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<span id="openzim-page-title" class="mw-page-title-main"><span class="mw-page-title-main">Immersion (virtual reality)</span></span>
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<p>In <a href="Virtual_reality" title="Virtual reality">virtual reality</a> (VR), <b>immersion</b> is the perception of being physically <a href="Presence_(telepresence)" title="Presence (telepresence)">present</a> in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other <a href="Stimulation" title="Stimulation">stimuli</a> that provide an engrossing total environment.
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<div class="mw-heading mw-heading2"><h2 id="Etymology">Etymology</h2></div>
<p>The name is a metaphoric use of the experience of <a href="https://en.wiktionary.org/wiki/submerge" class="extiw external" title="wikt:submerge">submersion</a> applied to representation, fiction or simulation. Immersion can also be defined as the state of consciousness where a "visitor" (<a href="Maurice_Benayoun" title="Maurice Benayoun">Maurice Benayoun</a>) or "immersant" (<a href="Char_Davies" title="Char Davies">Char Davies</a>) has their awareness of their physical self transformed by being surrounded in an artificial environment. The term is used to describe partial or complete <a href="Suspension_of_disbelief" title="Suspension of disbelief">suspension of disbelief</a>, 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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<div class="mw-heading mw-heading2"><h2 id="Types">Types</h2></div>
<p>According to <a href="Ernest_W._Adams" class="mw-redirect" title="Ernest W. Adams">Ernest W. Adams</a>,<sup id="cite_ref-ernest_2-0" class="reference"><a href="#cite_note-ernest-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup> immersion can be separated into three main categories:
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<ul><li><b>Tactical immersion</b>: Tactical immersion is experienced when performing tactile operations that involve skill. Players feel "in the zone" while perfecting actions that result in success.</li>
<li><b>Strategic immersion</b>: 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.</li>
<li><b>Narrative immersion</b>: 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.</li></ul>
<p>Staffan Björk and Jussi Holopainen, in <i>Patterns In Game Design</i>,<sup id="cite_ref-bjork_3-0" class="reference"><a href="#cite_note-bjork-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup> divide immersion into similar categories, but call them <b>sensory-motoric immersion</b>, <b>cognitive immersion</b> and <b>emotional immersion</b>, respectively. In addition to these, they add a new category: <b>spatial immersion</b>, 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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<div class="mw-heading mw-heading2"><h2 id="Presence">Presence</h2></div>
<p>Presence, a term derived from the shortening of the original "<a href="Telepresence" title="Telepresence">telepresence</a>", 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 <b>subjective sensation</b> of being there in a scene depicted by a medium, usually virtual in nature.<sup id="cite_ref-barfield_4-0" class="reference"><a href="#cite_note-barfield-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup>
</p><p>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 perception, although generated by and/or filtered through human-made technology, that ultimately determines the successful attainment of presence.<sup id="cite_ref-Thornson_5-0" class="reference"><a href="#cite_note-Thornson-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>Virtual reality glasses can produce a visceral feeling of being in a simulated world, a form of spatial immersion called Presence. According to <a href="Oculus_VR" class="mw-redirect" title="Oculus VR">Oculus VR</a>, the technology requirements to achieve this visceral reaction are low-latency and precise <a href="Positional_tracking" class="mw-redirect" title="Positional tracking">tracking</a> of movements.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</p><p><a href="Michael_Abrash" title="Michael Abrash">Michael Abrash</a> gave a talk on VR at Steam Dev Days in 2014.<sup id="cite_ref-Abrash_9-0" class="reference"><a href="#cite_note-Abrash-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup> According to the VR research team at <a href="Valve_Corporation" title="Valve Corporation">Valve</a>, all of the following are needed to establish presence.
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<ul><li>A wide field of view (80 degrees or better)</li>
<li>Adequate resolution (1080p or better)</li>
<li>Low pixel persistence (3 ms or less)</li>
<li>A high enough refresh rate (&gt;60&nbsp;Hz, 95&nbsp;Hz is enough but less may be adequate)</li>
<li>Global display where all pixels are illuminated simultaneously (rolling display may work with eye tracking.)</li>
<li>Optics (at most two lenses per eye with trade-offs, ideal optics not practical using current technology)</li>
<li>Optical calibration</li>
<li>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</li>
<li>Low latency (20 ms motion to last photon, 25 ms may be good enough)</li></ul>
<div class="mw-heading mw-heading2"><h2 id="Immersive_media_and_technology">Immersive media and technology</h2></div>
<p>Immersive media is a term applied to a group of concepts,<sup id="cite_ref-kaplan2018_10-0" class="reference"><a href="#cite_note-kaplan2018-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> variously defined, which may have application in fields such as engineering, media, healthcare, education and retail.<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> Concepts included in immersive media are:
</p>
<ul><li>Virtual reality (VR)<sup id="cite_ref-carter2021_12-0" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-kaplan2018_10-1" class="reference"><a href="#cite_note-kaplan2018-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Augmented_reality" title="Augmented reality">Augmented reality</a> (AR)<sup id="cite_ref-carter2021_12-1" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-kaplan2018_10-2" class="reference"><a href="#cite_note-kaplan2018-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Mixed_reality" class="mw-redirect" title="Mixed reality">Mixed reality</a> (MR)<sup id="cite_ref-carter2021_12-2" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-kaplan2018_10-3" class="reference"><a href="#cite_note-kaplan2018-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Extended_reality" title="Extended reality">Extended reality</a> (XR)<sup id="cite_ref-carter2021_12-3" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Metaverse" title="Metaverse">Metaverse</a><sup id="cite_ref-carter2021_12-4" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup></li>
<li><a href="Spatial_computing" title="Spatial computing">Spatial computing</a></li>
<li><a href="Three-dimensional_space" title="Three-dimensional space">3D</a> content<sup id="cite_ref-carter2021_12-5" class="reference"><a href="#cite_note-carter2021-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup></li></ul>
<div class="mw-heading mw-heading3"><h3 id="Technology">Technology</h3></div>
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<p><b>Immersive virtual reality</b> 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.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup> This is achieved by either using the technologies of <a href="Head-mounted_display" title="Head-mounted display">Head-Mounted Display(HMD)</a> 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.<sup id="cite_ref-:03_14-0" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> The earliest attempts at developing immersive technology date back to the 1800s. Without these early attempts, the world of immersive technology would never have 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.<sup id="cite_ref-:23_15-0" class="reference"><a href="#cite_note-:23-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> 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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<div class="mw-heading mw-heading4"><h4 id="Origin">Origin</h4></div>
<p>One of the first devices that was designed to look like and function as a virtual reality headset was called a <a href="Stereoscope" title="Stereoscope">stereoscope</a>. 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.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup> 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 <a href="Morton_Heilig" title="Morton Heilig">Morton Heilig</a> invented the <a href="Sensorama" title="Sensorama">Sensorama</a> cinematic experience that included speakers, fans, smell generators, and a vibrating chair to immerse the viewer in the movie.<sup id="cite_ref-:03_14-1" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> 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 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.<sup id="cite_ref-:03_14-2" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> Augmented reality began to rapidly develop within the 1990s when Louis Rosenberg created <a href="Virtual_fixture" title="Virtual fixture">Virtual Fixtures</a>, which was the first fully immersive <a href="Augmented_reality" title="Augmented reality">augmented reality</a> system, used for the <a href="Air_force" title="Air force">Air Force</a>. The invention enhanced operator performance of manual tasks in remote locations by using two robot controls in an exoskeleton.<sup id="cite_ref-:03_14-3" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:03_14-4" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> 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 <a href="Oculus_Rift" title="Oculus Rift">Oculus</a> came out in 2012, it revolutionized virtual reality and eventually raised 2.4 million dollars and began releasing their pre-production models to developers. <a href="Facebook" title="Facebook">Facebook</a> purchased Oculus for 2 billion dollars in 2014, which showed the world the upward trajectory of VR.<sup id="cite_ref-:03_14-5" class="reference"><a href="#cite_note-:03-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup> In 2013, Google announced their plans to develop their first AR headset, <a href="Google_Glass" title="Google Glass">Google Glass</a>. 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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<div class="mw-heading mw-heading4"><h4 id="Elements_of_immersive_technology">Elements of immersive technology</h4></div>

<p>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.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> Interactivity and connectivity is the entire 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.
