This text examines what is and what is not virtual reality. It provides a potted history of the field and explains in easy-to-understand terms what computer graphics are and how they are integral to VR systems. The part that human factors have to play in a good VR system is emphasized, such as sound, sight, touch and balance, and a working VR system is explored. The text also attempts to answer questions such as what hardware and software is used, how does multi-user VR work, can you network VR, and what are its applications?
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