I’ve been thinking about the decades old promises of virtual reality and how my graduate students have responded to their first experiences with Second Life and thought that an info-graphic break down of virtual reality might help us approach the subject with less anxiety or frustration. It really comes down to thinking of the ol’ “right tool for the right job” mindset. BTW, this infographic/presentation was created with Piktochart. I’ll have a link to tool & presentation at the end of this post. Enjoy.

  • 6 Levels Toward Virtual Worlds
  • Virtual Worlds: A virtual world is an online community that takes the form of a computer-based simulated environment through which users can interact with one another and use and create objects. … (Wikipedia - as of February 2014)
  • Virtual Worlds - Level 0 - IRL
Interacting in the same physical space - no interaction facilitated via technology
"Huddle" by Ross Harmes, https://www.flickr.com/photos/rossharmes/3426976468/
(huddle_3426976468_163eda17e4_o)
  • Virtual Worlds - Level 1 - Asynchronous Communication - Mail analogy
May or may not be interacting in the same physical space - mostly written communication exchanged via technology - not simultaneous communication - email, social network status posting, blogs
"Osk absorbed" by Martin Thomas, http://www.flickr.com/photos/martin_thomas/3323195044/
(3323195044_0b43b2b10f_o.jpg
alt: cropped-entertainment-business.jpg)
  • Virtual Worlds - Level 2 - Analogous Communication - Non-Visual - In the same building/not the same room analogy
Physical space unimportant, may or may not be in same physical space - written or auditory communication exchanged via technology simultaneously - phone call, instant message, text message, chat, IRC
"Sheridan Interactive Multimedia Open House 2012" by Dan Zen, https://www.flickr.com/photos/danzen/6991579940/
(sheridan-interactive-multimedia-open-house2012_6991579940_4e85cdde9c_o)
  • Virtual Worlds - Level 3 - Telepresence Communication - Visual - In the same room analogy
Not in the same physical space - visual/auditory communication exchange via technology simultaneously - Skype, Google Hangouts, FaceTime, GoToMeeting (with all participants’ cameras on) image: https://joebustillosrandomthoughts.files.wordpress.com/2009/07/090723stickam.jpg
  • Levels 1 through 3 use technology to connect the participants making it possible for them to interact as if they were in the same physical space - the technology mediates the interactions but does not attempt to be the actual space where the interaction “happens.”
  • Virtual Worlds - Level 4 - Visual/Auditory Immersion - Computer Generated Environment KMI
Physical space unimportant, may or may not be in same physical space - interaction (visual/auditory/written) simultaneously via technology as if all participants are together in a computer generated world - using keyboard/mouse interface - Second Life, WoW, Quest Atlantis
""Avatar-Based Marketing: What's the Future for Real-Life Companies Marketing to Second Life Avatars?"" by John Lester, https://www.flickr.com/photos/pathfinderlinden/174071418/
(Avatar-Based-Marketing_174071418_dfd8d5fb89_o)
  • Virtual Worlds - Level 4 - Visual/Auditory Immersion - Computer Generated Environment KMI
Physical space unimportant, may or may not be in same physical space - interaction (visual/auditory/written) simultaneously via technology as if all participants are together in a computer generated world - using keyboard/mouse interface - Second Life, WoW, Quest Atlantis
""Avatar-Based Marketing: What's the Future for Real-Life Companies Marketing to Second Life Avatars?"" by John Lester, https://www.flickr.com/photos/pathfinderlinden/174071418/
(Avatar-Based-Marketing_174071418_dfd8d5fb89_o)
  • Virtual Worlds - Level 5 - Unidirectional Physical Immersion - CGE mimicking physical actions
Physical space unimportant, may or may not be in same physical space - interaction (visual/auditory/written) simultaneously via technology as if all participants are together in a computer generated world - using scanning/mediating technology where physical motions are mimicked by avatars in virtual world - UI extremely minimized - Occulus Rift
"smieyetracking_glasses_virtualrealityoptions" by SMI Eye Tracking, https://www.flickr.com/photos/smieyetracking/8443551051
(8443551051_3d746ac359_o.jpg)
"Virtuix Omni + Occulus Rift" by Digitas Photos, https://www.flickr.com/photos/digitas/13065970025/
(occulus rift 13065970025_d2b917b85a_o.jpg)
  • Virtual Worlds - Level 6 - Multidirectional Physical Immersion - CGE mimicking physical experience
Physical space unimportant, may or may not be in same physical space - interaction (visual/auditory/written) simultaneously via technology as if all participants are together in a computer generated world - using scanning/mediating technology where physical motions are mimicked by avatars in virtual world and physical feedback is sent back to the participant in a way consistent with actions in CGE - UI extremely minimized - Research Institutions… unknown
"VPL_DataSuit_1" by Dave Pape, https://www.flickr.com/photos/dpape/2734380132/
(2734380132_50d537b3ed_o.jpg)

Link to Piktochart presentation: https://magic.piktochart.com/output/2173132-6-levels-towards-virtual-reality