Document

• Virtual Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Modeling language - Virtual reality
Virtual Reality Modeling Language
(VRML), before 1995 known as the
Virtual Reality Markup Language is a
standard file format for representing 3dimensional (3D) interactive vector
graphics, designed particularly with the
World Wide Web in mind.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality)
Immersion into Virtual Reality is a
metaphoric use of the experience of
submersion applied to representation,
fiction or simulation
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1
According to Ernest W. Adams, author
and consultant on game design,
immersion can be separated into three
main categories:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1
Tactical immersion is experienced when
performing tactile operations that involve
skill. Players feel "in the zone" while
perfecting actions that result in success.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1
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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1
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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
Staffan Björk and Jussi Holopainen, in
Patterns In Game Design, divide
immersion into similar categories, but call
them sensory-motoric immersion,
cognitive immersion and emotional
immersion, respectively. In addition to
these, they add a new category:
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Types of immersion
1
Spatial immersion 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".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive virtual reality
1
Immersive Virtual Reality is a hypothetical
future technology that exists today as
Virtual Reality art projects, for the most
part. It consists of immersion in an artificial
environment where the user feels just as
immersed as they usually feel in
consensus reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Direct interaction of the nervous system
1
It would involve the user receiving inputs
as artificially stimulated nerve impulses,
the system would receive the CNS outputs
(natural nerve impulses) and process them
allowing the user to interact with the
Virtual Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1
Understanding of the
nervous system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
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 Blue Brain
Project is the current, most promising
research with the idea of understanding how
the brain works by building very large scale
computer models.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1
Ability to manipulate
CNS
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1
The nervous system
would obviously
need to be
manipulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
1
Computer hardware/software to
process inputs/outputs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Requirements
A very powerful and probably (but not
necessarily) Strong AI would be required
to process all the inputs from the CNS, run
a simulation of a Virtual Reality
approaching the complexity of consensus
reality, and translate its events to a
complete set of nerve impulses for the
user. Strong Artificial Intelligence may also
be required to write the program for a
decent alternate reality.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive digital environments
1
An immersive digital environment is an
artificial, interactive, computer-created
scene or "world" within which a user can
immerse themselves.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Immersive digital environments
1
Immersive digital environments could be
thought of as synonymous with Virtual
Reality, but without the implication that
actual "reality" is being simulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Perception
1
To create a sense of full immersion, the 5
senses (sight, sound, touch, smell, taste)
must perceive the digital environment to
be physically real. Immersive technology
can perceptually fool the senses through:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Perception
1
Taste replication
(gustation)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Interaction
Once the senses reach a sufficient
belief that the digital environment is
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.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
Computer games from simple arcade to
Massively multiplayer online game and
training programs such as flight and
driving simulators
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
In parallel with scientist, artists like
Knowbotic Research, Donna Cox,
Rebecca Allen, Robbie Cooper, Maurice
Benayoun, Char Davies, and Jeffrey Shaw
use the potential of immersive Virtual
Reality to create physiologic or symbolic
experiences and situations.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
Other examples of immersion technology
include physical environment / immersive
space with surrounding digital projections
and sound such as the CAVE, and the use
of head-mounted displays for viewing
movies, with head-tracking and computer
control of the image presented, so that the
viewer appears to be inside the scene.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
The developmental process used at Ford
Motor Company may seem unusual to
anyone who is not familiar with Virtual
Reality, but this does not mean it is not
impressive. The innovative concepts being
used in the Virtual Reality lab at Ford have
even sparked the interest of NASA. Ford’s
Virtual Reality lab is led by technical expert,
Elizabeth Baron. Along with her team, she
promotes some of the most advanced car
designs in the auto industry.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
Through the software, engineers are able
to develop the interior of cars and display
it through the Virtual Reality headset of the
person sitting in the test car
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
The Cave Automated Virtual Environment
(CAVE) is also used by developers to look
at the exterior as well as the interior of
concept designs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
1
Ford’s mobile station also consists of
two, top of the line, 3D televisions that
display the same images as the Virtual
Reality headset which is useful when
demonstrating to larger audiences.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Examples and applications
The technology of Virtual Reality has
become state of the art when compared to
where it was five years ago; it is only
imaginable as to what will be the next
advancement.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Detrimental Issues
Simulation sickness, 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).
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersion (virtual reality) - Detrimental Issues
1
(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
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
In practice, it is currently very
difficult to create a high-fidelity
Virtual Reality experience, due
largely to technical limitations on
processing power, image resolution,
and communication bandwidth;
however, the technology's proponents
hope that such limitations will be
overcome as processor, imaging, and
data communication technologies
become more powerful and costeffective over time.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
Heim, seven different concepts of Virtual
Reality are identified: simulation,
interaction, artificiality, immersion,
telepresence, full-body immersion, and
network communication
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
The possibility exists to have films
and television programmes which are
watched with a head-mounted display
and computer control of the image so
that the viewer appears to be inside
the scene with the action going all
round
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
Artaud claimed that the "perpetual
allusion to the materials and the
principle of the theater found in
almost all alchemical books should be
understood as the expression of an
identity [...] existing between the
world in which the characters,
images, and in a general way all that
constitutes the Virtual Reality of the
theater develops, and the purely
fictitious and illusory world in which
the symbols of alchemy are evolved".
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
The VR research boom of the 1990s was
accompanied by the non-fiction book
Virtual Reality (1991) by Howard
Rheingold
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
Multimedia: from Wagner to Virtual
Reality, edited by Randall Packer and
Ken Jordan and first published in
2001, explores the term and its history
from an avant-garde perspective.
