immersive virtual reality
108:sensory-motoric immersion
4894:List of Meta Quest games
4302:Virtual reality sickness
4093:Digital scent technology
3980:Audio and Game Immersion
3915:Art and Electronic Media
3439:Building and Environment
2525:Psychological Assessment
2170:Whatsbrewin.next.gov.com
1970:10.3389/fpsyg.2018.02086
1233:Narrative transportation
1110:Internet of Things (IoT)
1086:virtual reality headsets
1019:virtual reality headsets
823:It has been merged from
789:Molecular nanotechnology
678:It has been merged from
595:interactive storytelling
528:Research and development
267:It has been merged from
4369:Virtual retinal display
4357:Virtual reality headset
3893:Patterns In Game Design
3308:10.1162/105474698565631
3223:"DAQRI - Smart Helmet®"
2985:10.1162/105474699566143
1957:Frontiers in Psychology
1572:SSRN Electronic Journal
1361:Patterns In Game Design
1213:Environmental sculpture
1149:finite element analysis
1057:construction operations
518:artificial intelligence
104:Patterns In Game Design
65:suspension of disbelief
4956:Technology assessments
4889:List of HTC Vive games
4282:Six degrees of freedom
4115:Magnetic refrigeration
3566:10.1109/iv.1999.781580
3199:10.1115/winvr2011-5564
2879:10.1109/iv.2000.859814
2585:Schizophrenia Bulletin
2272:Immersiveeducation.org
1208:Alternate reality game
845:
785:central nervous system
749:central nervous system
700:
431:
363:
293:
285:
138:
24:
4738:The Sword of Damocles
4640:Windows Mixed Reality
4277:Simulation hypothesis
4088:Cloak of invisibility
4057:Emerging technologies
3529:Computer-Aided Design
3475:Computer-Aided Design
3132:"VR - Gravity Sketch"
3034:10.1145/263407.263409
2597:10.1093/schbul/sbn020
1723:Vista Equity Partners
1069:Head-mounted displays
975:and thus learn about
839:
694:
629:, and the short film
541:could be applied to.
470:high-resolution audio
458:head-mounted displays
429:
419:, founder/creator of
361:
334:system, used for the
291:
283:
133:
22:
4858:Virtual reality game
4503:Cyberith Virtualizer
4335:Head-mounted display
3809:Derrick de Kerckhove
3560:. pp. 340–346.
3340:Proceedings of ICAPP
2873:. pp. 568–573.
2579:Freeman, D. (2007).
2416:Oman Medical Journal
1581:10.2139/ssrn.3254392
1077:6 degrees of freedom
1073:3 degrees of freedom
902:Immersive technology
886:3D computer graphics
270:Immersive technology
213:Virtual reality (VR)
147:subjective sensation
4120:Phased-array optics
4078:Acoustic levitation
3859:Media Art Histories
3451:2015BuEnv..89..217H
3261:10.1007/11888598_43
2739:2015CEUS...54..363K
2428:10.5001/omj.2009.50
2400:. 2009, pp. 367-368
1474:. CBS Interactive.
1283:Super Panavision 70
1181:Simulation sickness
1176:Detrimental effects
1034:Use in medical care
860:, computer-created
617:Concerns and ethics
494:gesture recognition
193:Optical calibration
116:emotional immersion
112:cognitive immersion
96:Narrative immersion
90:Strategic immersion
4946:Visual arts genres
4598:Microsoft HoloLens
4421:Foveated rendering
4012:Immersive Infotech
4005:2009-09-10 at the
3193:. pp. 67–76.
3165:www.kalloctech.com
2492:2009-05-05 at the
2129:. 28 December 2018
2066:10.1117/12.2566410
1544:2014-03-20 at the
1536:Abrash M. (2014).
1293:Video installation
1278:Sound installation
1248:Neo-conceptual art
1090:2D desktop screens
984:Knowbotic Research
846:
773:Blue Brain Project
701:
502:speech recognition
432:
364:
294:
286:
139:
84:Tactical immersion
59:) or "immersant" (
25:
4923:
4922:
4919:
4918:
4792:
4791:
4566:Golden-i headsets
4491:
4490:
4483:Wearable computer
4287:Spatial computing
4203:Augmented reality
4157:
4156:
4133:
4132:
3923:978-0-7148-4782-5
3911:Edward A. Shanken
3903:978-1-58450-354-5
3833:978-2-35988-046-5
3773:
3772:
3765:
3632:(7–10): 453–459.
