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This lecture provides a general background on Virtual Reality as Embodied Interaction, exploring terminology, the concept of embodied interaction, and the contribution of Phenomenology. It delves into Heidegger's distinction between ready-to-hand and present-at-hand modes, the role of embodied interactions in VR, and the types of activities VR is best suited for. The lecture also covers the initial niche market of VR in training, the birth of the Head-Mounted Display, and the possibilities for training procedural and coordinated skills. In conclusion, it emphasizes how Virtual Reality can enhance interactions through embodied skills, offering faster perception-actionFaster perception-action loops and automatic performance of mastered skills.
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