Philosophical implications of the
concept of VR are discussed in books
including Philip Zhai's Get Real: A
Philosophical Adventure in Virtual
Reality (1998) and Digital Sensations:
Space, Identity and Embodiment in
Virtual Reality (1999), written by Ken
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1860s : Virtual Reality can trace its roots
to the 1860s, when 360-degree art through
panoramic murals began to appear. An
example of this would be Baldassare
Peruzzi's piece titled, Sala delle
Prospettive.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1920s : Vehicle simulators were
introduced.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1950s : Morton Heilig wrote in the 1950s
of an "Experience Theatre" that could
encompass all the senses in an effective
manner, thus drawing the viewer into the
onscreen activity
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1966 : Thomas A. Furness III introduces a
visual flight stimulator for the Air Force.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1968 : Ivan Sutherland, with the help of his
student Bob Sproull, created what is
widely considered to be the first Virtual
Reality and Augmented Reality (AR) headmounted display (HMD) system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1977 : Also notable among the earlier
hypermedia and Virtual Reality systems
was the Aspen Movie Map, which was
created at MIT in 1977. The program was
a crude virtual simulation of Aspen,
Colorado in which users could wander
the streets in one of three modes:
summer, winter, and polygons. The first
two were based on photographs—the
researchers actually photographed
every possible movement through the
city's street grid in both seasons—and
the third was a basic 3-D model of the
city.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1980s : the term "Virtual Reality" was
popularized by Jaron Lanier, one of the
modern pioneers of the field. Lanier
had founded the company VPL
Research in 1985, which developed and
built some of the seminal "goggles and
gloves" systems of that decade.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
1991 : Antonio Medina, a MIT graduate
and NASA scientist, designed a Virtual
Reality system to "drive" Mars rovers from
Earth in apparent real time despite the
substantial delay of Mars-Earth-Mars
signals. The system, termed "ComputerSimulated Teleoperation" as published by
Rand, is an extension of Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
There has been an increase in interest
in the potential social impact of new
technologies, such as Virtual Reality. In
the book Infinite Reality: Avatars,
Eternal Life, New Worlds, and the Dawn
of the Virtual Revolution, Blascovich
and Bailenson review the literature on
the psychology and sociology behind
life in Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
In addition, Mychilo S. Cline, in his
book Power, Madness, and
Immortality: The Future of Virtual
Reality, argues that Virtual Reality
will lead to a number of important
changes in human life and activity. He
argues that:
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
Virtual Reality will be integrated into
daily life and activity, and will be used
in various human ways. Another such
speculation has been written up on
how to reach ultimate happiness via
Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
Techniques will be developed to
influence human behavior,
interpersonal communication, and
cognition.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
As we spend more and more time in
virtual space, there will be a gradual
"migration to virtual space", resulting
in important changes in economics,
worldview, and culture.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Heritage and archaeology
The use of VR in heritage and
archaeology has potential in museum and
visitor centre applications, but its use has
been tempered by the difficulty in
presenting a "quick to learn" real time
experience to numerous people at any
given time
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - VR reconstruction
1
Virtual Reality enables heritage sites to
be recreated extremely accurately, so
that the recreations can be published in
various media. The original sites are
often inaccessible to the public, or may
even no longer exist. This technology
can be used to develop virtual replicas
of caves, natural environment, old
towns, monuments, sculptures and
archaeological elements.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Many science fiction books and films have imagined
characters being "trapped in Virtual Reality".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
The series tells the tale of a group of
people, while investigating a mysterious
illness attacking children while in this
world, find themselves trapped in a Virtual
Reality system of fantastic detail and
sophistication unlike any the world has
ever imagined.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Other science fiction books have promoted
the idea of Virtual Reality as a partial, but
not total, substitution for the misery of
reality, or have touted it as a method for
creating breathtaking virtual worlds in
which one may escape from Earth.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
The Piers Anthony novel Killobyte
follows the story of a paralyzed cop
trapped in a Virtual Reality game by a
hacker, whom he must stop to save a
fellow trapped player slowly
succumbing to insulin shock
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Other popular fictional works that use
the concept of Virtual Reality include
William Gibson's Neuromancer which
defined the concept of cyberspace,
Neal Stephenson's Snow Crash, in
which he made extensive reference to
the term avatar to describe one's
representation in a virtual world, and
Rudy Rucker's The Hacker and the
Ants, in which programmer Jerzy
Rugby uses VR for robot design and
testing.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
The Doctor Who serial "The Deadly
Assassin", first broadcast in 1976,
introduced a dream-like computergenerated reality, known as the Matrix.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The first major American television series
to showcase Virtual Reality regularly was
Star Trek: The Next Generation. Several
episodes featured a holodeck, a Virtual
Reality facility that enabled its users to
recreate and experience anything they
wanted. One difference from current
Virtual Reality technology, however, was
that replicators, force fields, holograms,
and transporters were used to actually
recreate and place objects in the
holodeck, rather than illusions.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The New Zealand post-apocalyptic
soap opera The Tribe shows Virtual
Reality being used by an advanced
enemy tribe named the Technos.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Other episodes that feature Virtual Reality
include "Gunmen of the Apocalypse",
"Stoke Me a Clipper", "Blue", "Beyond a
Joke", and "Back in the Red".
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The popular .hack multimedia franchise
is based on a Virtual Reality MMORPG
dubbed "The World" The French
animated series Code Lyoko is based on
the virtual world of Lyoko and the
Internet. The virtual world is accessed
by large scanners which use an atomic
process, and breaks down the atoms of
the person inside, digitizes them, and
recreates an incarnation on Lyoko.
Saban's syndicated superhero television
series VR Troopers also made use of the
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
There is also Sword Art Online, a light
novel series written by Reki Kawahara. It
is set in the year 2022 at the launch of the
world's first Virtual Reality MMORPG.
10,000 people become trapped in the
game, and their death in the game would
mean an actual "death" in real life.