3575:978-0-7695-0210-6
3381:10.2118/164993-pa
3208:978-0-7918-4432-8
2888:978-0-7695-0743-9
2668:978-3-319-00845-5
2477:. 2009, pp. 48-60
2322:Immersivetech.org
2104:. 10 January 2018
2075:978-1-5106-3387-2
1680:978-0-387-78414-4
1595:"Immersive Media"
1371:978-1-58450-354-5
1268:Simulated reality
1145:augmented reality
1053:spatial awareness
1017:, and the use of
965:mountain gorillas
961:Virunga Mountains
834:
833:
689:
688:
478:Haptic technology
332:augmented reality
278:
277:
217:Augmented reality
120:spatial immersion
4993:
4951:Contemporary art
4941:Game terminology
4826:virtual graffiti
4801:
4671:Google Cardboard
4561:Apple Vision Pro
4551:
4518:PlayStation Move
4442:360-degree video
4320:
4257:Persistent world
4191:Extended reality
4184:
4177:
4170:
4161:
4145:
4144:
4068:
4050:
4043:
4036:
4027:
3986:) and immersion.
3966:Joseph Nechvatal
3964:pdf download of
3937:Joseph Nechvatal
3928:Joseph Nechvatal
3907:
3886:
3884:
3883:
3865:Joseph Nechvatal
3821:Dominique Moulon
3807:Timothy Murray,
3768:
3761:
3757:
3754:
3748:
3743:Please read the
3739:may need cleanup
3728:
3727:
3720:
3709:
3708:
3706:
3705:
3699:
3692:
3683:
3677:
3676:pp. 237–241
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2537:10.1037/a0036240
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2467:Joseph Nechvatal
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2390:Joseph Nechvatal
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2369:
2363:
2362:
2360:
2359:
2350:. Archived from
2343:
2337:
2336:
2334:
2333:
2324:. Archived from
2314:
2308:
2307:
2305:
2303:
2289:
2283:
2282:
2280:
2278:
2264:
2258:
2257:
2255:
2253:
2239:
2233:
2232:
2230:
2229:
2220:. Archived from
2210:
2204:
2203:
2191:
2185:
2184:
2182:
2181:
2172:. Archived from
2162:
2156:
2155:
2144:
2138:
2137:
2135:
2134:
2119:
2113:
2112:
2110:
2109:
2094:
2088:
2087:
2049:
2043:
2042:
2036:
2028:
2026:
2025:
2010:
2001:
2000:
1990:
1972:
1948:
1939:
1938:
1928:
1918:
1894:
1879:
1878:
1872:
1864:
1862:
1861:
1846:
1840:
1839:
1837:
1836:
1822:
1811:
1810:
1808:
1807:
1792:
1786:
1785:
1783:
1782:
1768:
1762:
1761:
1759:
1758:
1743:
1734:
1733:
1731:
1730:
1715:
1698:
1697:
1696:
1695:
1654:
1648:
1647:
1645:
1643:
1628:
1611:
1610:
1608:
1606:
1591:
1585:
1584:
1562:
1549:
1534:
1528:
1527:
1525:
1523:
1504:
1498:
1497:
1496:. 19 March 2014.
1486:
1480:
1479:
1463:
1457:
1456:
1436:
1430:
1429:
1407:
1401:
1400:
1398:
1397:
1382:
1376:
1375:
1355:
1349:
1348:
1346:
1345:
1325:
1303:Volumetric video
1288:Douglas Trumbull
1153:shell structures
1095:immersive design
1049:building science
1000:Maurice Benayoun
842:Maurice Benayoun
815:
814:
807:
670:
669:
662:
466:3D audio effects
328:Virtual Fixtures
259:
258:
251:
229:Extended reality
57:Maurice Benayoun
5003:
5002:
4996:
4995:
4994:
4992:
4991:
4990:
4936:Virtual reality
4926:
4925:
4924:
4915:
4877:
4833:Meta Horizon OS
4821:Interactive art
4788:
4767:
4753:Virtual fixture
4723:Samsung Gear VR
4676:Google Daydream
4644:
4625:PlayStation VR2
4542:
4487:
4461:
4430:
4404:
4390:Finger tracking
4373:
4347:Head-up display
4311:
4220:
4209:Virtual reality
4194:
4188:
4158:
4153:
4129:
4059:
4054:
4007:Wayback Machine
3954:
3904:
3889:
3881:
3879:
3870:
3817:Kristine Stiles
3792:Christiane Paul
3769:
3758:
3752:
3749:
3742:
3735:Further reading
3729:
3725:
3718:
3716:Further reading
3713:
3712:
3703:
3701:
3697:
3690:
3685:
3684:
3680:
3674:
3670:
3661:
3659:
3650:
3649:
3645:
3623:
3622:
3618:
3605:(11): 985–991.
