VR.1: Computer screen. Flat two-dimensional projection.
VR.2: Interactive (e.g., video games). User-controlled manipulation of items on a screen.
VR.3: Flight simulator. The user manipulates items and objects on a screen and the simulator responds physically to those actions. This level controls the space and place containing the individual, but not the individual's senses.
VR.4: Cyberspace. User is transplanted into an electronically created world. Does not involve user being in controlled environment. Equipment that can neutralize the user's sensory input necessary to alter reality (e.g., helmet, gloves, bodysuit).
VR.5: Level at which Sydney initially operates. It provides a window to the subconscious mind. User is taken into the virtual world, accessed at the subconscious level. Experiences, for all intents and purposes, are real for the user. Results in little or no conscious recall of virtual experiences for participants unwillingly brought into virtual plane, yet subconscious behavior is altered, affecting real-world behavior.
VR.6: This level, much like VR.5, brings the user and participant into the virtual plane. Access is at the conscious level, with both user and participant having full recall of virtual experiences.
VR.7: Telepathy. Communication/experience via the mind, rather than via hardware. A cyberlink formed between the minds of two people without the need for a computer, monitor or mouse/keyboard.
VR.8: The level Dr. Bloom reached. The ability to transplant or implant a single or multiple personality and life experience within the mind of the participant. Total mind manipulation.
VR.9: The ability to manipulate the real world via the mind. Telekinetic abilities. The virtual becomes real, and reality becomes just one of the operating planes of the user.
VR.10: All knowing, all seeing, the ability to transcend normal, natural, and physical laws governing experiences.


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