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Research draft

virtual reality

vr.tr.virtual-reality · ACT.ACT

Enable an AI agent to recognise a virtual reality experience, judge whether its current configuration supports its intended use, and determine which interactions or session changes are appropriate.

Thing Registry Activities and processes

Research draft, second pass

A second pass drafted this model: the structure a model of this thing needs, and what is known about it in the world. The line under this one says how the second half was obtained - researched against sources, or recalled without web access, in which case nothing here was read anywhere and every claim is a lead to verify. Unreviewed either way.

Researched by: Codex + Grok

Purpose and description

Enable an AI agent to recognise a virtual reality experience, judge whether its current configuration supports its intended use, and determine which interactions or session changes are appropriate.

A computer-generated environment presented to a participant, usually through a head-mounted display with tracked movement, so that the virtual scene replaces the surrounding physical view and responds to the participant's head, hand and body motion.

It can be Classify the experience boundary and identify configuration-dependent overlaps with mixed reality.; Check whether tracking, controls and available physical space support a proposed virtual activity.; Calibrate viewpoint, scale, reach and embodiment mappings for a participant.; Select supported locomotion and interaction modes based on participant needs and task requirements.; Pause, reduce movement demands or exit when participant requests or observed session conditions require intervention.; Assess virtual task completion while distinguishing it from evidence of real-world competence..

Distinguishing features

Determine whether the participant experiences the virtual environment as the surrounding perceptual setting rather than as content inside an ordinary screen.

Test whether viewpoint updates respond to tracked head or body movement; record supported axes and limitations rather than assuming full positional tracking.

Determine whether physical-world imagery serves a temporary awareness function or remains the primary setting for the activity, which may place the experience within a neighbouring mixed or augmented reality model.

Separate presentation from simulation: an immersive recorded scene may qualify as VR without a dynamic world model, while a desktop simulation does not qualify merely because it contains a 3D world.

Check whether a claimed virtual presence has observable perceptual and interaction support; a VR label or avatar alone is insufficient evidence.

Scope

+ The experience's virtual environment, intended activity and degree of replacement of physical surroundings

+ Participant viewpoint, embodiment and mappings between physical movement and virtual action

+ Runtime configuration and observed perceptual and interaction performance

+ Physical play-space constraints, participant readiness and session interruption conditions

+ Shared presence, virtual interactions and evidence of task completion

- Headset and controller manufacturing, inventory and repair records

- General-purpose simulation models and the validity of their underlying domain theories

- Augmented reality experiences primarily organised around the visible physical world

- Ownership and production history of individual 3D assets

- Clinical diagnosis or treatment of participant symptoms

- General account management, billing and social-platform governance

Characteristics

Physical-world visibility mode
virtual-only presentation | intermittent passthrough | persistent physical-world composition | other | unknown Establishes the experience boundary and whether physical surroundings remain available to the participant.
Tracked viewpoint freedom
orientation only | orientation and position | configuration-dependent | other | unknown Determines which participant movements can produce corresponding changes in viewpoint.
Motion-to-photon latency
milliseconds, with measurement method, configuration and distribution Helps assess how promptly displayed perspective follows movement without assuming a universal acceptable threshold.
Delivered frame timing
milliseconds per frame and missed or reprojected frame proportion over a stated interval Reveals instability that nominal display refresh rate alone cannot describe.
Virtual-to-physical scale
virtual metres per physical metre, with calibration context Affects reach, spatial judgement and the interpretation of physical movement.
Locomotion mapping
physical walking | teleportation | continuous artificial movement | redirected movement | stationary | combination Determines how virtual travel relates to physical space, controls and participant comfort.
Embodiment mapping
tracked participant signals mapped to virtual viewpoint, hands, body or tools, including inferred components Distinguishes directly supported actions from animation or estimated body motion.
Play-space readiness
unchecked | ready for specified activity | constrained | obstructed | tracking unavailable Supports decisions about starting, restricting or interrupting physical movement.
Participant continuation preference
not established | willing to continue | adjustment requested | pause requested | exit requested Makes participant control an explicit input to session decisions.
Shared spatial alignment
participant coordinate frames related to a shared virtual frame, with alignment status and uncertainty Determines whether participants perceive shared locations and interactions consistently.

Also called

virtual reality softwareMicrosoft HoloportationSensoramaCinematic virtual realitycyberspaceholographic environment simulator

Where this came from

wikidata · CC0 1.0

Drafted structure

Bundle to layer to finding to question, as the second pass will find it: 6 bundles · 11 layers · 11 findings · 21 questions.

Experience boundary Identifies what constitutes this VR experience and how it relates to physical surroundings.

The agent must distinguish VR from adjacent presentation modes and understand which configuration is being assessed.

Perceptual setting

Records what surrounds the participant perceptually and how their viewpoint responds.

Surrounding virtual view

Establish whether the virtual scene functions as the participant's surrounding setting and identify supported viewpoint changes.

  1. What makes this experience a surrounding virtual setting rather than a conventional screen presentation? definition
  2. Which rotations and translations of the participant produce corresponding viewpoint changes? measurement

Physical-world composition

Separates virtual immersion from persistent or temporary presentation of physical surroundings.

