Virtual reality; Special Report: Virtual Reality, part 1 Computer Graphics World March, 1992 by Porter, Stephen A control panel in front of me contained at least two dozen controls--maybe more. Powerful controls. Controls that could unleash a blizzard of death and destruction when put into the hands of a ruthless master pilot. Unfortunately, I was not he. The first direct hit found me while I was still figuring out how to work Forward and Reverse. Several more hits dented my armor as I mastered the controls for Left, Right, and Fire. But now I was moving, and in a flash, a brilliant offensive strategy became clear to me. Run and hide behind one of the fuzzy boulders, then wait for the other robots to wander into my gunsights. Courageous? Maybe not. Effective? Well, it worked for me. But them, in 10 minutes--just as I was perfecting this tactic--it was all over, and my first trip into virtual warfare ended. My first thought as I left the battle behind was that, yes, it had been fun. But in all honesty, there was just the slightest tinge of disappointment because it felt more like a sophisticated video arcade game than a trip into an alternative world. That realization brought me to my second thought: Was this truly virtual reality? The question has come up again and again for me as I've tried other types of "virtual reality" environments. Among other things, I have stood on a surfboard and steered myself through an otherworldly cartoon landscape displayed on a large projection screen, worn a head-mounted display to play virtual racquetball, piloted a simulated military helicopter around and between the skyscrapers of a city, and pranced in front of a video camera as it transferred my image onto a giant TV screen, where I could watch myself interacting with others in an artificially created world that responded to our touch. But which of these things, I wondered, truly represented virtual reality? As Computer Graphics World set out to produce a special report documenting new trends, uses, and developments in the field of virtual reality, we felt it might be important to answer that question. But the more we dug, the more we realized it's a question whose answer lies in the eyes of the beholder. Many Shades of Gray For some, the key defining element of virtual reality is interactivity. By this definition, if you can use a mouse to fly through the rendered model of a house on a computer screen, then you are dealing with virtual reality. Others say that's not enough and maintain that a virtual reality must be a networked environment that allows several people to enter it at the same time. Still others limit virtual reality to those environments that make use of headmounted devices, which allow users to become more "immersed" in these artificial worlds. Yet still others say even that level of immersion is not enough to qualify as VR; what's needed is full-body immersion. The spectrum of definitions is accompanied by a wide variety of alternative terms for virtual reality. These include, among others, artificial reality, artificial worlds, cyberspace, telepresence, and virtual environments. Each term tends to be imbued by its user with a subtly different shade of meaning. The lack of a consensus makes it hard to draw a definitive line between those things that are and are not properly called virtual reality. In the end, however, perhaps that's OK. For maybe the term should not be conferred on any one vision of what VR ought to look like. Perhaps the term is best used to describe the general effort that's underway to redefine and reinvent the way we interact with computers. Today's different technologies may vary in the degree to which and manner in which they actually "immerse" us in some computer-generated world, but they all are part of a similar desire to tighten the bond between humans and computers, and allow us to more directly enter those digital worlds that, until now, we could only passively observe through the window of the computer screen. So for the moment, perhaps it's just as well to leave the diverse creative forces that are at work in this area unfettered by any overly rigid and possibly premature definitions. After all, this is a technology whose potential we are only beginning to understand. Its final form has not yet even begun to take shape. Stephen Porter is the editor of CGW. Research assistance was provided by associate editor Gary Pfitzer.