3596:
3595:
3591:
3576:
3553:
3552:
3548:
3526:
3525:
3521:
3507:
3506:
3502:
3471:
3470:
3466:
3435:
3434:
3427:
3404:
3403:
3396:
3366:
3365:
3361:
3353:10.1.1.456.7914
3336:
3335:
3331:
3283:
3282:
3278:
3271:
3250:
3249:
3245:
3236:
3234:
3221:
3220:
3216:
3209:
3188:
3187:
3183:
3174:
3172:
3159:
3158:
3154:
3145:
3143:
3130:
3129:
3125:
3116:
3114:
3107:www.vspline.com
3101:
3100:
3096:
3080:10.1.1.294.6442
3064:
3063:
3059:
3044:
3013:
3012:
3008:
2968:
2963:
2962:
2958:
2926:10.1.1.469.4984
2909:
2908:
2904:
2889:
2868:
2867:
2863:
2854:
2852:
2844:
2843:
2836:
2827:
2825:
2816:
2815:
2808:
2786:
2785:
2781:
2759:
2758:
2754:
2724:
2723:
2719:
2681:
2680:
2676:
2669:
2644:
2643:
2639:
2626:
2622:
2578:
2577:
2573:
2566:
2562:
2518:
2517:
2513:
2504:
2503:
2499:
2494:Wayback Machine
2485:
2481:
2465:
2461:
2409:
2408:
2404:
2388:
2384:
2371:
2370:
2366:
2357:
2355:
2345:
2344:
2340:
2331:
2329:
2316:
2315:
2311:
2301:
2299:
2291:
2290:
2286:
2276:
2274:
2266:
2265:
2261:
2251:
2249:
2241:
2240:
2236:
2227:
2225:
2212:
2211:
2207:
2193:
2192:
2188:
2179:
2177:
2164:
2163:
2159:
2146:
2145:
2141:
2132:
2130:
2121:
2120:
2116:
2107:
2105:
2096:
2095:
2091:
2076:
2051:
2050:
2046:
2029:
2023:
2021:
2012:
2011:
2004:
1950:
1949:
1942:
1896:
1895:
1882:
1865:
1859:
1857:
1848:
1847:
1843:
1834:
1832:
1824:
1823:
1814:
1805:
1803:
1794:
1793:
1789:
1780:
1778:
1770:
1769:
1765:
1756:
1754:
1745:
1744:
1737:
1728:
1726:
1717:
1716:
1701:
1693:
1691:
1681:
1656:
1655:
1651:
1641:
1639:
1630:
1629:
1614:
1604:
1602:
1593:
1592:
1588:
1564:
1563:
1552:
1546:Wayback Machine
1535:
1531:
1521:
1519:
1506:
1505:
1501:
1488:
1487:
1483:
1465:
1464:
1460:
1438:
1437:
1433:
1426:
1409:
1408:
1404:
1395:
1393:
1384:
1383:
1379:
1372:
1357:
1356:
1352:
1343:
1341:
1327:
1326:
1322:
1317:
1312:
1228:Interactive art
1203:
1187:Motion sickness
1178:
1067:visualization.