Another Japanese light novel series by
the same author is Accel World; it is set
within the same universe, but was
"officially" published earlier. They both
were made into anime.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
A series of nine Taiwanese novels written by
Yu Wo, called 1/2 Prince. It is set in a future
where Virtual Reality games are very
common. However, a new game appeared on
the scene, boasting that the environment is
99% indistinguishable from reality. It is aptly
called "Second Life", and the main character,
a 19-year old college student named Feng
Lan is the first to ever log in. It follows her
and her friends' comical misadventures as
they explore the game.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Moonlight Sculptor by Nam-Hi-Sung is a
Korean light novel about the adventures of
"Weed" in a Virtual Reality game called
Royal Road.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The novel "Ready Player One" has a
Virtual Reality system called OASIS
where the main protagonist spends
most of his time.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Virtual Reality (play) is also the title of an
unpublished and not produced play by Alan
Ayckbourn.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
Rainer Werner Fassbinder's 1973 film
Welt am Draht is based on a Virtual
Reality simulation inside a Virtual Reality
simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
Steven Lisberger's 1982 film Tron explored
the idea of Virtual Reality; transporting
real-life characters into an alternate,
computer-generated world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
One year later in 1983, the Natalie
Wood / Christopher Walken film
Brainstorm revolved around the
production, use, and misuse of a VR
device. The device could record a
person's feelings and experiences, and
share these with anyone else.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
A VR-like system, used to record and play
back dreams, figures centrally in Wim
Wenders' 1991 film Until the End of the
World.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
The 1992 film The Lawnmower Man
(which bore little resemblance to the
Stephen King story on which it was
ostensibly based) tells the tale of a
research scientist who uses a VR system
to jumpstart the mental and physical
development of his mentally handicapped
gardener.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
The 1993 film Arcade is centered around a
new Virtual Reality game (from which the
film gets its name) that actively traps those
who play it inside its world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
Outside the genre of science fiction,
1994's Disclosure, starring Michael
Douglas (based on the Michael
Crichton's novel) depicts a VR headset
being used as a navigation device for a
prototype computer file system.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
The 1995 film Virtuosity has Russell
Crowe as a Virtual Reality serial killer
name SID 6.7 (Sadistic, Intelligent and
Dangerous) who is used a simulation to
train real-world police officer, but manages
to escape into the real world.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
Plot of The Thirteenth Floor (1999) is based on
two Virtual Reality simulations, one in another.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
In 1999, The Matrix and later sequels
explored the possibility that our world is
actually a vast Virtual Reality (or more
precisely, simulated reality) created by
artificially intelligent machines.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
The 2001 Mamoru Oshii movie "Avalon" (
アヴァロン) is set in a bleak future, where
the population is hooked on an immersive
illegal Virtual Reality Video Game called
Avalon. Despite its popularity the game
can be deadly, leaving players' bodies
catatonic in the real world. One player of
the game, Ash (played by Polish actress
Małgorzata Foremniak), hears of a secret
level hidden within Avalon. The film follows
her quest to find the level.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
In the film Avatar (2009) the humans are
hooked up to experience what their
avatars perform remotely.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
Ryan Chester's Virtually Reality (2011)
depicts a future world in which most
natural wonders have been destroyed
and developed upon, and Virtual
Reality systems provide the only way
for humans to experience the nature
they never knew for real.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Radio
1
In 2009, British digital radio station BBC
Radio 7 broadcast Planet B, a sciencefiction drama set in a virtual world. Planet
B was the largest ever commission for an
original drama programme.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fine art
1
David Em was the first fine artist to create
navigable virtual worlds in the 1970s
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
1
Several Virtual Reality head mounted
displays(HMD)were released for gaming
during the early-mid 1990s
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1
Immersive virtual musical instruments
build on the trend in electronic musical
instruments to develop new ways to
control sound and perform music such
as evidenced by conferences like NIME
and aim to represent musical events and
sound parameters in a Virtual Reality in
such a way that they can be perceived
not only through auditory feedback, but
also visually in 3D and possibly through
tactile as well as haptic feedback,
allowing the development of novel
interaction metaphors beyond
manipulation such as prehension.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1
The second music video of Take on
Me, a song by the Norwegian
synthpop band A-ha, was directed by
Steve Barron, and filmed at Kim's
Café and on a sound stage in London,
in 1985
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1
The primary use of VR in a therapeutic
role is its application to various forms
of exposure therapy, ranging from
phobia treatments to newer
approaches to treating PTSD
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1
A number of recent reviews published
in peer-reviewed journals have
summarized the current evidence for
the use of Virtual Reality within
pediatric and adult rehabilitation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1
There has also been talks of letting physical
therapist use VR to work with patients who
are in another location. They could use
multiple 3-D cameras to project a 3-D avatar
of the therapist who can then guide the
patient throughout the patient's exercise.
Haptic devices can also be used for the
doctor to feel the conditions of the patient's
muscle. However, to transfer the required
information to support real time interactions,
is far too slow at the moment.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
The usage of VR in a training
perspective is to allow professionals to
conduct training in a virtual
environment where they can improve
upon their skills without the
consequence of failing the operation.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1
A fully immersive Virtual Reality that uses
Head-mounted display (HMD), data suits,
data glove, and VR weapon are used to
train for combat
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1
VR is also used in flight simulation for
the Air Force where people are trained
to be pilots. The simulator would sit on
top of a hydraulic lift system that reacts
to the user inputs and events. When the
pilot steer the aircraft, the module
would turn and tilt accordingly to
provide haptic feedback. The flight
simulator can range from a fully
enclosed module to a series of
computer monitors providing the pilot's
point of view.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
Medical personnel are able to train
through VR to deal with a wider variety
of injuries. An experiment was
performed by sixteen surgical residents
where eight of them went through
laparoscopic cholecystectomy through
VR training. They then came out 29%
faster at gallbladder dissection than the
controlled group.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Implementation
To develop a real time virtual
environment, a computer graphics
library can be used as embedded
resource coupled with a common
programming language, such as C++,
Perl, Java, or Python
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Manufacturing
1
Virtual Reality can serve to new product
design, helping as an ancillary tool for
engineering in manufacturing processes,
new product prototypes, and simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1
3D Virtual Reality is becoming widely
used for urban regeneration and
planning and transport projects.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Concerns and challenges
Virtual Reality technology faces a
number of challenges, most of which
involve technical matters and
Simulation sickness due to Virtual
Reality (Oculus Rift is working to solve
simulator sickness)
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Telepresence - Virtual presence (virtual reality)