Reality mode boundary

Record when physical-world content appears and whether changing presentation mode changes the applicable model boundary.

  1. Is physical-world imagery an awareness aid, a task object or the primary setting of the experience? boundary
  2. Which transitions into passthrough or mixed presentation require reclassifying the active experience? boundary
Embodied action Describes how the participant perceives a virtual body and acts within the environment.

VR actions depend on mappings between physical signals and virtual consequences that the agent must not treat as interchangeable.

Body and viewpoint mapping

Records the relationship between measured participant movement and represented body parts.

Tracked and inferred embodiment

Distinguish directly tracked movement from inferred poses and identify calibration limits.

  1. Which viewpoint, hand and body movements are tracked directly, inferred or animated independently? provenance
  2. How are participant height, reach and virtual-to-physical scale calibrated and checked? measurement

Locomotion and manipulation

Describes virtual travel, object handling and the physical demands of controls.

Action mapping and reach

Identify how movement and control inputs produce virtual travel or manipulation, including alternatives.

  1. Which actions require physical walking or reaching, and which use teleportation, artificial movement or remote selection? definition
  2. Which supported mappings allow the intended activity from the participant's available posture, reach and input devices? action
Perceptual runtime Captures whether tracking and sensory presentation currently sustain the intended experience.

A configured VR capability may fail during use; decisions need observed runtime evidence as well as declared specifications.

Tracking and display response

Records the timeliness and stability of viewpoint and interaction updates.

Runtime response evidence

Characterise latency, frame delivery and tracking disruptions under the actual activity.

  1. What motion-to-photon latency and frame-time variation were measured for this configuration and workload? measurement
  2. What should the experience do when tracking is lost, becomes uncertain or recovers with a changed coordinate origin? action

Sensory and spatial coherence

Examines agreement among visual, audio, haptic and spatial cues needed for the task.

Task-relevant cue alignment

Identify sensory cues the participant relies on and evidence that their timing and placement support the activity.

  1. Which visual, spatial-audio or haptic cues are necessary to locate targets, judge contact or detect events? definition
  2. How are cue alignment, apparent scale and task-relevant visual legibility checked from the participant's viewpoint? measurement
Session viability Connects physical surroundings and participant feedback to session continuation decisions.

Virtual movement can have physical consequences, and an apparently functioning runtime does not establish participant readiness.

Physical play space

Records the physical movement envelope and its relationship to virtual activity.

Movement envelope readiness

Establish whether the current surroundings support required movement, including reach beyond the participant's standing position.

  1. What checked physical area and reach envelope are available, and what obstacles or other people may enter them? measurement
  2. When the participant approaches a boundary or surroundings change, which warning, passthrough or pause behaviour is available? action

Participant comfort and control

Records participant feedback, access needs and usable ways to interrupt immersion.

Continuation and exit

Treat continuation as an explicit session decision informed by participant reports and accessible controls.

  1. What discomfort, disorientation, fatigue or access difficulty has the participant reported during this session? measurement
  2. How can the participant pause or exit immediately, and what adjustments are available before resuming? action
Virtual-world participation Defines how virtual events, other participants and task outcomes should be interpreted.

An agent needs to know which virtual interactions are possible and what observed success actually establishes.

Shared presence

Records who or what is represented and how shared interaction is coordinated.

Participant representation and authority

Distinguish live people, agents and recordings, and establish the basis for shared spatial events.

  1. Which visible bodies or voices represent live participants, autonomous agents or prerecorded performances? provenance
  2. How are shared coordinates and object-control authority established, and which interactions are restricted when synchronisation is uncertain? action

Activity evidence

Links the intended activity to observable virtual outcomes and limits on interpretation.

Virtual success and transfer

Separate completion inside the experience from broader claims about learning, capability or real-world effects.

  1. Which observable virtual actions and environment states count as completion of the intended activity? definition
  2. What additional evidence would be needed to infer real-world competence or benefit from that completion? boundary
Evidence and external alignment What the world already says about this thing, gathered so the model can be checked against it.

A model that cannot be lined up against existing standards, identifiers and practice cannot be adopted by anyone who already uses them.

Reported evidence

Findings from the breadth pass, kept separate from the structural claims.

Kinds and varieties

Reported by the breadth pass; each item needs checking against its source before it becomes normative.

  • research
  1. Which of these kinds and varieties hold for the sense of virtual reality this model covers, and on what evidence? provenance

What the second pass must settle

  • Does the registry intend virtual reality to denote an experience, a technology class or both, and which should be the authoritative modelling unit?
  • Should immersive 360-degree recordings, projection rooms and experiences without head tracking share this entry, and what minimum recognition criteria distinguish them?
  • Which task-specific methods and acceptance criteria should govern latency, tracking stability, spatial calibration and cue alignment?
  • Where should ownership fall for mixed reality mode transitions, motion telemetry permissions and shared-avatar interaction controls?
  • What evidence is sufficient for participant-specific continuation decisions and for claims that performance in VR transfers to real-world activity?