</p>
<div class="mw-heading mw-heading4"><h4 id="Types_of_immersive_technology">Types of immersive technology</h4></div>
<p><a href="Virtual_reality" title="Virtual reality">Virtual reality</a> is the primary source of immersive technology that allows the user to be completely immersed in a fully digital environment that replicates another reality.<sup id="cite_ref-:12_18-0" class="reference"><a href="#cite_note-:12-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> Users must use a headset, hand controls, and headphones in order to have a fully immersive experience where one is able to utilize movements/reflects.<sup id="cite_ref-:23_15-1" class="reference"><a href="#cite_note-:23-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup> There are also <a href="Pervasive_game" title="Pervasive game">pervasive games</a> which utilize real world locations within game play.<sup id="cite_ref-:12_18-1" class="reference"><a href="#cite_note-:12-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:12_18-2" class="reference"><a href="#cite_note-:12-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup> The gaming world has developed a series of popular virtual reality <a href="Video_games" class="mw-redirect" title="Video games">video games</a>, such as <i><a href="Vader_Immortal%3A_A_Star_Wars_VR_Series" title="Vader Immortal: A Star Wars VR Series">Vader Immortal</a></i>, <i><a href="Trover_Saves_the_Universe" title="Trover Saves the Universe">Trover Saves the Universe</a></i>, and <i><a href="No_Man's_Sky" title="No Man's Sky">No Man's Sky</a></i>.<sup id="cite_ref-:32_19-0" class="reference"><a href="#cite_note-:32-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> The world of immersive technology has many facets that will continue to develop/expand over time.
</p>
<div class="mw-heading mw-heading3"><h3 id="Immersive_technology_today">Immersive technology today</h3></div>
<p>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.<sup id="cite_ref-:4_20-0" class="reference"><a href="#cite_note-:4-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> Head mounted displays (HMD) is what allows users to get the full immersive experience. The HMD market is expected to be worth over 25 billion USD by the year 2022.<sup id="cite_ref-:4_20-1" class="reference"><a href="#cite_note-:4-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> The technologies of VR and AR received a boost in attention when <a href="Mark_Zuckerberg" title="Mark Zuckerberg">Mark Zuckerberg</a>, founder/creator of <a href="Facebook" title="Facebook">Facebook</a>, bought Oculus for 2 billion USD in 2014.<sup id="cite_ref-:5_21-0" class="reference"><a href="#cite_note-:5-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:4_20-2" class="reference"><a href="#cite_note-:4-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> Other massive corporations such as, Sony, Samsung, HTC are also making huge investments into VR/AR.<sup id="cite_ref-:5_21-1" class="reference"><a href="#cite_note-:5-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup> In regards to education, there are currently many researchers who are exploring the benefits and applications of virtual reality in the classroom.<sup id="cite_ref-:4_20-3" class="reference"><a href="#cite_note-:4-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> However, there is little systemic work that currently exists regarding how researchers have applied immersive VR for higher education purposes using HMD's.<sup id="cite_ref-:4_20-4" class="reference"><a href="#cite_note-:4-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:33_22-0" class="reference"><a href="#cite_note-:33-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:33_22-1" class="reference"><a href="#cite_note-:33-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> 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.
</p>
<div class="mw-heading mw-heading3"><h3 id="Components">Components</h3></div>
<div class="mw-heading mw-heading4"><h4 id="Perception">Perception</h4></div>
<p>Hardware technologies are developed to stimulate one or more of the <a href="Sense" title="Sense">senses</a> to create perceptually real sensations. Some vision technologies are <a href="3D_display" title="3D display">3D displays</a>, <a href="Fulldome" title="Fulldome">fulldomes</a>, <a href="Head-mounted_display" title="Head-mounted display">head-mounted displays</a>, and <a href="Holography" title="Holography">holography</a>. Some auditory technologies are <a href="3D_audio_effect" title="3D audio effect">3D audio effects</a>, <a href="High-resolution_audio" title="High-resolution audio">high-resolution audio</a>, and <a href="Surround_sound" title="Surround sound">surround sound</a>. <a href="Haptic_technology" title="Haptic technology">Haptic technology</a> simulates tactile responses.
</p>
<div class="mw-heading mw-heading4"><h4 id="Interaction">Interaction</h4></div>
<p>Various technologies provide the ability to interact and communicate with the virtual environment, including <a href="Brain-computer_interface" class="mw-redirect" title="Brain-computer interface">brain-computer interfaces</a>, <a href="Gesture_recognition" title="Gesture recognition">gesture recognition</a>, <a href="Omnidirectional_treadmill" title="Omnidirectional treadmill">omnidirectional treadmills</a>, and <a href="Speech_recognition" title="Speech recognition">speech recognition</a>.
</p>
<div class="mw-heading mw-heading4"><h4 id="Software">Software</h4></div>
<p>Software interacts with the hardware technology to render the virtual environment and process the <a href="User_(computing)" title="User (computing)">user</a> input to provide dynamic, real-time response. To achieve this, software often integrates components of <a href="Artificial_intelligence" title="Artificial intelligence">artificial intelligence</a> and <a href="Virtual_worlds" class="mw-redirect" title="Virtual worlds">virtual worlds</a>. 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.
</p>
<div class="mw-heading mw-heading3"><h3 id="Research_and_development">Research and development</h3></div>
<p>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 Intelligent Virtual Environments Lab, <a href="Liverpool_John_Moores_University" title="Liverpool John Moores University">Liverpool John Moores University</a>'s Immersive Story Lab, University of Michigan Ann Arbor, Oklahoma State University and the University of Southern California.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> All of these universities and more are researching the advancement of the technology along with the different uses that <a href="Virtual_reality" title="Virtual reality">VR</a> could be applied to.<sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup>
</p><p>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 <a href="Fortnite" title="Fortnite">Fortnite</a> generated 1.25 billion dollars in a round of investing in 2018 as they have a leading 3D development platform for AR apps.<sup id="cite_ref-25" class="reference"><a href="#cite_note-25"><span class="cite-bracket">[</span>25<span class="cite-bracket">]</span></a></sup> The U.S. Government requests information for immersive technology development<sup id="cite_ref-26" class="reference"><a href="#cite_note-26"><span class="cite-bracket">[</span>26<span class="cite-bracket">]</span></a></sup> and funds specific projects.<sup id="cite_ref-27" class="reference"><a href="#cite_note-27"><span class="cite-bracket">[</span>27<span class="cite-bracket">]</span></a></sup> This is for implementation in government branches in the future.
</p>
<div class="mw-heading mw-heading3"><h3 id="Application">Application</h3></div>
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</style><div role="note" class="hatnote navigation-not-searchable">See also: <a href="Applications_of_virtual_reality" class="mw-redirect" title="Applications of virtual reality">Applications of virtual reality</a></div>
<div role="note" class="hatnote navigation-not-searchable">See also: <a href="Applications_of_augmented_reality" class="mw-redirect" title="Applications of augmented reality">Applications of augmented reality</a></div>
<p>Immersive technology is applied in several areas, including <a href="Retail" title="Retail">retail</a> and <a href="E-commerce" title="E-commerce">e-commerce</a>,<sup id="cite_ref-28" class="reference"><a href="#cite_note-28"><span class="cite-bracket">[</span>28<span class="cite-bracket">]</span></a></sup> the <a href="Adult_industry" class="mw-redirect" title="Adult industry">adult industry</a>,<sup id="cite_ref-29" class="reference"><a href="#cite_note-29"><span class="cite-bracket">[</span>29<span class="cite-bracket">]</span></a></sup> <a href="Art" title="Art">art</a>,<sup id="cite_ref-30" class="reference"><a href="#cite_note-30"><span class="cite-bracket">[</span>30<span class="cite-bracket">]</span></a></sup> <a href="Entertainment" title="Entertainment">entertainment</a> and <a href="Video_games" class="mw-redirect" title="Video games">video games</a> and <a href="Interactive_storytelling" title="Interactive storytelling">interactive storytelling</a>, <a href="Military" title="Military">military</a>, <a href="Education" title="Education">education</a>,<sup id="cite_ref-31" class="reference"><a href="#cite_note-31"><span class="cite-bracket">[</span>31<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-32" class="reference"><a href="#cite_note-32"><span class="cite-bracket">[</span>32<span class="cite-bracket">]</span></a></sup> and <a href="Medicine" title="Medicine">medicine</a>.<sup id="cite_ref-33" class="reference"><a href="#cite_note-33"><span class="cite-bracket">[</span>33<span class="cite-bracket">]</span></a></sup> 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 <a href="Cannabis" title="Cannabis">cannabis</a> 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.