1
a computer in the
case of immersive
Virtual Reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Haptic feedback - Virtual reality
Haptics are gaining widespread
acceptance as a key part of Virtual Reality
systems, adding the sense of touch to
previously visual-only solutions
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Simulation-based VR
1
The first method is simulationbased Virtual Reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Avatar image-based VR
With Avatar (Virtual Reality)|avatar
image-based Virtual Reality, people can
join the virtual environment in the form
of real video as well as an avatar
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Projector-based VR
1
Image based Virtual Reality system is
gaining popularity in computer
graphics as well as computer vision
communities
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - Desktop-based VR
1
'Desktop-based' Virtual Reality involves
displaying a 3-dimensional virtual
world on a regular Visual display unit|
desktop display without use of any
specialized movement-tracking
equipment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - True Immersive Virtual Reality
Hypothetical Virtual Reality as
immersive as consensus reality. Most
likely to be produced using a Braincomputer interface.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Methods of virtual reality - True Immersive Virtual Reality
An intermediate stage may be
produced by Virtual Space using a
head-mounted display with head
tracking and computer control of the
image presented to the helmet.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy
1
'Virtual Reality therapy' (VRT), also
known as 'Virtual Reality immersion
therapy' (VRIT), 'Simulation for
Therapy'(SFT), 'Virtual Reality
exposure therapy'
(VRET),http://www.scientificamerica
n.com/article.cfm?id=virtual-realitytherapy and as 'Computerized CBT'
(CCBT), is a method of psychotherapy
that uses Virtual Reality technology to
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Description
Virtual Reality Therapy (VRT) uses
specially programmed computers, visual
immersion devices and artificially created
environments to give the patient a
simulated
experiencehttp://www.af.mil/news/story.as
p?id=123145910 that can be used to
diagnose and treat psychological
conditions that cause patients difficulty
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - History
An early exploration of
VRIThttp://www.cyberedge.com/info_r_a%2Bp03lamson.html was done by Dr
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - History
1
More recently, Dr
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Efficacy
1
These results suggest that Virtual Reality
programs can be more effective then
conventional rehabilitation and thus should
be further researched.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality therapy - Concerns with Virtual Reality Exposure and Therapy
1
In 2011, the Department of Defense gave
researchers at Emory University School of
Medicine, New York-Presbyterian/Weill
Cornell Medical Center and University of
Southern California an 11 million dollar
grant to conduct research on the two
different types of exposure therapy,
traditional and Virtual Reality, with a drug
in order to treat PTSD.(Baker, 2011)
Although, as with all evolving technologies
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Use of technology in treatment of mental disorders - Virtual reality exposure
therapy
have used Virtual Reality (VR)
(simulated real environments through
digital media) to successfully treat
Post-Traumatic Stress Disorder
(PTSD)
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Brenda Laurel - Virtual reality
In Laurel's work regarding interface
design, she is well known for her support
of the theory of interactivity, the degree to
which users of a medium can influence the
form or content of the mediated
environment.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Mark Pesce - Virtual Reality
1
Pesce has said that technologies act as
amputations; But that these amputations
ultimately give us greater abilities
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Mark Pesce - Virtual Reality
If I were to take an infrared remote
control for a television set and flash it
at you, well there is information
coming out of the device, but you don't
perceive it because you aren't
sensually equipped for it
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1
This involves anchoring a Virtual Reality
experience at a physical location. Thus the
experiences in the virtual world can only
be had at a specific real location. Several
use cases that are included here are
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1
• A virtual command post can be set up at
the scene of an incident. This command
post involves the sharing of information in
the virtual world but can only be accessed
by those at the scene of the incident.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual graffiti - Location Anchored Virtual Reality
1
• A set of blogs and media files are left at
famous outdoor sculptures. Groups of
friends can contribute, copy, and share
files only while they are viewing the
sculpture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality)
1
'The Sword of Damocles' is widely
considered to be the first virtual
reality|virtual reality (VR) and
augmented reality|augmented reality
(AR) head-mounted display|headmounted display (HMD) system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Features
1
The device was primitive both in terms of
user interface and Realism (arts)|realism,
and the computer graphics|graphics
comprising the virtual environment were
simple wire-frame model|wireframe rooms
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Development
The system itself consisted of six
subsystems: a clipping divider, matrix
multiplier, vector generator, headset,
human-computer interface|head
position sensor, and a general-purpose
computer—which would make these
the components of the first Virtual
Reality machine as we know them
today
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Philco HMD
1
Kalawsky contends that the first HMD
fieldwork was conducted by Philco in
1961. Their system used a head
mounted display to monitor conditions
in another room, using magnetic
tracking to monitor the user’s head
movements. The Philco HMD displayed
actual video from a remotely mounted
camera. The position of the camera was
moved according to the tracked head
movements, creating a sense of
telepresence.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
Ivan Sutherland|Sutherland, I. E.
(1968).
[http://90.146.8.18/en/archiv_files/19902/
E1990b_123.pdf A HEAD-MOUNTED
THREE-DIMENSIONAL DISPLAY].
Proceedings of AFIPS 68, pp. 757-764
1
#
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
Ivan Sutherland|Sutherland, I. E.
(1965).
[http://www.informatik.umu.se/~jwworth/Th
e%20Ultimate%20Display.pdf The
Ultimate Display]. Proceedings of IFIP 65,
vol 2, pp. 506-508
1
#
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1
# Howard Rheingold|Rheingold, H. (1992).
Virtual Reality, Simon Schuster, New York, N.Y.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
The Sword of Damocles (virtual reality) - Notes and references
1
# Kalawsky, R. S. (1993). The Science
of Virtual Reality and Virtual
environment|Virtual Environments: A
Technical, Scientific and Engineering
Reference on Virtual Environments,
Addison-Wesley, Wokingham, England
; Reading, Mass.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Simulation sickness - Motion sickness due to virtual reality
1
Proceedings of IEEE Virtual Reality '99 Conference,
March 13–17, 1999, Houston, Texas
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
'Virtual Reality' is a 2000 play by
United Kingdom|British playwright
Alan Ayckbourn. It is set in a modern
world where everyone communicates
through electronic gadgetty, and is
about Alex, a man who invents
Viewdows, a large screen for people to
look at pleasant views.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
Unusually for his later plays,
Ayckbourn was unhappy with the
result, and this play was not published
and not made available for production.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual Reality (play)
1
* [http://virtualreality.alanayckbourn.net/ Virtual
Reality on official Ayckbourn site]
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Claustrophobia - Use of virtual reality distraction to reduce claustrophobia
1
The present case series with two patients
explored whether Virtual Reality (VR)
distraction could reduce claustrophobia
symptoms during a mock magnetic
resonance imaging (MRI) brain scan
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
Virtual Reality (VR) is a term that
applies to Computer
simulation|computer-simulated
environments that can simulate
physical presence in places in the real
world, as well as in imaginary worlds.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
1
The area between the two extremes,
where both the real and the virtual are
mixed, is the so-called Mixed reality.