1045:
1036:
940:
931:
898:
830:
816:
812:
805:
763:
728:virtual reality
724:
708:virtual reality
685:
671:
667:
660:
619:
567:
561:
555:
530:
510:
486:
442:
437:
417:Mark Zuckerberg
412:
381:pervasive games
376:Virtual reality
373:
356:
311:
274:
260:
256:
249:
206:
128:
77:Ernest W. Adams
73:
49:
29:virtual reality
17:
12:
11:
5:
5001:
5000:
4997:
4989:
4988:
4983:
4981:Conceptual art
4978:
4973:
4968:
4963:
4958:
4953:
4948:
4943:
4938:
4928:
4927:
4921:
4920:
4917:
4916:
4914:
4913:
4912:
4911:
4901:
4896:
4891:
4885:
4883:
4879:
4878:
4876:
4875:
4870:
4865:
4860:
4855:
4850:
4848:Pervasive game
4845:
4840:
4835:
4830:
4829:
4828:
4818:
4813:
4807:
4805:
4798:
4794:
4793:
4790:
4789:
4787:
4786:
4781:
4775:
4773:
4769:
4768:
4766:
4765:
4760:
4755:
4750:
4745:
4740:
4735:
4730:
4725:
4720:
4718:PlayStation VR
4715:
4714:
4713:
4708:
4698:
4693:
4688:
4683:
4678:
4673:
4668:
4663:
4658:
4652:
4650:
4646:
4645:
4643:
4642:
4637:
4632:
4627:
4622:
4617:
4612:
4607:
4606:
4605:
4595:
4590:
4589:
4588:
4578:
4573:
4568:
4563:
4557:
4555:
4548:
4544:
4543:
4541:
4540:
4535:
4530:
4525:
4520:
4515:
4510:
4505:
4499:
4497:
4493:
4492:
4489:
4488:
4486:
4485:
4480:
4475:
4469:
4467:
4463:
4462:
4460:
4459:
4457:VR photography
4454:
4449:
4444:
4438:
4436:
4432:
4431:
4429:
4428:
4423:
4418:
4412:
4410:
4406:
4405:
4403:
4402:
4397:
4392:
4387:
4381:
4379:
4378:3D interaction
4375:
4374:
4372:
4371:
4366:
4365:
4364:
4354:
4349:
4344:
4343:
4342:
4332:
4326:
4324:
4317:
4313:
4312:
4310:
4309:
4304:
4299:
4294:
4289:
4284:
4279:
4274:
4269:
4264:
4259:
4254:
4249:
4244:
4239:
4234:
4228:
4226:
4222:
4221:
4219:
4218:
4212:
4206:
4199:
4196:
4195:
4189:
4187:
4186:
4179:
4172:
4164:
4155:
4154:
4152:
4151:
4138:
4135:
4134:
4131:
4130:
4128:
4127:
4122:
4117:
4112:
4107:
4106:
4105:
4095:
4090:
4085:
4080:
4074:
4072:
4065:
4061:
4060:
4055:
4053:
4052:
4045:
4038:
4030:
4024:
4023:
4019:
4014:
4009:
3997:
3992:
3987:
3984:IEZA Framework
3977:
3968:'s text book:
3960:
3953:
3952:External links
3950:
3949:
3948:
3934:
3925:
3908:
3902:
3887:
3868:
3862:
3852:
3838:
3835:
3805:
3799:
3789:
3784:
3779:
3777:media.ford.com
3771:
3770:
3732:
3730:
3723:
3717:
3714:
3711:
3710:
3678:
3668:
3643:
3616:
3589:
3574:
3546:
3519:
3500:
3481:(5): 402–413.
3464:
3425:
3394:
3375:(4): 165–172.
3359:
3329:
3299:10.1.1.39.6307
3292:(2): 129–143.
3276:
3269:
3243:
3214:
3207:
3181:
3152:
3136:Gravity Sketch
3123:
3094:
3073:(3): 299–326.
3057:
3043:978-0897918817
3042:
3025:10.1.1.125.175
3006:
2979:(2): 157–168.
2956:
2902:
2887:
2861:
2834:
2806:
2779:
2768:(4): 329–337.
2752:
2717:
2690:(1): 105–117.
2674:
2667:
2637:
2620:
2591:(4): 605–610.
2571:
2560:
2531:(3): 841–847.
2511:
2497:
2487:pulseworks.com
2479:
2459:
2422:(4): 242–247.
