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Virtual Reality (VR) is an environment that is simulated by a computer. Most virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced and experimental systems have included limited tactile, haptic force feedback. Users can interact with a virtual environment either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, polhemus boom arm, and/or omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. In practice, it is very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power and image resolution.
The origin of the term "virtual reality" is uncertain, though it is sometimes credited to Damien Broderick's 1982 novel The Judas Mandala, where, however, it is used in a somewhat different sense from that defined above. A related term coined by Myron W. Krueger, "artificial reality", has been in use since the 1970s and "cyberspace" dates to the 1984 cyberpunk novel Neuromancer by William Gibson.
The concept of virtual reality was popularized in mass media by movies as The Lawnmower Man (and others mentioned below), and the VR research boom of the 1990s was motivated in part by the non-fiction book Virtual Reality by Howard Rheingold which served to demystify the heretofore niche area making it more accessible to less technical researchers and enthusiasts. The effect is similar to what his book The Virtual Community had on virtual community research lines closely related to VR. While virtual reality originally denoted a fully immersive tethered system, the term has since been used to describe systems lacking wired gloves etc., such as VRML and X3D on the World Wide Web and occasionally even text-based interactive systems such as MOOs or MUDs. Non-immersive virtual reality uses a normal monitor, and the person manipulates the virtual ambient using a keyboard, a mouse, a joystick or a similar input device.
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In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first Virtual Reality (VR) and Augmented Reality (AR) Head Mounted Display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy it had to be suspended from the ceiling, and the graphics comprising the virtual environment were simple wireframe rooms. The formidable appearance of the device inspired its name, The Sword of Damocles. Also among the first 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. In the late 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 (from "Virtual Programming Languages") in 1985, which developed and built some of the seminal "goggles n' gloves" systems of that decade.
There has been increasing interest in the potiential social impact of new technologies, such as virtual reality (as may be seen in utopian literature, within the social sciences, and in popular culture). Perhaps most notably, Mychilo Stephenson 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:
Many science fiction books and movies have imagined characters being "trapped in virtual reality". The first modern work to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled Welt am Draht ("World on a Wire"). Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality (in the sense that a pauper in the real world can be a prince in VR), or have touted it as a method for creating breathtaking virtual worlds in which people would regularly live, play and socialize. One of the best examples of both ideas was Neal Stephenson's novel Snow Crash. However, in 2003, Stephenson admitted to Wired magazine that Snow Crash was a "failed prophecy."
The first major television series to showcase virtual reality was Star Trek: The Next Generation. They featured the holodeck, a virtual reality facility, generally on star ships and star bases, that enabled it's users to recreate and experience anything they wanted. One difference from current virtual reality technology, however, was that replicators and transporters were used to actually create and place objects in the holodeck, rather than relying solely on the illusion of physical objects, as is done today.
Steven Lisberger's film TRON was the first mainstream Hollywood picture to explore the idea, which was popularized more recently by the Wachowski brothers in 1999's The Matrix. National Lampoon's Last Resort was significant in that it presented virtual reality and reality as often overlapping, and sometimes indistinguishable. Also, the British comedy Red Dwarf utilized in several episodes the idea that life (or at least the life seen on the show) is a virtual reality game. This idea was also used in Spy Kids 3-D: Game Over.
In the Mage: The Ascension role-playing game, the mage tradition of the Virtual Adepts is presented as the real creators of VR. The Adepts' ultimate objective is to move into virtual reality, scrapping their physical bodies in favour of improved virtual ones. Also, the .Hack series centers around a virtual reality video game.
A side effect of the chic image that has been cultivated for Virtual Reality in the media is that advertising and merchandise have been associated with VR over the years to take advantage of the buzz. This is often seen in product tie-ins with cross-media properties, especially gaming licenses, with varying degrees of success. The NES Power Glove from the 1980s was an early example. Marketing ties between VR and video games are not to be unexpected, given that much of the progress in 3D computer graphics and virtual environment development (traditional hallmarks of VR) has been driven by the gaming industry over the last decade.
Virtual reality has been heavily criticized for being an inefficient method for navigating non-geographical information. At present, the idea of ubiquitous computing is very popular in user interface design, and this may be seen as a reaction against VR and its problems. In reality, these two kinds of interfaces have totally different goals and are complementary. The goal of ubiquitous computing is to bring the computer into the user's world, rather than force the user to go inside the computer. The current trend in VR is actually to merge the two user interfaces to create a fully immersive and integrated experience. See simulated reality for a discussion of what might have to be considered if a flawless virtual reality technology was possible.