</p>
<div class="mw-heading mw-heading3"><h3 id="Concerns_and_ethics">Concerns and ethics</h3></div>
<p>The potential perils of immersive technology have often been portrayed in science fiction and entertainment. Movies such as <a href="EXistenZ" class="mw-redirect" title="EXistenZ">eXistenZ</a>, <a href="The_Matrix" title="The Matrix">The Matrix</a>, and the short film <i>Play</i> by David Kaplan and Eric Zimmerman,<sup id="cite_ref-34" class="reference"><a href="#cite_note-34"><span class="cite-bracket">[</span>34<span class="cite-bracket">]</span></a></sup> raise questions about what may happen if we are unable to distinguish the physical world from the digital world.
</p><p>There has been debate on the issue of <a href="Virtual_crime" title="Virtual crime">virtual crime</a>, and whether it is ethical to permit illegal behavior such as rape in a simulated environment.<sup id="cite_ref-35" class="reference"><a href="#cite_note-35"><span class="cite-bracket">[</span>35<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Immersive_virtual_reality">Immersive virtual reality</h2></div>


<p><b>Immersive virtual reality</b> is a hypothetical future technology that exists today as <a href="Virtual_reality" title="Virtual reality">virtual reality</a> art projects, for the most part.<sup id="cite_ref-36" class="reference"><a href="#cite_note-36"><span class="cite-bracket">[</span>36<span class="cite-bracket">]</span></a></sup> It consists of immersion in an <a href="Simulation" title="Simulation">artificial</a> environment where the user feels just as immersed as they usually feel in <a href="Everyday_life" title="Everyday life">everyday life</a>.
</p>
<div class="mw-heading mw-heading3"><h3 id="Direct_interaction_of_the_nervous_system">Direct interaction of the nervous system</h3></div>
<p>The most considered method would be to induce the sensations that made up the <a href="Virtual_reality" title="Virtual reality">virtual reality</a> in the <a href="Nervous_system" title="Nervous system">nervous system</a> directly. In <a href="Functionalism_(philosophy_of_mind)" title="Functionalism (philosophy of mind)">functionalism</a>/conventional <a href="Biology" title="Biology">biology</a> 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 <a href="Nerve" title="Nerve">nerve</a> 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 <a href="Central_nervous_system" title="Central nervous system">central nervous system</a> 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 <a href="Feedback" title="Feedback">feedback</a> 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.
</p>
<div class="mw-heading mw-heading3"><h3 id="Requirements">Requirements</h3></div>
<dl><dt>Understanding of the nervous system</dt></dl>
<p>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 <a href="Blue_Brain_Project" title="Blue Brain Project">Blue Brain Project</a> is the current, most promising research with the idea of understanding how the brain works by building very large scale computer models.
</p>
<div class="mw-heading mw-heading2"><h2 id="Immersive_digital_environments">Immersive digital environments</h2></div>


<p>An <b>immersive digital environment</b> is an <a href="Simulation" title="Simulation">artificial</a>, <a href="Interactive" class="mw-redirect" title="Interactive">interactive</a>, computer-created <a href="Cut_scene" class="mw-redirect" title="Cut scene">scene</a> or "world" within which a user can immerse themselves.<sup id="cite_ref-37" class="reference"><a href="#cite_note-37"><span class="cite-bracket">[</span>37<span class="cite-bracket">]</span></a></sup>
</p><p>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 <a href="User_interface" title="User interface">user interface</a> or <a href="Abstraction" title="Abstraction">abstraction</a>, 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 "<a href="Universe" title="Universe">universe</a>". The success with which an immersive digital environment can actually immerse the <a href="User_(computing)" title="User (computing)">user</a> is dependent on many factors such as believable <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a>, <a href="Surround_sound" title="Surround sound">surround sound</a>, 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.
</p>
<div class="mw-heading mw-heading3"><h3 id="Perception_2">Perception</h3></div>
<p>To create a sense of full immersion, the 5 senses (sight, sound, touch, smell, taste) must perceive the digital environment to be physically real. <a href="Immersive_technology" class="mw-redirect" title="Immersive technology">Immersive technology</a> can perceptually fool the senses through:
</p>
<ul><li>Panoramic 3D displays (visual)</li>
<li>Surround sound acoustics (auditory)</li>
<li>Haptics and <a href="Force_feedback" class="mw-redirect" title="Force feedback">force feedback</a> (tactile)</li>
<li>Smell replication (olfactory)</li>
<li>Taste replication (gustation)</li></ul>
<div class="mw-heading mw-heading3"><h3 id="Interaction_2">Interaction</h3></div>
<div role="note" class="hatnote navigation-not-searchable">Main article: <a href="3D_user_interaction" class="mw-redirect" title="3D user interaction">3D user interaction</a></div>
<p>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 tracking, and computer vision respond to the user's actions and movements. Brain control interfaces (BCI) respond to the user's brainwave activity.
</p>
<div class="mw-heading mw-heading3"><h3 id="Examples_and_applications">Examples and applications</h3></div>
<p>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 or soldiers and law enforcement in scenarios that are too dangerous to train in actual equipment using live ordinance.
</p><p>Video games from simple arcade to <a href="Massively_multiplayer_online_game" title="Massively multiplayer online game">massively multiplayer online game</a> and training programs such as <a href="Flight_simulator" title="Flight simulator">flight</a> and <a href="Driving_simulator" title="Driving simulator">driving</a> 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 <a href="Virunga_Mountains" title="Virunga Mountains">Virunga Mountains</a> in Rwanda that takes you on a trip through the jungle to meet a tribe of <a href="Mountain_gorilla" title="Mountain gorilla">mountain gorillas</a>.<sup id="cite_ref-38" class="reference"><a href="#cite_note-38"><span class="cite-bracket">[</span>38<span class="cite-bracket">]</span></a></sup> Or training versions such as one which simulates taking a ride through human arteries and the <a href="Heart" title="Heart">heart</a> to witness the buildup of <a href="Atheromatous_plaque" class="mw-redirect" title="Atheromatous plaque">plaque</a> and thus learn about <a href="Cholesterol" title="Cholesterol">cholesterol</a> and health.<sup id="cite_ref-39" class="reference"><a href="#cite_note-39"><span class="cite-bracket">[</span>39<span class="cite-bracket">]</span></a></sup>
</p><p>In parallel with scientists, artists like <a href="Knowbotic_Research" title="Knowbotic Research">Knowbotic Research</a>, <a href="Donna_Cox" title="Donna Cox">Donna Cox</a>, <a href="Rebecca_Allen_(artist)" title="Rebecca Allen (artist)">Rebecca Allen</a>, <a href="Robbie_Cooper" title="Robbie Cooper">Robbie Cooper</a>, <a href="Maurice_Benayoun" title="Maurice Benayoun">Maurice Benayoun</a>, <a href="Char_Davies" title="Char Davies">Char Davies</a>, and <a href="Jeffrey_Shaw" title="Jeffrey Shaw">Jeffrey Shaw</a> use the potential of immersive virtual reality to create physiologic or symbolic experiences and situations.
</p><p>Other examples of immersion technology include physical environment / immersive space with surrounding digital projections and sound such as the <a href="Cave_Automatic_Virtual_Environment" class="mw-redirect" title="Cave Automatic Virtual Environment">CAVE</a>, and the use of <a href="Virtual_reality_headset" title="Virtual reality headset">virtual reality headsets</a> 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 <a href="Nokia_OZO" title="Nokia OZO">Nokia OZO</a> technology. The next generation is VIRTSIM, which achieves total immersion through <a href="Motion_capture" title="Motion capture">motion capture</a> 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.