2402:
2382:
2364:
2338:
2309:
2284:
2259:
2234:
2205:
2186:
2157:
2139:
2114:
2089:
2074:
2044:
2002:
1940:
1880:
1841:
1812:
1787:
1763:
1735:
1699:
1679:
1649:
1612:
1586:
1550:
1529:
1499:
1481:
1458:
1431:
1425:978-0195075557
1424:
1402:
1377:
1370:
1350:
1319:
1318:
1316:
1313:
1311:
1310:
1305:
1300:
1295:
1290:
1285:
1280:
1275:
1270:
1265:
1260:
1255:
1250:
1245:
1240:
1235:
1230:
1225:
1220:
1215:
1210:
1204:
1202:
1199:
1177:
1174:
1044:
1041:
1035:
1032:
1028:motion capture
939:
936:
930:
927:
926:
925:
922:
919:
916:force feedback
912:
909:
897:
894:
890:surround sound
870:user interface
832:
831:
819:
817:
810:
804:
801:
797:
796:
781:
780:
768:
767:
762:
759:
738:/conventional
732:nervous system
723:
720:
687:
686:
674:
672:
665:
659:
656:
640:adult industry
618:
615:
579:adult industry
554:
551:
529:
526:
522:virtual worlds
509:
506:
485:
482:
474:surround sound
441:
438:
436:
433:
411:
408:
391:Vader Immortal
372:
369:
355:
352:
310:
307:
276:
275:
263:
261:
254:
248:
245:
244:
243:
237:
232:
226:
220:
214:
205:
202:
201:
200:
197:
194:
191:
188:
185:
182:
179:
176:
165:Michael Abrash
161:of movements.
127:
124:
100:
99:
93:
87:
72:
69:
48:
45:
15:
13:
10:
9:
6:
4:
3:
2:
4999:
4998:
4987:
4984:
4982:
4979:
4977:
4974:
4972:
4971:New media art
4969:
4967:
4964:
4962:
4959:
4957:
4954:
4952:
4949:
4947:
4944:
4942:
4939:
4937:
4934:
4933:
4931:
4910:
4907:
4906:
4905:
4902:
4900:
4897:
4895:
4892:
4890:
4887:
4886:
4884:
4880:
4874:
4871:
4869:
4866:
4864:
4861:
4859:
4856:
4854:
4851:
4849:
4846:
4844:
4841:
4839:
4836:
4834:
4831:
4827:
4824:
4823:
4822:
4819:
4817:
4814:
4812:
4809:
4808:
4806:
4802:
4799:
4795:
4785:
4782:
4780:
4777:
4776:
4774:
4770:
4764:
4761:
4759:
4756:
4754:
4751:
4749:
4746:
4744:
4743:VFX1 Headgear
4741:
4739:
4736:
4734:
4731:
4729:
4726:
4724:
4721:
4719:
4716:
4712:
4709:
4707:
4704:
4703:
4702:
4699:
4697:
4694:
4692:
4689:
4687:
4684:
4682:
4679:
4677:
4674:
4672:
4669:
4667:
4664:
4662:
4659:
4657:
4654:
4653:
4651:
4647:
4641:
4638:
4636:
4633:
4631:
4628:
4626:
4623:
4621:
4618:
4616:
4613:
4611:
4608:
4604:
4601:
4600:
4599:
4596:
4594:
4591:
4587:
4584:
4583:
4582:
4579:
4577:
4574:
4572:
4569:
4567:
4564:
4562:
4559:
4558:
4556:
4552:
4549:
4545:
4539:
4536:
4534:
4531:
4529:
4526:
4524:
4521:
4519:
4516:
4514:
4511:
4509:
4506:
4504:
4501:
4500:
4498:
4494:
4484:
4481:
4479:
4476:
4474:
4471:
4470:
4468:
4464:
4458:
4455:
4453:
4450:
4448:
4445:
4443:
4440:
4439:
4437:
4433:
4427:
4424:
4422:
4419:
4417:
4414:
4413:
4411:
4407:
4401:
4398:
4396:
4395:Pose tracking
4393:
4391:
4388:
4386:
4383:
4382:
4380:
4376:
4370:
4367:
4363:
4360:
4359:
4358:
4355:
4353:
4350:
4348:
4345:
4341:
4338:
4337:
4336:
4333:
4331:
4328:
4327:
4325:
4321:
4318:
4314:
4308:
4307:Virtual world
4305:
4303:
4300:
4298:
4295:
4293:
4290:
4288:
4285:
4283:
4280:
4278:
4275:
4273:
4270:
4268:
4265:
4263:
4260:
4258:
4255:
4253:
4250:
4248:
4245:
4243:
4240:
4238:
4235:
4233:
4230:
4229:
4227:
4223:
4216:
4215:Mixed reality
4213:
4210:
4207:
4204:
4201:
4200:
4197:
4192:
4185:
4180:
4178:
4173:
4171:
4166:
4165:
4162:
4150:
4149:
4140:
4139:
4136:
4126:
4123:
4121:
4118:
4116:
4113:
4111:
4108:
4104:
4103:Plasma window
4101:
4100:
4099:
4096:
4094:
4091:
4089:
4086:
4084:
4081:
4079:
4076:
4075:
4073:
4069:
4066:
4062:
4058:
4051:
4046:
