Excerpt from: The Art of Building Virtual Realities,
by Steve Tice and LInda Jacobson; published in Cyberarts
Definitions of Virtual Reality
In our view, "virtual reality" refers
to technologies or environments that provide realistic cues to some or all
of the senses, sufficient to engender in the participant, a willing suspension
of disbelief. A successful VR appplication delivers both quality content
and experience; thus, virtual reality essentially represents an evolution
of user interface studies and human factors-based application design.
The use of goggles, gloves, and or full-body datasuits represents one of
the three major VR implementations, or delivery environments. This implementation
is called "immersive" or "inclusive" VR because the
participant feels as if he or she is inside the graphic, or virtual, world.
The second type of VR implementation is called "desktop VR." It
involves viewing the 3D world through a "window" on a stereo viewing
monitor or on a screen inside a simulator cab. The participant "steers"
through the virtual world using physical controls provided by special 3D
data input devices.
The third type of implementation is "third-person," in which you
view and steer an image of yourself interacting in the virtual world (this
is the type of implementation used in Myron Krueger's VIDEOPLACE and Vivid
Effects' Mandala System -- also the approach used by a TV weatherman when
he looks off-screen to see his image superimposed on an image of the weather
map). In VR applications, this implementation often involves a theatrical
sort of set-up that incorporates a viewing stage, video monitors nad projectors,
performance animation, and video imaging.