</p>
<div class="mw-heading mw-heading4"><h4 id="Use_in_medical_care">Use in medical care</h4></div>
<p>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.<sup id="cite_ref-40" class="reference"><a href="#cite_note-40"><span class="cite-bracket">[</span>40<span class="cite-bracket">]</span></a></sup>
Immersive virtual reality have in studies also been used as an educational tool in which the visualization of psychotic states have been used to get increased understanding of patients with similar symptoms.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41"><span class="cite-bracket">[</span>41<span class="cite-bracket">]</span></a></sup> New treatment methods are available for schizophrenia<sup id="cite_ref-42" class="reference"><a href="#cite_note-42"><span class="cite-bracket">[</span>42<span class="cite-bracket">]</span></a></sup> and other newly developed research areas where immersive virtual reality is expected to achieve melioration is in education of surgical procedures,<sup id="cite_ref-43" class="reference"><a href="#cite_note-43"><span class="cite-bracket">[</span>43<span class="cite-bracket">]</span></a></sup> rehabilitation program from injuries and surgeries<sup id="cite_ref-44" class="reference"><a href="#cite_note-44"><span class="cite-bracket">[</span>44<span class="cite-bracket">]</span></a></sup> and reduction of phantom limb pain.<sup id="cite_ref-45" class="reference"><a href="#cite_note-45"><span class="cite-bracket">[</span>45<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading4"><h4 id="Applications_in_the_built_environment">Applications in the built environment</h4></div>
<p>In the domain of architectural design and <a href="Building_science" title="Building science">building science</a>, immersive virtual environments are adopted to facilitate architects and building engineers to enhance the design process through assimilating their sense of scale, depth,&nbsp;and <a href="Spatial_awareness" class="mw-redirect" title="Spatial awareness">spatial awareness</a>. Such platforms integrate the use of virtual reality models and mixed reality technologies in various functions of building science research,<sup id="cite_ref-46" class="reference"><a href="#cite_note-46"><span class="cite-bracket">[</span>46<span class="cite-bracket">]</span></a></sup> <a href="Construction" title="Construction">construction operations</a>,<sup id="cite_ref-47" class="reference"><a href="#cite_note-47"><span class="cite-bracket">[</span>47<span class="cite-bracket">]</span></a></sup> personnel training, end-user surveys, performance <a href="Simulation" title="Simulation">simulations</a><sup id="cite_ref-48" class="reference"><a href="#cite_note-48"><span class="cite-bracket">[</span>48<span class="cite-bracket">]</span></a></sup> and <a href="Building_information_modeling" title="Building information modeling">building information modeling</a> visualization.<sup id="cite_ref-:0_49-0" class="reference"><a href="#cite_note-:0-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-:1_50-0" class="reference"><a href="#cite_note-:1-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> <a href="Head-mounted_display" title="Head-mounted display">Head-mounted displays</a> (with both <a href="3DOF" class="mw-redirect" title="3DOF">3 degrees of freedom</a> and <a href="Six_degrees_of_freedom" title="Six degrees of freedom">6 degrees of freedom</a> systems) and CAVE platforms are used for spatial visualization and building information modeling (BIM) navigations for different design and evaluation purposes.<sup id="cite_ref-51" class="reference"><a href="#cite_note-51"><span class="cite-bracket">[</span>51<span class="cite-bracket">]</span></a></sup> Clients, architects and building owners use derived applications from <a href="Game_engine" title="Game engine">game engines</a> to navigate 1:1 scale BIM models, allowing a virtual walkthrough experience of future buildings.<sup id="cite_ref-:1_50-1" class="reference"><a href="#cite_note-:1-50"><span class="cite-bracket">[</span>50<span class="cite-bracket">]</span></a></sup> For such use cases, the performance improvement of space navigation between <a href="Virtual_reality_headset" title="Virtual reality headset">virtual reality headsets</a> and <a href="Desktop_computer" title="Desktop computer">2D desktop screens</a> has been investigated in various studies, with some suggesting significant improvement in virtual reality headsets<sup id="cite_ref-52" class="reference"><a href="#cite_note-52"><span class="cite-bracket">[</span>52<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-53" class="reference"><a href="#cite_note-53"><span class="cite-bracket">[</span>53<span class="cite-bracket">]</span></a></sup> while others indicate no significant difference.<sup id="cite_ref-54" class="reference"><a href="#cite_note-54"><span class="cite-bracket">[</span>54<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-55" class="reference"><a href="#cite_note-55"><span class="cite-bracket">[</span>55<span class="cite-bracket">]</span></a></sup>&nbsp;Architects and building engineers can also use <a href="Immersive_design" title="Immersive design">immersive design</a> tools to model various building elements in virtual reality <a href="Computer-aided_design" title="Computer-aided design">CAD</a> interfaces,<sup id="cite_ref-56" class="reference"><a href="#cite_note-56"><span class="cite-bracket">[</span>56<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-57" class="reference"><a href="#cite_note-57"><span class="cite-bracket">[</span>57<span class="cite-bracket">]</span></a></sup> and apply property modifications to building information modeling (BIM) files through such environments.<sup id="cite_ref-:0_49-1" class="reference"><a href="#cite_note-:0-49"><span class="cite-bracket">[</span>49<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-58" class="reference"><a href="#cite_note-58"><span class="cite-bracket">[</span>58<span class="cite-bracket">]</span></a></sup>
</p><p>In the building construction phase, immersive environments are used to improve site preparations, on site communication and collaboration of team members, safety<sup id="cite_ref-59" class="reference"><a href="#cite_note-59"><span class="cite-bracket">[</span>59<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-60" class="reference"><a href="#cite_note-60"><span class="cite-bracket">[</span>60<span class="cite-bracket">]</span></a></sup> and <a href="Logistics" title="Logistics">logistics</a>.<sup id="cite_ref-61" class="reference"><a href="#cite_note-61"><span class="cite-bracket">[</span>61<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-62" class="reference"><a href="#cite_note-62"><span class="cite-bracket">[</span>62<span class="cite-bracket">]</span></a></sup> Moreover, virtual platforms are also used in the operation phase of buildings to interact and visualize data with <a href="Internet_of_things" title="Internet of things">Internet of Things (IoT)</a> devices available in buildings, process improvement and also resource management.<sup id="cite_ref-63" class="reference"><a href="#cite_note-63"><span class="cite-bracket">[</span>63<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-64" class="reference"><a href="#cite_note-64"><span class="cite-bracket">[</span>64<span class="cite-bracket">]</span></a></sup>