4044:
4039:
4037:
4032:
4031:
4028:
4022:
4020:
4018:
4015:
4013:
4010:
4008:
4004:
4001:
3998:
3996:
3993:
3991:
3988:
3985:
3981:
3978:
3975:
3971:
3967:
3963:
3961:
3959:
3956:
3955:
3951:
3946:
3942:
3938:
3935:
3932:
3929:
3926:
3924:
3920:
3916:
3912:
3909:
3905:
3899:
3895:
3894:
3888:
3878:
3874:
3869:
3866:
3863:
3860:
3856:
3853:
3850:
3849:0-262-16230-X
3846:
3842:
3839:
3836:
3834:
3830:
3826:
3822:
3818:
3814:
3810:
3806:
3803:
3800:
3797:
3793:
3790:
3788:
3785:
3783:
3780:
3778:
3775:
3774:
3767:
3764:
3756:
3753:February 2021
3746:
3745:editing guide
3740:
3736:
3731:
3722:
3721:
3715:
3696:
3689:
3682:
3679:
3672:
3669:
3657:
3653:
3647:
3644:
3639:
3635:
3631:
3627:
3620:
3617:
3612:
3608:
3604:
3600:
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2379:. 4 May 2007.
2378:
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2354:on 2010-06-25
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2224:on 2016-09-27
2223:
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2176:on 2012-03-05
2175:
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2154:. 2010-03-12.
2153:
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1751:Future Visual
1748:
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1601:. 18 May 2022
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1170:haptic gloves
1167:
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996:Robbie Cooper
993:
992:Rebecca Allen
989:
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978:
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746:
741:
737:
736:functionalism
734:directly. In
733:
729:
721:
719:
717:
716:everyday life
713:
709:
705:
699:(CAVE) system
698:
693:
683:
682:
677:
673:
664:
663:
657:
655:
653:
649:
648:entertainment
645:
641:
637:
636:virtual crime
632:
628:
624:
616:
614:
612:
608:
604:
600:
596:
592:
588:
587:entertainment
584:
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353:
351:
349:
345:
341:
337:
333:
329:
324:
321:invented the
320:
319:Morton Heilig
316:
308:
306:
303:
298:
290:
282:
272:
271:
266:
262:
253:
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246:
241:
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233:
230:
227:
224:
223:Mixed reality
221:
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91:
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82:
81:
80:
78:
75:According to
70:
68:
66:
62:
58:
54:
46:
44:
42:
38:
34:
30:
21:
4976:American art
4961:Hyperreality
4779:Project Iris
4696:Oculus Quest
4686:Liquid Image
4681:Google Glass
4593:Meta Quest 3
4581:Meta Quest 2
4538:Wizdish ROVR
4528:Virtuix Omni
4513:Oculus Touch
4385:Eye tracking
4352:Smartglasses
4316:Technologies
4292:Telepresence
4241:
4146:
4109:
4083:Anti-gravity
3969:
3940:
3930:
3914:
3892:
3880:. Retrieved
3858:
3841:Frank Popper
3824:
3795:
3759:
3750:
3738:
3702:. Retrieved
3681:
3671:
3660:. Retrieved
3646:
3629:
3625:
3619:
3602:
3598:
3592:
3556:
3549:
3532:
3528:
3522:
3513:
3503:
3478:
3474:
3467:
3442:
3438:
3411:
3407:
3372:
3368:
3362:
3343:
3339:
3332:
3289:
3285:
3279:
3252:
3246:
3235:. Retrieved
3226:
3217:
3190:
3184:
3173:. Retrieved
3164:
3155:
3144:. Retrieved
3135:
3126:
3115:. Retrieved
3106:
3097:
3070:
3066:
3060:
3015:
3009:
2976:
2972:
2959:
2916:
2912:
2905:
2870:
2864:
2853:. Retrieved
2849:
2826:. Retrieved
2795:(1): 71–84.