This in turn is said to consist of both
Augmented Reality, where the virtual
augments the real, and Augmented
virtuality, where the real augments
the virtual.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Reality - Virtual reality and cyberspace
Cyberspace, the world's computer
systems considered as an
interconnected whole, can be thought
of as a Virtual Reality; for instance, it
is portrayed as such in the cyberpunk
fiction of William Gibson and others.
Second life and MMORPGs such as
World of Warcraft are examples of
artificial environments or virtual
worlds (falling some way short of full
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Simulation argument - Artificial intelligence and virtual reality
1
Although the idea of an automaton has
been in existence since the time of the
ancient Greece|ancient Greeks, both
in fact and fiction, the first use of the
term robot was in 1921, derived from
the title of a play by Karel Čapek
called R.U.R. (Rossum's Universal
Robots). While Capek's creatures have
intelligence, they are biological rather
than mechanical, similar to the
replicants in Blade Runner.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1
Virtual Reality includes three devices: a
Wired glove|Glove, a Head-mounted
display|Headset, and a Omnidirectional
treadmill|Walker.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1
A glove will capture and record “the
shape and movement of your hand and
fingers and the strength of the
movements.” (Haag, 2006, p.365) A
headset records your head’s
movement and “contains a screen that
covers your entire field of vision and
displays various views of an
environment on the basis of your
movements.” (Haag, 2006, p.365) A
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Physiological interaction - Virtual reality
1
Virtual Reality is applied everywhere and
can be seen in the entertainment industry,
for example, including Virtual Reality
games.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Fiduciary marker - Virtual Reality
1
In applications of Augmented Reality
or Virtual Reality, fiducials are often
manually applied to objects in a scene
so that the objects can be recognized
in images of the scene. For example,
to track some object, a light-emitting
diode can be applied to it. With
knowledge of the color of the emitted
light, the object can easily be
identified in the picture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Fiduciary marker - Virtual Reality
The appearance of markers in images
may act as a reference for image scaling,
or may allow the image and physical
object, or multiple independent images, to
be correlated
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Rangefinder - Virtual reality
1
Since the 1990s, rangefinders have been
used in Virtual Reality systems to detect
operator movements and locate
objects.Kidd, Cory D. et al. (1999) The
aware home: A living laboratory for
ubiquitous computing research Lecture
Notes in Computer Science 1670: pp. 191198,
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality
1
'Immersion' into virtual reality is a
metaphoric use of the experience of
submersion applied to representation,
fiction or simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1
:Tactical immersion is experienced when
performing tactile operations that involve
skill. Players feel in the zone while
perfecting actions that result in success.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1
: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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1
: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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Types of immersion
1
:Spatial immersion 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.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive virtual reality
'Immersive virtual reality' is a
hypothetical future technology that
exists today as virtual reality art
projects, for the most part.Joseph
Nechvatal, Immersive Ideals /
Critical Distances. LAP Lambert
Academic Publishing. 2009, pp. 367368 It consists of immersion in an
Simulation|artificial environment
where the user feels just as immersed
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Direct interaction of the nervous system
1
The most considered method would be
to induce the sensations that made up
the virtual reality in the nervous system
directly. In functionalism (philosophy of
mind)|functionalism/conventional
biology we interact with consensus
reality through the nervous system.
Thus we receive all input from all the
senses as nerve impulses.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
1
;Understanding of the
nervous system
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
1
;Ability to manipulate
Central nervous
system|CNS
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Requirements
;Computer
hardware/software to
process inputs/outputs
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive digital environments
1
An 'immersive digital environment' is an
Simulation|artificial, interactive, computercreated cut scene|scene or world within
which a user can immerse
themselves.Joseph Nechvatal, Immersive
Ideals / Critical Distances. LAP Lambert
Academic Publishing. 2009, pp. 48-60
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Immersive digital environments
1
Immersive digital environments could be
thought of as synonymous with Virtual
reality, but without the implication that
actual reality is being simulated
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Perception
1
* Taste replication
(gustation)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Interaction
Once the senses reach a sufficient
belief that the digital environment is
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
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
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
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
Computer games from simple arcade
to Massively multiplayer online game
and training programs such as Flight
simulator|flight and Driving
simulator|driving simulators
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
Other examples of immersion technology
include physical environment / immersive
space with surrounding digital projections
and sound such as the Cave Automatic
Virtual Environment|CAVE, and the use of
head-mounted displays for viewing
movies, with head-tracking and computer
control of the image presented, so that the
viewer appears to be inside the scene.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
Through the software, engineers are
able to develop the interior of cars and
display it through the virtual reality
headset of the person sitting in the test
car
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
The Cave Automated Virtual Environment
(CAVE) is also used by developers to look
at the exterior as well as the interior of
concept designs
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
Ford’s mobile station also consists of two,
top of the line, 3D televisions that display
the same images as the virtual reality
headset which is useful when
demonstrating to larger audiences
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Immersive virtual reality - Examples and applications
1
The technology of virtual reality has
become state of the art when
compared to where it was five years
ago; it is only imaginable as to what
will be the next advancement.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Modelling language - Virtual reality
1
VRML|Virtual Reality Modeling Language
(VRML), before 1995 known as the Virtual
Reality Markup Language is a standard file
format for representing 3-dimensional (3D)
interactive vector graphics, designed
particularly with the World Wide Web in
mind.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
Furthermore, virtual reality covers remote
communication environments which
provide virtual presence of users with the
concepts of telepresence and telexistence
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
In practice, it is currently very difficult to
create a high-fidelity virtual reality
experience, because of technical
limitations on processing power, image
resolution, and communication bandwidth
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
Heim, seven different concepts of virtual
reality are identified: simulation,
interaction, artificiality, immersion,
telepresence, Immersion (virtual
reality)|full-body immersion, and network
communication
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
See also Samuel Weber, 'The Virtual
Reality of Theater': Antonin Artaud, in
Theatricality as Medium, New York:
Fordham University Press, 2004, pp
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality
1
The VR research boom of the 1990s was
accompanied by the non-fiction book
Virtual Reality (1991) by Howard
Rheingold
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
*1860s : Virtual reality can trace its
roots to the 1860s, when 360-degree art
