ABSTRACT

Many researchers in the area of virtual environments (VEs) might be surprised to ˜nd that according to most de˜nitions of VE, the ˜rst video game, Tennis for Two (Higinbotham, 1958), may well also have been the ˜rst digital VE. It had many of the characteristics we associate with VEs today. It was arti˜cial in nature, but represented a physical 3D real-world space (a tennis court) using a 2D display (an oscilloscope) in which two users could interact with the VE and each other simultaneously by means of crude input devices and a rudimentary graphical user interface.