2792:
2788:
2782:
2765:
2761:
2755:
2730:
2726:
2720:
2687:
2683:
2677:
2650:
2640:
2634:Google Books
2632:, p. 36, at
2627:
2623:
2588:
2584:
2574:
2563:
2528:
2524:
2514:
2500:
2482:
2470:
2462:
2419:
2415:
2405:
2393:
2385:
2376:
2367:
2356:. Retrieved
2352:the original
2341:
2330:. Retrieved
2326:the original
2321:
2312:
2300:. Retrieved
2296:
2287:
2275:. Retrieved
2271:
2262:
2250:. Retrieved
2247:Mat.ucsb.edu
2246:
2237:
2226:. Retrieved
2222:the original
2217:
2208:
2199:
2189:
2178:. Retrieved
2174:the original
2169:
2160:
2151:
2142:
2131:. Retrieved
2127:Next Reality
2126:
2117:
2106:. Retrieved
2101:
2092:
2057:
2047:
2022:. Retrieved
2018:
1960:
1956:
1906:
1902:
1858:. Retrieved
1854:
1844:
1833:. Retrieved
1829:
1804:. Retrieved
1800:
1790:
1779:. Retrieved
1775:
1766:
1755:. Retrieved
1753:. 2020-07-02
1750:
1727:. Retrieved
1725:. 2020-02-28
1722:
1692:, retrieved
1662:
1652:
1640:. Retrieved
1636:
1603:. Retrieved
1598:
1589:
1570:
1537:
1532:
1520:. Retrieved
1512:oculusvr.com
1511:
1502:
1493:
1484:
1471:
1461:
1447:(1): 62–78.
1444:
1440:
1434:
1415:
1405:
1394:. Retrieved
1388:. Marc Lee.
1380:
1360:
1353:
1342:. Retrieved
1323:
1223:Hyperreality
1218:Fisheye lens
1192:
1185:
1179:
1134:
1114:
1103:
1082:game engines
1046:
1037:
1012:
1008:Jeffrey Shaw
981:
979:and health.
945:
941:
932:
914:Haptics and
899:
866:
849:
847:
824:
820:
798:
782:
769:
761:Requirements
725:
703:
702:
679:
675:
654:industries.
630:
620:
568:
543:
531:
511:
487:
443:
413:
403:No Man's Sky
401:
395:
389:
374:
365:
348:Google Glass
312:
296:
295:
268:
264:
207:
163:
152:
146:
143:telepresence
140:
119:
115:
111:
107:
103:
101:
95:
89:
83:
74:
50:
32:
26:
4748:Virtual Boy
4701:Oculus Rift
4635:Vuzix Blade
4630:Valve Index
4533:Wired glove
4523:Razer Hydra
4508:Leap Motion
4496:Peripherals
4473:Haptic suit
4435:Photography
4098:Force field
3855:Oliver Grau
3813:Oliver Grau
3802:Oliver Grau
3796:Digital Art
3445:: 217–228.
3414:: 116–126.
2733:: 363–375.
2506:"Thank You"
2218:Tgdaily.com
1830:Simplicable
1776:FutureLearn
1298:Virtual art
1161:data gloves
1071:(with both
1061:simulations
1004:Char Davies
977:cholesterol
929:Interaction
874:abstraction
858:interactive
652:video games
591:video games
553:Application
484:Interaction
450:3D displays
386:video games
315:stereoscope
61:Char Davies
4930:Categories
4772:Unreleased
4758:Virtuality
4733:SixthSense
4576:Magic Leap
4272:Room-scale
3882:2007-12-26
3782:on.aol.com
3737:" section
3704:2014-11-25
3662:2015-05-05
3237:2017-11-09
3175:2017-11-09
3146:2017-11-09
3117:2017-11-09
2919:(1): 161.
2855:2017-11-09
2850:irisvr.com
2828:2017-11-09
2358:2010-03-28
2332:2010-03-28
2228:2021-02-17
2180:2010-03-28
2133:2019-11-22
2108:2020-12-07
2024:2021-03-07
1909:: 103778.
