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Immersion (virtual reality)

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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. 281: 131: 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 289: 427: 305:
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.
359: 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 1039:
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.
20: 4143: 813: 668: 257: 692: 837: 3726: 280: 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 1116:
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 383:
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. 532:
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. 1038:
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. 756:
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. 208:
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). 3189:
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. 2682:
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". 2645:
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. 1139:
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. 4047: 2038: 1874: 196:
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".
1337: 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 342:
came out in 2012, it revolutionized virtual reality and eventually raised 2.4 million dollars and began releasing their pre-production models to developers.
1515: 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 1541: 130: 4181: 791:
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. 1796: 900:
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
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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" 4908: 4867: 4147: 1718: 1064: 825: 3962: 1771: 1594: 4903: 4339: 4296: 1168:
or approximation methods to achieve real-time interaction for the complex geometry, and to simulate its impact via
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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.
4002: 2372: 1489: 4261: 4124: 2966:"Navigating Large-Scale Virtual Environments: What Differences Occur Between Helmet-Mounted and Desk-Top Displays?" 1125: 4950: 4940: 4898: 4477: 4446: 4415: 4251: 4236: 4231: 4167: 3791: 1632: 1507: 1165: 680: 497: 396: 288: 4935: 4893: 4301: 4097: 4092: 3994: 3872: 3168: 2647:"A Data-Globe and Immersive Virtual Reality Environment for Upper Limb Rehabilitation after Spinal Cord Injury" 1538: 1329: 788: 594: 489: 313:
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. 1148: 1098: 469: 190:
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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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" 1257: 1194: 1068: 901: 885: 457: 301: 269: 3352: 3251:
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. 4119: 4077: 3298: 3024: 1385: 1282: 972: 493: 158: 2965: 512:
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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Child discovering the applications of immersive technology through a virtual reality headset
228: 157:, the technology requirements to achieve this visceral reaction are low-latency and precise 56: 3688:"Health and Safety Issues associated with Virtual Reality - A Review of Current Literature" 2505: 2097: 4832: 4820: 4752: 4722: 4705: 4675: 4624: 4389: 4346: 4208: 4006: 3816: 2493: 1746: 1545: 1227: 1186: 1140: 727: 707: 538: 465: 416: 375: 327: 184:
A high enough refresh rate (>60 Hz, 95 Hz is enough but less may be adequate)
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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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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: 586: 318: 222: 3583: 3323: 3000: 2950: 2896: 880:". The success with which an immersive digital environment can actually immerse the 4778: 4695: 4685: 4680: 4665: 4592: 4537: 4527: 4512: 4384: 4351: 4291: 4082: 3840: 3687: 3494: 3458: 3051: 2711: 2633: 2014: 1850: 1825: 1222: 1217: 1129: 1056: 1026:
technology. The next generation is VIRTSIM, which achieves total immersion through
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1999 IEEE International Conference on Information Visualization (Cat. No. PR00210)
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devices available in buildings, process improvement and also resource management.
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gave a talk on VR at Steam Dev Days in 2014. According to the VR research team at
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The most considered method would be to induce the sensations that made up the
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environment where the user feels just as immersed as they usually feel in
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Allen Varney, (August 8, 2006). "Immersion Unexplained" in "The Escapist"
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Barfield, Woodrow; Zeltzer, David; Sheridan, Thomas; Slater, Mel (1995).
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in Rwanda that takes you on a trip through the jungle to meet a tribe of
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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
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Hardware technologies are developed to stimulate one or more of the
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A version of modern virtual reality goggles that would be used today
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Low latency (20 ms motion to last photon, 25 ms may be good enough)
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Ruddle, Roy A.; Payne, Stephen J.; Jones, Dylan M. (1999-04-01).
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Chamilothori, Kynthia; Wienold, Jan; Andersen, Marilyne (2016).
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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)
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Presence, a term derived from the shortening of the original "
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Perception of being physically present in a non-physical world
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Hood, Vic; Knapp, Mark; February 2021, Dan Griliopoulos 27.
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Hood, Vic; Knapp, Mark; February 2021, Dan Griliopoulos 27.
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tools to model various building elements in virtual reality
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Immersive technology is applied in several areas, including
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http://www.life-slc.org/docs/Bailenson_etal-immersiveVR.pdf
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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
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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
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or "world" within which a user can immerse themselves.
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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 3673: 3667: 3666: 3664: 3663: 3648: 3642: 3641: 3621: 3615: 3614: 3594: 3588: 3587: 3551: 3545: 3544: 3524: 3518: 3517: 3505: 3499: 3498: 3469: 3463: 3462: 3433: 3424: 3423: 3402: 3393: 3392: 3364: 3358: 3357: 3355: 3334: 3328: 3327: 3301: 3281: 3275: 3274: 3248: 3242: 3241: 3239: 3238: 3219: 3213: 3212: 3186: 3180: 3179: 3177: 3176: 3157: 3151: 3150: 3148: 3147: 3128: 3122: 3121: 3119: 3118: 3099: 3093: 3092: 3082: 3062: 3056: 3055: 3027: 3011: 3005: 3004: 2970: 2961: 2955: 2954: 2928: 2907: 2901: 2900: 2866: 2860: 2859: 2857: 2856: 2842: 2833: 2832: 2830: 2829: 2814: 2805: 2804: 2784: 2778: 2777: 2757: 2751: 2750: 2722: 2716: 2715: 2679: 2673: 2672: 2642: 2636: 2625: 2619: 2618: 2608: 2576: 2570: 2565: 2559: 2558: 2548: 2537:10.1037/a0036240 2516: 2510: 2509: 2502: 2496: 2484: 2478: 2467:Joseph Nechvatal 2464: 2458: 2457: 2447: 2407: 2401: 2390:Joseph Nechvatal 2387: 2381: 2380: 2369: 2363: 2362: 2360: 2359: 2350:. 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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: 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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: 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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: 580: 576: 572: 566: 560: 552: 550: 547: 542: 540: 536: 527: 525: 523: 519: 515: 507: 505: 503: 499: 495: 491: 483: 481: 479: 475: 471: 467: 463: 459: 455: 451: 447: 439: 434: 428: 424: 422: 418: 409: 407: 405: 404: 399: 398: 393: 392: 387: 382: 377: 370: 368: 360: 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: 252: 246: 241: 238: 236: 233: 230: 227: 224: 223:Mixed reality 221: 218: 215: 212: 211: 210: 203: 198: 195: 192: 189: 186: 183: 180: 177: 174: 173: 172: 170: 166: 162: 160: 156: 151: 148: 144: 137: 132: 125: 123: 121: 117: 113: 109: 105: 97: 94: 91: 88: 85: 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:. 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Index


virtual reality
present
stimuli
submersion
Maurice Benayoun
Char Davies
suspension of disbelief
Ernest W. Adams

Marc Lee
telepresence
Oculus VR
tracking
Michael Abrash
Valve
Augmented reality
Mixed reality
Extended reality
Metaverse
3D
Immersive technology


Head-Mounted Display(HMD)
stereoscope
Morton Heilig
Sensorama
Virtual Fixtures
augmented reality

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