</p><p>Occupant and end-user studies are performed through immersive environments.<sup id="cite_ref-:2_65-0" class="reference"><a href="#cite_note-:2-65"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-:3_66-0" class="reference"><a href="#cite_note-:3-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup> Virtual&nbsp;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 design options in the building model in a timely and cost efficient manner.<sup id="cite_ref-67" class="reference"><a href="#cite_note-67"><span class="cite-bracket">[</span>67<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-:2_65-1" class="reference"><a href="#cite_note-:2-65"><span class="cite-bracket">[</span>65<span class="cite-bracket">]</span></a></sup> In the field of <a href="Lighting" title="Lighting">lighting</a>, virtual reality headsets have been used investigate the influence of <a href="Facade" class="mw-redirect" title="Facade">façade</a> patterns on the perceptual impressions and satisfaction of a simulated <a href="Daylighting_(architecture)" title="Daylighting (architecture)">daylit</a> space.<sup id="cite_ref-68" class="reference"><a href="#cite_note-68"><span class="cite-bracket">[</span>68<span class="cite-bracket">]</span></a></sup>&nbsp;Moreover, artificial lighting studies have implemented immersive virtual environments to evaluate end-users lighting preferences of simulated virtual scenes with the controlling of the <a href="Window_blind" title="Window blind">blinds</a> and artificial lights in the virtual environment.<sup id="cite_ref-:3_66-1" class="reference"><a href="#cite_note-:3-66"><span class="cite-bracket">[</span>66<span class="cite-bracket">]</span></a></sup>
</p><p>For <a href="Structural_engineering" title="Structural engineering">structural</a> engineering and analysis, immersive environments enable the user to focus on structural investigations without getting too distracted to operate and navigate the simulation tool.<sup id="cite_ref-69" class="reference"><a href="#cite_note-69"><span class="cite-bracket">[</span>69<span class="cite-bracket">]</span></a></sup> <a href="Virtual_reality" title="Virtual reality">Virtual</a> and <a href="Augmented_reality" title="Augmented reality">augmented reality</a> applications have been designed for <a href="Finite_element_method" title="Finite element method">finite element analysis</a> of <a href="Shell_(structure)" title="Shell (structure)">shell structures</a>. Using <a href="Stylus_(computing)" title="Stylus (computing)">stylus</a> and <a href="Wired_glove" title="Wired glove">data gloves</a> as input devices, the user can create, modify mesh, and specify boundary conditions. For a simple geometry, real-time color-coded results&nbsp;are obtained by changing loads on the model.<sup id="cite_ref-70" class="reference"><a href="#cite_note-70"><span class="cite-bracket">[</span>70<span class="cite-bracket">]</span></a></sup>&nbsp;Studies have used <a href="Artificial_neural_network" class="mw-redirect" title="Artificial neural network">artificial neural networks (ANN)</a> or approximation methods to achieve real-time interaction for the complex geometry, and to simulate its impact&nbsp;via <a href="Wired_glove" title="Wired glove">haptic gloves</a>.<sup id="cite_ref-71" class="reference"><a href="#cite_note-71"><span class="cite-bracket">[</span>71<span class="cite-bracket">]</span></a></sup> 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.<sup id="cite_ref-72" class="reference"><a href="#cite_note-72"><span class="cite-bracket">[</span>72<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="Detrimental_effects">Detrimental effects</h2></div>
<p><a href="Simulator_sickness" title="Simulator sickness">Simulation sickness</a>, 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).<sup id="cite_ref-73" class="reference"><a href="#cite_note-73"><span class="cite-bracket">[</span>73<span class="cite-bracket">]</span></a></sup>
</p><p><a href="Motion_sickness" title="Motion sickness">Motion sickness</a> 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 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.<sup id="cite_ref-74" class="reference"><a href="#cite_note-74"><span class="cite-bracket">[</span>74<span class="cite-bracket">]</span></a></sup>
</p><p>Other behavioural changes such as stress, <a href="Video_game_addiction" title="Video game addiction">addiction</a>, isolation and mood changes are also discussed to be side-effects caused by immersive virtual reality.<sup id="cite_ref-75" class="reference"><a href="#cite_note-75"><span class="cite-bracket">[</span>75<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
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<ul><li><a href="Hyperreality" title="Hyperreality">Hyperreality</a>&nbsp;– Term for cultural process of shifting ideas of reality</li>
<li><a href="Interactive_art" title="Interactive art">Interactive art</a>&nbsp;– Creative works that involve viewer input</li>
<li><a href="Metaverse" title="Metaverse">Metaverse</a>&nbsp;– Collective three-dimensional virtual shared space</li>
<li><a href="Transportation_theory_(psychology)" title="Transportation theory (psychology)">Narrative transportation</a>&nbsp;– Psychological theory</li>
<li><a href="Pancake_lens" title="Pancake lens">Pancake lens</a>&nbsp;– Term for a thin, flat camera lens</li>
<li><a href="PlayStation_VR2" title="PlayStation VR2">PlayStation VR2</a>&nbsp;– Virtual reality headset developed by Sony Interactive Entertainment</li>
<li><a href="Screen-door_effect" title="Screen-door effect">Screen-door effect</a>&nbsp;– Visual artifact of displays</li>
<li><a href="Simulated_reality" title="Simulated reality">Simulated reality</a>&nbsp;– Concept of a false version of reality</li>
<li><a href="Spatial_computing" title="Spatial computing">Spatial computing</a>&nbsp;– Computing paradigm emphasizing 3D spatial interaction with technology</li>
<li><a href="Sword_Art_Online" title="Sword Art Online"><i>Sword Art Online</i></a>&nbsp;– Japanese light novel series and its adaptations</li>
<li><a href="Uncanny_valley" title="Uncanny valley">Uncanny valley</a>&nbsp;– Hypothesis that human replicas elicit revulsion</li>
<li><a href="Vergence-accommodation_conflict" title="Vergence-accommodation conflict">Vergence-accommodation conflict</a>&nbsp;– Visual and perceptual phenomenon</li>
<li><a href="Virtual_art" title="Virtual art">Virtual art</a></li>
<li><a href="Virtual_reality_sickness" title="Virtual reality sickness">Virtual reality sickness</a>&nbsp;– Nausea caused by exposure to a VR environment</li></ul>
</div>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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<div class="mw-heading mw-heading2"><h2 id="Further_reading">Further reading</h2></div>
<ul><li><cite id="CITEREFGrau2003" class="citation book cs1"><a href="Oliver_Grau" title="Oliver Grau">Grau, Oliver</a> (2003). <i>Virtual Art: From Illusion to Immersion</i>. MIT-Press. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>9780262274265</bdi>.</cite></li>
<li><cite id="CITEREFVarney2006" class="citation news cs1">Varney, Allen (2006-08-08). <a rel="nofollow" class="external text" href="https://www.escapistmagazine.com/immersion-unexplained/">"Immersion Unexplained"</a>. <i><a href="The_Escapist_(magazine)" title="The Escapist (magazine)">The Escapist</a></i>.</cite></li>
<li><cite id="CITEREFGrau2007" class="citation book cs1">Grau, Oliver, ed. (2007). <i>MediaArtHistories</i>. MIT Press. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>9780262514989</bdi>.</cite></li>
<li><cite id="CITEREFAdams2004" class="citation web cs1">Adams, Ernest (July 9, 2004). <a rel="nofollow" class="external text" href="http://designersnotebook.com/Columns/063_Postmodernism/063_postmodernism.htm">"Postmodernism and the Three Types of Immersion"</a>. <a href="Gamasutra" class="mw-redirect" title="Gamasutra">Gamasutra</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2007-12-26</span></span>.</cite></li>
<li><cite id="CITEREFBjörkJussi_Holopainen2004" class="citation book cs1">Björk, Staffan; Jussi Holopainen (2004). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=IFQfyODK4wAC"><i>Patterns In Game Design</i></a>. Charles River Media. p.&nbsp;423. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>978-1-58450-354-5</bdi>.</cite></li>
<li><cite id="CITEREFShanken2009" class="citation book cs1"><a href="Edward_A._Shanken" title="Edward A. Shanken">Shanken, Edward A.</a> (2009-02-21). <i>Art and Electronic Media</i>. Phaidon Press. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>9780714847825</bdi>.</cite></li>