through panoramic murals began to
appear. An example of this would be
Baldassare Peruzzi's piece titled, Sala
delle Prospettive.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
*1920s : Vehicle
simulators were
introduced.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
*1950s : Morton Heilig wrote in the 1950s
of an Experience Theatre that could
encompass all the senses in an effective
manner, thus drawing the viewer into the
onscreen activity
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
*1966 : Thomas A. Furness III introduces a visual
flight stimulator for the Air Force.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
The formidable appearance of the
device inspired its name, The Sword of
Damocles (virtual reality)|The Sword
of Damocles
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
*1977 : Also notable among the earlier
hypermedia and virtual reality systems
was the Aspen Movie Map, which was
created at Massachusetts Institute of
Technology|MIT in 1977
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
1
*1980s : 'the term virtual reality was
popularized by Jaron Lanier, one of
the modern pioneers of the field.'
Lanier had founded the company VPL
Research in 1985, which developed
and built some of the seminal goggles
and gloves systems of that decade.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Timeline
*1991 : Antonio Medina, a MIT
graduate and NASA scientist,
designed a virtual reality system to
drive Mars rovers from Earth in
apparent real time despite the
substantial delay of Mars-Earth-Mars
signals. The system, termed
Computer-Simulated Teleoperation as
published by Rand, is an extension of
virtual reality.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
There has been an increase in interest
in the potential social impact of new
technologies, such as virtual reality.
In the book Infinite Reality: Avatars,
Eternal Life, New Worlds, and the
Dawn of the Virtual Revolution,
Blascovich and Bailenson review the
literature on the psychology and
sociology behind life in virtual reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
*Virtual reality will be integrated into daily
life and activity, and will be used in various
human ways. Another such speculation
has been written up on how to reach
ultimate happiness via virtual reality.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
1
*Techniques will be developed to
influence human behavior,
interpersonal communication, and
cognition.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Impact
*As we spend more and more time in
virtual space, there will be a gradual
migration to virtual space, resulting in
important changes in economics,
worldview, and culture.Castranova, E.
(2007). Exodus to the Virtual World: How
online fun is changing reality. New York:
Palgrave Macmillan.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Heritage and archaeology
The use of VR in heritage and
archaeology has potential in museum and
visitor centre applications, but its use has
been tempered by the difficulty in
presenting a quick to learn real time
experience to numerous people at any
given time
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - VR reconstruction
1
Virtual reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
Other science fiction books have
promoted the idea of virtual reality as
a partial, but not total, substitution for
the misery of reality, or have touted it
as a method for creating breathtaking
virtual worlds in which one may
escape from Earth.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The Piers Anthony novel Killobyte follows
the story of a paralyzed cop trapped in a
virtual reality game by a hacker, whom he
must stop to save a fellow trapped player
slowly succumbing to insulin shock
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
The Doctor Who serial The Deadly
Assassin, first broadcast in 1976,
introduced a dream-like computergenerated reality, known as Matrix (Doctor
Who)|the Matrix.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The New Zealand post-apocalyptic soap
opera The Tribe (TV series)|The Tribe
shows Virtual Reality being used by an
advanced enemy tribe named the
Technos.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
Other episodes that feature virtual
reality include Gunmen of the
Apocalypse, Stoke Me a Clipper, Blue,
Beyond a Joke, and Back in the Red.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
The popular .hack multimedia
franchise is based on a virtual reality
Massively multiplayer online roleplaying game|MMORPG dubbed The
World (.hack)|The World The French
animated series Code Lyoko is based
on the virtual world of Code
Lyoko|Lyoko and the Internet
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
It is set in the year 2022 at the launch of the
world's first Virtual Reality MMORPG
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
The novel Ready Player One has a
Virtual Reality system called OASIS
where the main protagonist spends
most of his time.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Fiction
1
Virtual Reality (play) is also the title of an
unpublished and not produced play by
Alan Ayckbourn.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*Rainer Werner Fassbinder's 1973 film
Welt am Draht is based on a virtual reality
simulation inside a virtual reality simulation
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Steven Lisberger's 1982 film Tron
explored the idea of virtual reality;
transporting real-life characters into
an alternate, computer-generated
world.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*One year later in 1983, the Natalie Wood
/ Christopher Walken film Brainstorm
(1983 film)|Brainstorm revolved around the
production, use, and misuse of a VR
device. The device could record a person's
feelings and experiences, and share these
with anyone else.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Total Recall (1990 film), directed by Paul
Verhoeven and based on the Philip K. Dick
story We Can Remember It for You
Wholesale
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*A VR-like system, used to record and
play back dreams, figures centrally in
Wim Wenders' 1991 film Until the End
of the World.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*The 1992 film The Lawnmower Man
(film)|The Lawnmower Man (which
bore little resemblance to the Stephen
King The Lawnmower Man|story on
which it was ostensibly based) tells
the tale of a research scientist who
uses a VR system to jumpstart the
mental and physical development of
his mentally handicapped gardener.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*The 1993 film Arcade (film)|Arcade is
centered around a new virtual reality game
(from which the film gets its name) that
actively traps those who play it inside its
world.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*Outside the genre of science fiction,
1994's Disclosure (film)|Disclosure,
starring Michael Douglas (based on the
Michael Crichton's Disclosure
(novel)|novel) depicts a VR headset being
used as a navigation device for a
prototype computer file system.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*The 1995 film Virtuosity has Russell
Crowe as a virtual reality serial killer name
SID 6.7 (Sadistic, Intelligent and
Dangerous) who is used a simulation to
train real-world police officer, but manages
to escape into the real world.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Strange Days (film) (1995) revolves
around a device that records events
directly from the wearer's cerebral
cortex, and when played back through
a MiniDisc-like device called a deck,
allows a user to experience the
recorder's memory.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*Open Your Eyes (1997 film) explores life
extension, induced lucid dreams, and reality.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Plot of The Thirteenth Floor (1999) is based on two
virtual reality simulations, one in another.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*In 1999, The Matrix and later sequels
explored the possibility that our world
is actually a vast Virtual Reality (or
more precisely, simulated reality)
created by artificially intelligent
machines.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*eXistenZ (1999), by David Cronenberg, in
which level switches occur so seamlessly
and numerously that at the end of the
movie it is difficult to tell whether the main
characters are back in reality
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*The 2001 Mamoru Oshii movie Avalon (
アヴァロン) is set in a bleak future,
where the population is hooked on an
immersive illegal virtual reality video
game called Avalon. Despite its
popularity the game can be deadly,
leaving players' bodies catatonic in the
real world. One player of the game, Ash
(played by Polish actress Małgorzata
Foremniak), hears of a secret level
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Vanilla Sky (2001) A remake of
Open Your Eyes (1997 film).
