Virtual Reality

Virtual Reality (VR) is a major component of Extended Reality that leverages computer science to create a completely immersive, simulated environment for a user. By utilizing specialized hardware like headsets that block out the physical world and motion-tracking controllers, VR replaces a user's real-world surroundings with a computer-generated, three-dimensional digital world. The primary goal of this technology is to achieve a state of "presence," making the user feel as though they are physically inside the virtual environment, able to look around, move, and interact with its elements in a believable way.

  1. Fundamentals of Virtual Reality
    1. Defining Virtual Reality
      1. Core Definition and Characteristics
        1. Immersive Digital Environments
          1. Real-Time Interaction Requirements
            1. Sensory Substitution Principles
            2. Key Characteristics of VR Systems
              1. Immersion
                1. Presence
                  1. Interactivity
                    1. Real-Time Response
                    2. The Reality-Virtuality Continuum
                      1. Pure Reality
                        1. Augmented Reality
                          1. Augmented Virtuality
                            1. Mixed Reality
                              1. Pure Virtual Reality
                                1. Extended Reality as Umbrella Term
                                2. Core VR Concepts
                                  1. Immersion Types
                                    1. Sensory Immersion
                                      1. Motor Immersion
                                        1. Cognitive Immersion
                                          1. Emotional Immersion
                                          2. Presence Phenomena
                                            1. Spatial Presence
                                              1. Social Presence
                                                1. Self-Presence
                                                  1. Co-Presence
                                                  2. Interactivity Levels
                                                    1. Passive Observation
                                                      1. Limited Interaction
                                                        1. Full Interaction
                                                          1. User Agency
                                                        2. Historical Development of VR
                                                          1. Early Conceptual Foundations
                                                            1. Stereoscopic Photography
                                                              1. Panoramic Paintings
                                                                1. Flight Simulators
                                                                2. Pioneering Devices and Systems
                                                                  1. Sensorama
                                                                    1. Sword of Damocles
                                                                      1. Aspen Movie Map
                                                                        1. DataGlove
                                                                        2. Commercial VR Era
                                                                          1. Arcade Systems
                                                                            1. Consumer Market Attempts
                                                                              1. Market Failures and Lessons
                                                                              2. Modern VR Renaissance
                                                                                1. Oculus Kickstarter Campaign
                                                                                  1. Industry Investment
                                                                                    1. Mainstream Adoption
                                                                                      1. Current Market Leaders