<li><cite id="CITEREFNechvatal2009" class="citation book cs1"><a href="Joseph_Nechvatal" title="Joseph Nechvatal">Nechvatal, Joseph</a> (2009-01-01). <i>Towards an Immersive Intelligence: Essays on the Work of Art in the Age of Computer Technology and Virtual Reality, 1993-2006</i>. Edgewise Press. <a href="ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&nbsp;<bdi>9781893207240</bdi>.</cite></li></ul>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
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<div class="side-box-text plainlist">Wikimedia Commons has media related to <span style="font-weight: bold; font-style: italic;"><a href="https://commons.wikimedia.org/wiki/Category:Immersion_(virtual_reality)" class="extiw external" title="commons:Category:Immersion (virtual reality)">Immersion (virtual reality)</a></span>.</div></div>
</div>
<ul><li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20110812233436/http://burundi.sk/monoskop/log/?s=nechvatal">Immersive Ideals / Critical Distances</a> pdf download of <a href="Joseph_Nechvatal" title="Joseph Nechvatal">Joseph Nechvatal</a>'s text book. <a href="LAP_Lambert_Academic_Publishing" class="mw-redirect" title="LAP Lambert Academic Publishing">LAP Lambert Academic Publishing</a>. 2009</li>
<li><a rel="nofollow" class="external text" href="https://web.archive.org/web/20110708120207/http://captivatingsound.com/phd-thesis-captivating-sound-the-role-of-audio-for-immersion-in-games/">Audio and Game Immersion</a> PhD thesis about game audio (the <a href="IEZA_Framework" title="IEZA Framework">IEZA Framework</a>) and immersion.</li>
<li><a rel="nofollow" class="external text" href="http://immersiveeducation.org/">Immersive Education Initiative</a></li>
<li><a rel="nofollow" class="external text" href="http://immersivelrn.org">Immersive Learning Research Network</a></li>
<li><a rel="nofollow" class="external text" href="https://www.youtube.com/watch?v=47wO-Az22v0"><span class="">Douglas Trumbull – the Future of Film (Future of StoryTelling 2018 Speaker Film)</span></a> on <a href="YouTube_video_(identifier)" class="mw-redirect" title="YouTube video (identifier)">YouTube</a></li></ul>
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</style><div id="Emerging_technologies167" style="font-size:114%;margin:0 4em"><a href="Emerging_technologies" title="Emerging technologies">Emerging technologies</a></div></th></tr><tr><th scope="row" class="navbox-group" style="text-align: center;;width:1%">Fields</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%;text-align: center;">Other</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Acoustic_levitation" title="Acoustic levitation">Acoustic levitation</a></li>
<li><a href="Anti-gravity" title="Anti-gravity">Anti-gravity</a></li>
<li><a href="Cloak_of_invisibility" title="Cloak of invisibility">Cloak of invisibility</a></li>
<li><a href="Digital_scent_technology" title="Digital scent technology">Digital scent technology</a></li>
<li><a href="Force_field_(technology)" title="Force field (technology)">Force field</a>
<ul><li><a href="Plasma_window" title="Plasma window">Plasma window</a></li></ul></li>

<li><a href="Magnetic_refrigeration" class="mw-redirect" title="Magnetic refrigeration">Magnetic refrigeration</a></li>
<li><a href="Phased-array_optics" title="Phased-array optics">Phased-array optics</a></li>
<li><a href="Thermoacoustic_heat_engine" title="Thermoacoustic heat engine">Thermoacoustic heat engine</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><td class="navbox-abovebelow" colspan="2" style="text-align: center;"><div>
<ul><li><span class="noviewer" typeof="mw:File"><span title="List-Class article"></span></span> <b><a href="List_of_emerging_technologies" title="List of emerging technologies">List</a></b></li></ul>
</div></td></tr></tbody></table></div>
<div class="navbox-styles"></div><div role="navigation" class="navbox" aria-labelledby="Extended_reality_(XR)1415" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Extended_reality_(XR)1415" style="font-size:114%;margin:0 4em"><a href="Extended_reality" title="Extended reality">Extended reality (XR)</a></div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li><a href="Reality%E2%80%93virtuality_continuum" title="Reality–virtuality continuum">From least to most virtual:</a> <a href="Augmented_reality" title="Augmented reality">Augmented reality (AR)</a></li>
<li><a href="Mixed_reality" class="mw-redirect" title="Mixed reality">Mixed reality (MR)</a></li>
<li><a href="Virtual_reality" title="Virtual reality">Virtual reality (VR)</a>
<ul><li><a href="Virtuality" class="mw-redirect" title="Virtuality">Virtuality</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Main</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Cinematic_virtual_reality" title="Cinematic virtual reality">Cinematic virtual reality</a></li>
<li><a href="Computer-mediated_reality" title="Computer-mediated reality">Computer-mediated reality</a></li>

<li><a href="Metaverse" title="Metaverse">Metaverse</a>
<ul><li><a href="Avatar_(computing)" title="Avatar (computing)">Avatar</a></li></ul></li>
<li><a href="Projection_augmented_model" title="Projection augmented model">Projection augmented model</a></li>
<li>"<a href="Room-scale" title="Room-scale">Room-scale</a>"</li>
<li><a href="Six_degrees_of_freedom" title="Six degrees of freedom">Six degrees of freedom (6DoF)</a></li>
<li><a href="Spatial_computing" title="Spatial computing">Spatial computing</a></li>
<li><a href="Telepresence" title="Telepresence">Telepresence</a></li>
<li><a href="Virtual_reality_applications" title="Virtual reality applications">Virtual reality applications</a></li>
<li><a href="Virtual_reality_sickness" title="Virtual reality sickness">Virtual reality sickness</a></li>
<li><a href="Virtual_world" title="Virtual world">Virtual world</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Filter_(social_media)" title="Filter (social media)">Camera filter</a></li>
<li><a href="Quantified_self" title="Quantified self">Quantified self</a></li>
<li><a href="Screen-door_effect" title="Screen-door effect">Screen-door effect</a></li>
<li><a href="Simulation_hypothesis" title="Simulation hypothesis">Simulation hypothesis</a></li>
<li><a href="Transhumanism" title="Transhumanism">Transhumanism</a></li>
<li><a href="Vergence-accommodation_conflict" title="Vergence-accommodation conflict">Vergence-accommodation conflict</a></li>
<li><a href="VTuber" title="VTuber">VTuber</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Technologies</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Display</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="EyeTap" title="EyeTap">EyeTap</a></li>
<li><a href="Head-mounted_display" title="Head-mounted display">Head-mounted display</a>
<ul><li><a href="Optical_head-mounted_display" class="mw-redirect" title="Optical head-mounted display">optical</a></li></ul></li>
<li><a href="Head-up_display" title="Head-up display">Head-up display</a></li>
<li><a href="Pancake_lens#Other_uses" title="Pancake lens">Pancake lens</a></li>
<li><a href="Smartglasses" title="Smartglasses">Smartglasses</a></li>
<li><a href="Virtual_reality_headset" title="Virtual reality headset">Virtual reality headset</a>
<ul><li><a href="List_of_virtual_reality_headsets" title="List of virtual reality headsets">list</a></li></ul></li>
<li><a href="Virtual_retinal_display" title="Virtual retinal display">Virtual retinal display</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">3D interaction</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Brain%E2%80%93computer_interface" title="Brain–computer interface">Brain–computer interface</a></li>
<li><a href="Eye_tracking" title="Eye tracking">Eye tracking</a></li>
<li><a href="Facial_motion_capture" title="Facial motion capture">Facial motion capture</a></li>
<li><a href="Finger_tracking" title="Finger tracking">Finger/hand tracking</a></li>
<li><a href="Pose_tracking" title="Pose tracking">Pose tracking</a></li>
<li><a href="Simultaneous_localization_and_mapping" title="Simultaneous localization and mapping">Simultaneous localization and mapping</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Software</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Asynchronous_reprojection" title="Asynchronous reprojection">Asynchronous reprojection</a></li>
