LEVELS
OF VR |
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. |