1. In the late 1980s Lanier (2001) coined the term virtual reality to describe interactive computer-generated three-dimensional immersive displays (see also Rheingold 1991). Much progress has occurred since the first commercially available multiparticipant or multiuser virtual reality (VR) system was introduced by Lanier’s “Reality Built for Two” or RB2 (McLellan 2004).
2. For examples of such research, see the Vanderbilt University, Northwestern University, Texas-Harvard/MIT Engineering Research Center (VaNTH ERC) (http://www.vanth.org); and the SMETE (science, mathematics, engineering, and technology) Open Federation (http://www.smete.org).
3. See Milgram and Kishino’s (1994) mixed reality spectrum, spanning real to virtual environments.
4. The Innovation Design Studio segments (explore, imagine, create), used to support a CDB ecosystem for learning innovations are an adaptation of Matt Taylor’s “scan, focus, act” model (see http://www.mgtaylor.com/). The use of a “scan-focus-act” process was first formulated by Jim Channon, Frank Burns, and Linda Nelson in support of architecture design activities. In 1983, a “scan-focus-act” model was copyrighted by Metasystems Design Group. MG Taylor Corporation subsequently expanded upon and implemented the model in its processes.
5. See also Explorer Island (http://slurl.com/secondlife/explorer%20island/182/151/23/), an educational site for the Jet Propulsion Laboratory’s robotic space missions. The site includes immersive experiences such as avatars that can follow Mars Odyssey and Phoenix lander excursions on the surface of the planet.