<li><a href="Foveated_rendering" title="Foveated rendering">Foveated rendering</a></li>
<li><a href="Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based modeling and rendering</a></li>
<li><a href="3D_audio_effect" title="3D audio effect">Spatial audio</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Photography</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="360-degree_video" title="360-degree video">360-degree video</a></li>
<li><a href="Free_viewpoint_television" title="Free viewpoint television">Free viewpoint television</a></li>
<li><a href="Omnidirectional_(360-degree)_camera" class="mw-redirect" title="Omnidirectional (360-degree) camera">Omnidirectional (360-degree) camera</a></li>
<li><a href="VR_photography" title="VR photography">VR photography</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Haptic_suit" title="Haptic suit">Haptic suit</a></li>
<li><a href="Omnidirectional_treadmill" title="Omnidirectional treadmill">Omnidirectional treadmill</a></li>
<li><a href="Wearable_computer" title="Wearable computer">Wearable computer</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Peripherals</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Cyberith_Virtualizer" title="Cyberith Virtualizer">Cyberith Virtualizer</a></li>
<li><a href="Leap_Motion" title="Leap Motion">Leap Motion</a></li>
<li><a href="Oculus_Touch" title="Oculus Touch">Oculus Touch</a></li>
<li><a href="PlayStation_Move" title="PlayStation Move">PlayStation Move</a></li>
<li><a href="Razer_Hydra" title="Razer Hydra">Razer Hydra</a></li>
<li><a href="Virtuix_Omni" title="Virtuix Omni">Virtuix Omni</a></li>
<li><a href="Wired_glove" title="Wired glove">Wired glove</a></li>
<li><a href="Wizdish_ROVR" title="Wizdish ROVR">Wizdish ROVR</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Companies</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Apple_Inc." title="Apple Inc.">Apple Inc.</a></li>
<li><a href="Brilliant_Labs" title="Brilliant Labs">Brilliant Labs</a></li>
<li><a href="ByteDance" title="ByteDance">ByteDance</a></li>
<li><a href="Collabora" title="Collabora">Collabora</a></li>
<li><a href="Google" title="Google">Google</a></li>
<li><a href="HTC" title="HTC">HTC</a></li>
<li><a href="Khronos_Group" title="Khronos Group">Khronos Group</a></li>
<li><a href="Liquid_Image" title="Liquid Image">Liquid Image</a></li>
<li><a href="Magic_Leap" title="Magic Leap">Magic Leap</a></li>
<li><a href="Meta_Platforms" title="Meta Platforms">Meta Platforms</a>
<ul><li><a href="Reality_Labs" title="Reality Labs">Reality Labs</a></li></ul></li>
<li><a href="Microsoft" title="Microsoft">Microsoft</a></li>
<li><a href="Niantic%2C_Inc." title="Niantic, Inc.">Niantic, Inc.</a></li>
<li><a href="Pimax" title="Pimax">Pimax</a></li>
<li><a href="Rokoko_(company)" title="Rokoko (company)">Rokoko</a></li>
<li><a href="Samsung_Electronics" title="Samsung Electronics">Samsung Electronics</a></li>
<li><a href="Valve_Corporation" title="Valve Corporation">Valve Corporation</a></li>
<li><a href="Varjo" title="Varjo">Varjo</a></li>
<li><a href="Vuzix" title="Vuzix">Vuzix</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Devices</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Apple_Vision_Pro" title="Apple Vision Pro">Apple Vision Pro</a></li>
<li><a href="Bigscreen_Beyond" title="Bigscreen Beyond">Bigscreen Beyond</a></li>
<li><a href="Golden-i" title="Golden-i">Golden-i headsets</a></li>
<li><a href="HTC_Vive" title="HTC Vive">HTC Vive</a></li>
<li><a href="Magic_Leap" title="Magic Leap">Magic Leap</a></li>
<li><a href="Meta_Quest_3" title="Meta Quest 3">Meta Quest 3</a>
<ul><li><a href="Meta_Quest_3S" title="Meta Quest 3S">3S</a></li></ul></li>
<li><a href="Open_Source_Virtual_Reality" title="Open Source Virtual Reality">Open Source Virtual Reality</a></li>
<li><a href="PICO_4" title="PICO 4">PICO 4 Ultra</a></li>
<li><a href="Pimax" title="Pimax">Pimax</a></li>
<li><a href="PlayStation_VR2" title="PlayStation VR2">PlayStation VR2</a></li>
<li><a href="Valve_Index" title="Valve Index">Valve Index</a></li>
<li><a href="Vuzix" title="Vuzix">Vuzix</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Former</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AntVR" title="AntVR">AntVR</a></li>
<li><a href="CastAR" title="CastAR">castAR</a></li>
<li><a href="VPL_Research" title="VPL Research">EyePhone</a></li>
<li><a href="Google_Cardboard" title="Google Cardboard">Google Cardboard</a></li>
<li><a href="Google_Daydream" title="Google Daydream">Google Daydream</a></li>
<li><a href="Google_Glass" title="Google Glass">Google Glass</a></li>
<li><a href="Meta_Quest_Pro" title="Meta Quest Pro">Meta Quest Pro</a></li>
<li><a href="Microsoft_HoloLens" title="Microsoft HoloLens">Microsoft HoloLens</a>
<ul><li><a href="HoloLens_2" title="HoloLens 2">2</a></li></ul></li>
<li><a href="Oculus_Go" title="Oculus Go">Oculus Go</a></li>
<li><a href="Oculus_Quest" title="Oculus Quest">Oculus Quest</a></li>
<li><a href="Quest_2" title="Quest 2">Oculus/Meta Quest 2</a></li>
<li><a href="Oculus_Rift" title="Oculus Rift">Oculus Rift</a>
<ul><li><a href="Oculus_Rift_CV1" title="Oculus Rift CV1">CV1</a></li>
<li><a href="Oculus_Rift_S" title="Oculus Rift S">S</a></li></ul></li>
<li><a href="PICO_4" title="PICO 4">PICO 4</a></li>
<li><a href="PlayStation_VR" title="PlayStation VR">PlayStation VR</a></li>
<li><a href="Samsung_Gear_VR" title="Samsung Gear VR">Samsung Gear VR</a></li>
<li><a href="Sensorama" title="Sensorama">Sensorama</a></li>
<li><a href="SixthSense" title="SixthSense">SixthSense</a></li>
<li><i><a href="The_Sword_of_Damocles_(virtual_reality)" title="The Sword of Damocles (virtual reality)">The Sword of Damocles</a></i></li>
<li><a href="VFX1_Headgear" title="VFX1 Headgear">VFX1 Headgear</a></li>
<li><a href="Virtual_Boy" title="Virtual Boy">Virtual Boy</a></li>
<li><a href="Virtual_fixture" title="Virtual fixture">Virtual fixture</a></li>
<li><a href="Virtuality_(product)" title="Virtuality (product)">Virtuality</a></li>
<li><a href="VR-1" title="VR-1">VR-1</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Unreleased</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Project_Iris" title="Project Iris">Project Iris</a></li>
<li><a href="Sega_VR" title="Sega VR">Sega VR</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Software</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">General</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Interactive_art" title="Interactive art">Interactive art</a>
<ul><li><a href="Virtual_graffiti" title="Virtual graffiti">Virtual graffiti</a></li></ul></li>
<li><a href="Metaverse" title="Metaverse">Metaverse</a></li>
<li><a href="Pervasive_game" title="Pervasive game">Pervasive game</a></li>
<li><a href="List_of_software_related_to_augmented_reality" title="List of software related to augmented reality">Software related to augmented reality</a></li>
<li><a href="Virtual_reality_game" title="Virtual reality game">Virtual reality game</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Operating systems and<br>desktop environments</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Android_XR" title="Android XR">Android XR</a></li>
<li><a href="Meta_Horizon_OS" title="Meta Horizon OS">Meta Horizon OS</a>
<ul><li><a href="Meta_Horizon_OS_version_history" title="Meta Horizon OS version history">version history</a></li></ul></li>
<li><a href="VisionOS" title="VisionOS">visionOS</a></li>
<li><a href="Windows_Mixed_Reality" title="Windows Mixed Reality">Windows Mixed Reality</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Development tools and<br>game engines</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="A-Frame_(software)" title="A-Frame (software)">A-Frame</a></li>
<li><a href="ARCore" title="ARCore">ARCore</a></li>
<li><a href="ARKit" title="ARKit">ARKit</a></li>
<li><a href="ARToolKit" title="ARToolKit">ARToolKit</a></li>
<li><a href="Godot_(game_engine)" title="Godot (game engine)">Godot Engine</a></li>