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*In the film Avatar (2009) the humans
are hooked up to experience what
their avatars perform remotely.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
*Surrogates (2009) is based on a
brain–computer interface that allows
people to control realistic humanoid
robots, giving them full sensory
feedback.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Inception (2010), by Christopher Nolan,
where an extractor invades dreams to
steal information and ideas, but is asked to
implant an idea instead of stealing one.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Tron: Legacy (2010)
A sequel of the 1982
film Tron.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Motion pictures
1
*Ender's Game (2013) has elements of virtual reality
in the use of simulated warfare.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Radio
In 2009, British digital radio station
BBC Radio 4 Extra|BBC Radio 7
broadcast Planet B, a science-fiction
drama set in a virtual world. Planet B
was the largest ever commission for an
original drama programme.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
The gaming branch has helped
financing and developing graphics,
sound and input technology that can be
incorporated as VR. Several Virtual
Reality head mounted displays(HMD)
were released for gaming during the
early-mid 1990s. These included the
iGlasses developed by Virtual I-O, the
Cybermaxx developed by Victormaxx
and the VFX-1 developed by Forte
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Games
There is also a new high field of view
(FOV) VR headset system in development
designed specifically for gaming called the
Oculus Rift
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
1
*Immersive virtual musical instruments
build on the trend in electronic musical
instruments to develop new ways to
control sound and perform music such
as evidenced by conferences like New
Interfaces for Musical Expression|NIME
and aim to represent musical events
and sound parameters in a virtual
reality in such a way that they can be
perceived not only through auditory
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Music
*The second music video of Take on
Me, a song by the Norwegian synthpop
band A-ha, was directed by Steve
Barron, and filmed at Kim's Café and on
a sound stage in London, in 1985
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1
Much as in phobia treatment, exposure to
the subject of the trauma or fear leads to
desensitization
(psychology)|desensitization, and a
significant reduction in
symptoms.[http://www.businessweek.com/
technology/content/jul2006/tc20060725_0
12342.htm?chan=top+news_top+news A
Dose of Virtual
Reality][http://www.onr.navy.mil/media/artic
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Therapeutic uses
1
A number of recent reviews published
in peer-reviewed journals have
summarized the current evidence for
the use of Virtual Reality within
pediatric and adult rehabilitation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Training
1
VR is also used in flight simulation for the Air
Force where people are trained to be pilots
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Implementation
To develop a real time virtual
environment, a computer graphics
library can be used as embedded
resource coupled with a common
programming language, such as C++,
Perl, Java (programming
language)|Java, or Python
(programming language)|Python
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Manufacturing
1
Virtual reality can serve to new product
design, helping as an ancillary tool for
engineering in manufacturing processes,
new product prototypes, and simulation
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
1
3D virtual reality is becoming widely used
for urban regeneration and planning and
transport projects.Roudavski, S
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
In 2007 development began on a
virtual reality software which took
design coordinate geometry used by
land surveyors and civil engineers
and incorporated precision spatial
information created automatically by
the lines and curves typically shown
on subdivision plats and land
surveying plans
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Urban design
The software was improved to
implement massing or 3D models from
other free or commercially sold
software to create more realistic virtual
reality with very little time and effort
(see the below image)
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Concerns and challenges
1
Virtual reality technology faces a number
of challenges, most of which involve
technical matters and Simulation sickness
due to virtual reality
([http://www.polygon.com/2013/8/19/46365
08/oculus-rift-is-working-to-solvesimulator-sickness Oculus Rift is working
to solve simulator sickness])
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Pioneers and notables
1
* Maurice Benayoun
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Virtual reality - Pioneers and notables
1
* Thomas A. Furness III
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synesthesia - Synesthesia and virtual reality
One type of applications are pain
reducing virtual reality programs. In
existing programs, the main purpose
is to reduce pain when undergoing a
specific treatment by shifting the
attention from the experienced pain to
the virtual program in which the
patient is participating. By using
artificial synesthesia and combining
various senses, this can help to
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synesthesia - Synesthesia and virtual reality
Virtual reality has proven to be very
effective in managing this acute pain in
several medical settings by shifting
patients' attention from their experienced
pain to the program in which they have
been introduced
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
Virtual realismHeim, Michael. (2000).
