

These are constantly corrected based on new input to enhance the perceived veracity of a virtual world ( Lecuyer, 2017). Indeed, the everyday perception of physical reality relies on a low-level, continuous calibration of raw data from biological sensors, which might be thought of as mild, continuous hallucinations, or imperfect implicit neural hypotheses of what to expect from the real world. When these sensor-coupled stimuli match the brain's expectations of what the next moment will bring, then the brain will tend to treat the simulated reality as real, which in turn will engage additional neural mechanisms to further the veracity of the illusion. For instance, if a display device addresses a sensory modality located in the human head, such as the eyes or ears, then head tracking becomes relevant. VR sensors are typically paired with VR displays or actuators. VR could, at a hypothetical extreme, measure anything in the human body, and present a stimulus for any sensory modality of the human body. While VR instrumentation varies, it always includes sensors to track and measure a set of the person's body motions, such as the motion of the head, and often a great deal more about the person's physiological state, including pose, force, metabolic, or interoceptive factors, and so on, as well as an equally variable set of actuation and display devices. Using this model, we can understand the perceptual and cognitive mechanisms that trigger the great majority of illusions in the literature of VR. Our proposal integrates and explains a wide variety of VR illusions that have been formally investigated through a combination of three classes of processes borrowed from established neuroscience models: bottom-up multisensory processing ( Calvert et al., 2004 Blanke, 2012), sensorimotor self-awareness frameworks ( Gallagher, 2000), and top-down prediction manipulations ( Haggard et al., 2002). In this paper, we not only review a broad range of VR illusions, but also propose a comprehensive neuro-perceptual model to describe them.

Reflecting on this body of research, we can gain a general understanding of illusions that take place in VR.

Meanwhile, in the intervening decades, the original hypotheses have been refined and empirically formalized by the scientific community ( Blascovich et al., 2002 Tarr and Warren, 2002 Sanchez-Vives and Slater, 2005 Yee et al., 2009 Bohil et al., 2011 Fox et al., 2012). VPL Research provided initial VR instrumentation for many laboratories and pioneered a school of thought that described some of the many possibilities of avatars and VR for social and somatic interactions ( Blanchard et al., 1990). This work occurred in the context of a 1980s technology startup (VPL Research), and while results were reported in the popular press ( Lanier, 2001) and anecdotally, the context was not one in which rigorous experiments were undertaken, nor was research peer reviewed ( Lanier, 1990). One of the authors (Lanier) lead the team that implemented the first experiences with avatars and social virtual reality (VR) ( Lanier et al., 1988 Blanchard et al., 1990). Ivan Sutherland, it wasn't until later that the first devices became available. In that regard, despite the initial concept of VR was formulated in the 1960s by Dr. It is the manufacturing of devices that popularizes the technologies, making it available for others. As it is the case with many technologies, the beginnings of VR are closely linked to industry and startups.