1860:2021-03-07
1835:2021-03-28
1806:2021-03-28
1781:2021-03-22
1757:2021-03-28
1729:2021-03-22
1694:2021-02-22
1396:2017-03-12
1344:2007-12-26
1315:References
1243:MSG Sphere
1137:structural
896:Perception
854:artificial
712:artificial
627:The Matrix
575:e-commerce
563:See also:
557:See also:
462:holography
440:Perception
435:Components
388:, such as
247:Technology
53:submersion
4966:New media
4816:ARToolKit
4728:Sensorama
4691:Oculus Go
4267:Real life
4247:Metaverse
4242:Immersion
3877:Gamasutra
3389:2150-1173
3348:CiteSeerX
3316:1054-7460
3294:CiteSeerX
3227:daqri.com
3103:"vSpline"
3075:CiteSeerX
3020:CiteSeerX
2993:1054-7460
2943:1380-7501
2921:CiteSeerX
2436:1999-768X
2377:Wired.com
2084:216268924
2019:TechRadar
1979:1664-1078
1935:211073617
1855:TechRadar
1494:SlashGear
1334:Gamasutra
1273:Sound art
1263:70mm film
1253:Nokia OZO
1238:Metaverse
1195:addiction
1106:logistics
1024:Nokia OZO
988:Donna Cox
918:(tactile)
603:education
454:fulldomes
336:Air Force
323:Sensorama
235:Metaverse
155:Oculus VR
47:Etymology
33:immersion
4863:visionOS
4797:Software
4666:EyePhone
4571:HTC Vive
4409:Software
4225:Concepts
4003:Archived
3695:Archived
3656:Archived
3584:13613971
3535:: 1–14.
3324:17900737
3231:Archived
3169:Archived
3140:Archived
3111:Archived
3001:15785663
2951:17298825
2897:30912415
2822:Archived
2704:23223781
2615:18375568
2555:24708073
2490:Archived
2454:22216376
2302:20 April
2277:20 April
2252:20 April
2200:Mashable
2033:cite web
1997:30459681
1963:: 2086.
1869:cite web
1637:XR Today
1542:Archived
1516:Archived
1476:Archived
1390:Archived
1338:Archived
1201:See also
1155:. Using
1118:lighting
878:universe
754:feedback
623:eXistenZ
611:cannabis
607:medicine
599:military
546:Fortnite
508:Software
421:Facebook
344:Facebook
159:tracking
136:Marc Lee
126:Presence
4804:General
4784:Sega VR
4554:Current
4547:Devices
4340:optical
4323:Display
3857:(Ed.),
3495:9933280
3447:Bibcode
3346:: 4–7.
3052:2699341
2735:Bibcode
2712:2064966
2606:2486455
2546:4151801
2445:3243873
2152:Fbo.gov
1988:6232426
1689:1109141
1642:13 June
1605:13 June
1141:Virtual
956:driving
740:biology
730:in the
242:content
41:stimuli
37:present
4843:OpenXR
4838:OpenVR
4811:ARCore
4711:Rift S
4661:castAR
4649:Former
4615:PICO 4
4330:EyeTap
4064:Fields
3976:. 2009
3947:. 2009
3921:
3900:
3847:
3831:
3733:This "
3582:
3572:
3493:
3387:
3350:
3322:
3314:
3296:
3267:
3205:
3077:
3050:
3040:
3022:
2999:
2991:
2949:
2941:
2923:
2895:
2885:
2710:
2702:
2665:
2613:
2603:
2553:
2543:
2452:
2442:
2434:
2348:"Play"
2082:
2072:
1995:
1985:
1977:
1933:
1801:Medium
1687:
1677:
1422:
1368:
1258:Oculus
1157:stylus
1130:blinds
1126:daylit
1122:façade
1006:, and
973:plaque
952:flight
852:is an
605:, and
577:, the
571:retail
500:, and
472:, and
460:, and
446:senses
400:, and
340:Oculus
309:Origin
31:(VR),
4986:Sound
4882:Games
4873:WebXR
4656:AntVR
4620:Pimax
4466:Other
4071:Other
3698:(PDF)
3691:(PDF)
3580:S2CID
3491:S2CID
3320:S2CID
3048:S2CID
2997:S2CID
2969:(PDF)
2947:S2CID
2893:S2CID
2708:S2CID
2080:S2CID
1931:S2CID
1522:3 May
969:heart
862:scene
745:nerve
169:Valve
71:Types
4763:VR-1
4610:OSVR
4362:list
4217:(MR)
4211:(VR)
4205:(AR)
4193:(XR)
4148:List
3919:ISBN
3898:ISBN
3845:ISBN
3829:ISBN
3570:ISBN
3385:ISSN
3312:ISSN
3265:ISBN
3203:ISBN
3038:ISBN
2989:ISSN
2939:ISSN
2883:ISBN
2700:PMID
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