[http://books.google.com.au/books?id=4ny
KP2-KlXAC Virtual Realism], Oxford
University Press US. ISBN 978-0-19513874-0. is closely related to the above
theories.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
1
[http://ieeexplore.ieee.org/Xplore/login.jsp?
url=/iel5/7657/20918/00969726.pdf?arnum
ber=969726 The reality of virtual reality],
Virtual Systems and Multimedia
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Naïve realism - Virtual reality and realism
1
[http://www.psych.ucsb.edu/~loomis/Loomi
s%20presence%20IEEE%2093.pdf
Understanding Synthetic Experience Must
Begin with the Analysis of Ordinary
Perceptual Experience], IEEE 1993
Symposium on Research Frontiers in
Virtual Reality, 54-57.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality)
1
'Project Morpheus' is the codename
for an upcoming virtual reality
headset produced by Sony|Sony
Computer Entertainment. It is
designed to be fully functional with
the PlayStation 4|Sony PlayStation 4
and work with the PlayStation Vita. It
is currently a prototype and will be
released sometime after 2014.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality)
If features a high FOV, 6DOF headtracking, stereoscopic 3D, and unwarped
output to a TV for others to view what the
user sees.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
*Among The Sleep (Krillbite
Studio)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
* The Castle (SCE Worldwide
Studios|SCE)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
*Cult County (Renegade
Kid)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
* Jurassic Encounter
(Supermassive Games)
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
*Project CARS (Slightly Mad
Studios)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
* Q.U.B.E² (Toxic
Games)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
* Summer Lesson (Katsuhiro
Harada)http://www.engadget.com/20
14/09/01/summer-lesson-sonyproject-morpheus/
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project Morpheus (virtual reality) - Compatible Games
1
* Surgeon Simulator (Bossa
Studios)
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Installation art - Immersive virtual reality
1
By using virtual reality as a medium,
immersive virtual reality art is
probably the most deeply interactive
form of art.Joseph Nechvatal,
Immersive Ideals / Critical Distances
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Installation art - Immersive virtual reality
1
At the turn of a new century, there is a
trend of interactive installations using
Digital data|digital, video, film, sound and
sculpture.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Wirth Research - Virtual reality
Simulated environment|Virtual reality
technology is under continuous
development at Wirth Research. It is used
to eliminate wasteful and expensive
prototypes, check new concepts for
ergonomic and visibility issues and allow
clients and partners to visualise new ideas
in 1:1 scale.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project CARS - Virtual Reality
1
On 26 August 2012 support for the Oculus
Rift virtual reality headset was announced
on the official forums. The announcement
stated that at least one Oculus Rift
Development Kit has been ordered.
Members of the project are able to follow a
link referenced in the forum post to read
more details.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Project CARS - Virtual Reality
Sony's PlayStation 4 virtual reality
headset Project Morpheus (virtual
reality)|Project Morpheus will also be
supported.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Global surveillance - Virtual reality surveillance
1
The U.S. National Security Agency
(NSA), the U.S. Central Intelligence
Agency (CIA), and Britain's
Government Communications
Headquarters (GCHQ) have been
conducting surveillance on the
networks of many online games,
including massively multiplayer
online role-playing games
(MMORPGs) such as World of
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synaesthesia - Synesthesia and virtual reality
One type of application is the painreducing virtual reality program. In
existing programs, the main purpose
is to reduce pain when undergoing a
specific treatment by shifting the
attention from the experienced pain to
the virtual program in which the
patient is participating. By using
artificial synesthesia and combining
various senses, this can help to
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Synaesthesia - Synesthesia and virtual reality
Virtual reality has proven to be very
effective in managing this acute pain in
several medical settings by shifting
patients' attention from their experienced
pain to the program in which they have
been introduced
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1
Essilor's research department particularly
concentrates on the combined progress of
two complementary disciplines: optics and
physiology, with particular recourse to
virtual reality. A simulation tool that makes
it possible to perceive and interact in
Three-dimensional space|3D in a multisensory way.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1
http://www.essilor.com/IMG/pdf/50th
AnniversaryVarilux.pdf
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Essilor - Virtual reality
1
In 2008, the Varilux Ipseo New Edition was designed
using Essilor's Virtual Reality system.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1
During one recent study researchers
designed three different virtual towns,
each of which had its own unique road
layout and a unique set of five stores.
However, the overall footprint of the
different maps was exactly the same
size, 80 sq. units. In this experiment,
participants had to partake in two
different sets of trials.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1
First, participants were assigned two of the
three virtual landscapes and tasked with
the role of a taxi driver
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1
The second set of trials involved the
same task for the participants but with
some changes to the context of the
environment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Spatial memory - Virtual reality
1
The results of the first trial showed that
people are capable of learning the spatial
layout of an interactive environment
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1
Almost the entire story of each book is
set in Cyber-Space, and personal
Virtual Reality systems called Veeyars.
An introduction to the system comes
from these abridged opening pages of
the first book, Virtual Vandals.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1
:The April sky was a bright, cloudless blue,
marked only by the thin white contrails of
an aerospace plane's jet engines. Matt
Hunter squinted his brown eyes, staring up
from the Camden Yards stadium.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1
:An elbow in his ribs brought his thoughts
back to earth. 'Nice job on these seats,
genius,' Andy Moore complained.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1
:'You'd think that after renovating this
place, they'd put some comfortable
padding out here,' David Grey added.
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
1
:Leif Anderson stretched back in his seat. 'It's
comfortable enough from where I'm sitting.'
https://store.theartofservice.com/the-virtual-reality-toolkit.html
Tom Clancy's Net Force Explorers - Virtual reality
:Matt gave his friend a blow. The seat
which Leif seemed to occupy was actually
empty, the space filled with a hologram.
Leif was actually sitting in his parents'
apartment in NYC, no doubt sprawled in a
very expensive Computer-Link chair. An
Implant (medicine)|Implant beneath his
skin connected him to the World Net,
allowing his image to be seen here in
Baltimore, while he experienced
everything that was happening nearly 200
miles away.
1
https://store.theartofservice.com/the-virtual-reality-toolkit.html
For More Information, Visit:
• https://store.theartofservice.co
m/the-virtual-realitytoolkit.html
The Art of Service
https://store.theartofservice.com