<li><a href="Jetpack_Compose" title="Jetpack Compose">Jetpack Compose XR</a></li>
<li><a href="Meta_Horizon_OS" title="Meta Horizon OS">Meta Spatial SDK</a></li>
<li><a href="OpenVR" title="OpenVR">OpenVR</a></li>
<li><a href="OpenXR" title="OpenXR">OpenXR</a></li>
<li><a href="VisionOS" title="VisionOS">RealityKit</a></li>
<li><a href="S%26box" title="S&amp;box">S&amp;box</a></li>
<li><a href="VisionOS_2" class="mw-redirect" title="VisionOS 2">TabletopKit</a></li>
<li><a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a></li>
<li><i><a href="Universal_Scene_Description" title="Universal Scene Description">Universal Scene Description</a></i></li>
<li><a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a></li>
<li><a href="Vuforia_Augmented_Reality_SDK" title="Vuforia Augmented Reality SDK">Vuforia Augmented Reality SDK</a></li>
<li><a href="WebXR" title="WebXR">WebXR</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Games</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="List_of_HTC_Vive_games" title="List of HTC Vive games">List of HTC Vive games</a></li>
<li><a href="List_of_Meta_Quest_games" title="List of Meta Quest games">List of Meta Quest games</a></li>
<li><a href="List_of_Oculus_Rift_games" title="List of Oculus Rift games">List of Oculus Rift games</a></li>
<li><a href="List_of_PlayStation_VR_games" title="List of PlayStation VR games">List of PlayStation VR games</a>
<ul><li><a href="List_of_PlayStation_VR2_games" title="List of PlayStation VR2 games">VR2</a></li></ul></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Communities and<br>social networks</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="AltspaceVR" title="AltspaceVR">AltspaceVR</a></li>
<li><a href="FaceTime" title="FaceTime">FaceTime</a> for visionOS</li>
<li><i><a href="Horizon_Worlds" title="Horizon Worlds">Horizon Worlds</a></i></li>
<li><a href="NeosVR" title="NeosVR">NeosVR</a></li>
<li><i><a href="Rec_Room_(video_game)" title="Rec Room (video game)">Rec Room</a></i></li>
<li><a href="Resonite" title="Resonite">Resonite</a></li>
<li><a href="Sansar_(video_game)" title="Sansar (video game)">Sansar</a></li>
<li><a href="Sensorium_Corporation" title="Sensorium Corporation">Sensorium</a></li>
<li><a href="Sinespace" title="Sinespace">Sinespace</a></li>
<li><a href="VRChat" title="VRChat">VRChat</a></li>
<li><a href="VTime_XR" title="VTime XR">VTime XR</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">People</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Philippe_Bekaert" title="Philippe Bekaert">Philippe Bekaert</a></li>
<li><a href="Maurice_Benayoun" title="Maurice Benayoun">Maurice Benayoun</a></li>
<li><a href="Simon_Birrell" title="Simon Birrell">Simon Birrell</a></li>
<li><a href="Mark_Bolas" title="Mark Bolas">Mark Bolas</a></li>
<li><a href="Brendan_Bradley_(actor)" title="Brendan Bradley (actor)">Brendan Bradley</a></li>
<li><a href="Fred_Brooks" title="Fred Brooks">Fred Brooks</a></li>
<li><a href="Bo%C5%A1tjan_Burger" title="Boštjan Burger">Boštjan Burger</a></li>
<li><a href="John_Carmack" title="John Carmack">John Carmack</a></li>
<li><a href="Tim_Cook" title="Tim Cook">Tim Cook</a></li>
<li><a href="Carolina_Cruz-Neira" title="Carolina Cruz-Neira">Carolina Cruz-Neira</a></li>
<li><a href="Ela_Darling" title="Ela Darling">Ela Darling</a></li>
<li><a href="Char_Davies" title="Char Davies">Char Davies</a></li>
<li><a href="Thomas_A._DeFanti" title="Thomas A. DeFanti">Thomas A. DeFanti</a></li>
<li><a href="Steven_K._Feiner" title="Steven K. Feiner">Steven K. Feiner</a></li>
<li><a href="Scott_Fisher_(technologist)" title="Scott Fisher (technologist)">Scott Fisher</a></li>
<li><a href="Jerome_Foster_II" title="Jerome Foster II">Jerome Foster II</a></li>
<li><a href="Henry_Fuchs" title="Henry Fuchs">Henry Fuchs</a></li>
<li><a href="Thomas_A._Furness_III" title="Thomas A. Furness III">Thomas A. Furness III</a></li>
<li><a href="Morton_Heilig" title="Morton Heilig">Morton Heilig</a></li>
<li><a href="Eric_Howlett" title="Eric Howlett">Eric Howlett</a></li>
<li><a href="Brendan_Iribe" title="Brendan Iribe">Brendan Iribe</a></li>
<li><a href="Myron_W._Krueger" title="Myron W. Krueger">Myron W. Krueger</a></li>
<li><a href="Jaron_Lanier" title="Jaron Lanier">Jaron Lanier</a></li>
<li><a href="R._Bowen_Loftin" title="R. Bowen Loftin">R. Bowen Loftin</a></li>
<li><a href="Palmer_Luckey" title="Palmer Luckey">Palmer Luckey</a></li>
<li><a href="Mark_Stephen_Meadows" title="Mark Stephen Meadows">Mark Stephen Meadows</a></li>
<li><a href="Michelle_and_Uri_Kranot" title="Michelle and Uri Kranot">Michelle and Uri Kranot</a></li>
<li><a href="Tony_Parisi_(software_developer)" title="Tony Parisi (software developer)">Tony Parisi</a></li>
<li><a href="Nonny_de_la_Pe%C3%B1a" title="Nonny de la Peña">Nonny de la Peña</a></li>
<li><a href="Elia_Petridis" title="Elia Petridis">Elia Petridis</a></li>
<li><a href="Warren_Robinett" title="Warren Robinett">Warren Robinett</a></li>
<li><a href="Lawrence_J._Rosenblum" title="Lawrence J. Rosenblum">Lawrence J. Rosenblum</a></li>
<li><a href="Daniel_J._Sandin" title="Daniel J. Sandin">Daniel J. Sandin</a></li>
<li><a href="Dieter_Schmalstieg" title="Dieter Schmalstieg">Dieter Schmalstieg</a></li>
<li><a href="Bob_Sproull" title="Bob Sproull">Bob Sproull</a></li>
<li><a href="Nicole_Stenger" title="Nicole Stenger">Nicole Stenger</a></li>
<li><a href="Ivan_Sutherland" title="Ivan Sutherland">Ivan Sutherland</a></li>
<li><a href="Susumu_Tachi" title="Susumu Tachi">Susumu Tachi</a></li>
<li><a href="Gunpei_Yokoi" title="Gunpei Yokoi">Gunpei Yokoi</a></li>
<li><a href="Mark_Zuckerberg" title="Mark Zuckerberg">Mark Zuckerberg</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">In fiction</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><i><a href="Attack_of_the_Killer_App" title="Attack of the Killer App">Attack of the Killer App (Futurama Episode)</a></i></li>
<li><i><a href="Holodeck" title="Holodeck">Holodeck</a></i> <i>(<a href="Star_Trek" title="Star Trek">Star Trek</a>)</i></li>
<li><i><a href="Netrunner" title="Netrunner">Netrunner</a></i></li>
<li><i><a href="Neuromancer" title="Neuromancer">Neuromancer</a></i></li>
<li><i><a href="Ready_Player_One" title="Ready Player One">Ready Player One</a></i>
<ul><li><a href="Ready_Player_One_(film)" title="Ready Player One (film)">film</a></li></ul></li>
<li><i><a href="Ready_Player_Two" title="Ready Player Two">Ready Player Two</a></i></li>
<li><i><a href="Snow_Crash" title="Snow Crash">Snow Crash</a></i></li>
<li><i><a href="Superhot" title="Superhot">Superhot</a></i></li>
<li><i><a href="Sword_Art_Online" title="Sword Art Online">Sword Art Online</a></i></li>
<li><i><a href="The_Matrix" title="The Matrix">The Matrix</a></i></li></ul>
</div></td></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li><span class="noviewer" typeof="mw:File"></span> Portals
<ul><li><a href="Portal%3ATechnology" title="Portal:Technology">Technology</a></li></ul></li>
<li><span class="noviewer" typeof="mw:File"><span title="Category"></span></span> Category
<ul><li>Augmented reality</li>
<li>Mixed reality</li>
<li>Virtual reality</li>
<li>Metaverse</li>
<li>Spatial computing</li></ul></li>
<li><span class="noviewer" typeof="mw:File"><span title="Commons page"></span></span> <a href="https://commons.wikimedia.org/wiki/Category:Extended_Reality" class="extiw external" title="commons:Category:Extended Reality">Commons</a>
<ul><li><a href="https://commons.wikimedia.org/wiki/Category:Augmented_reality" class="extiw external" title="commons:Category:Augmented reality">Augmented reality</a></li>
<li><a href="https://commons.wikimedia.org/wiki/Category:Mixed_reality" class="extiw external" title="commons:Category:Mixed reality">Mixed reality</a></li>
<li><a href="https://commons.wikimedia.org/wiki/Category:Virtual_reality" class="extiw external" title="commons:Category:Virtual reality">Virtual reality</a></li>
<li><a href="https://commons.wikimedia.org/wiki/Category:Metaverse" class="extiw external" title="commons:Category:Metaverse">Metaverse</a></li></ul></li></ul>
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