Japanese
Virtual Reality
In the process of studying the theme of realistic representation, we come close to the study of VR (Virtual Reality). In fact, "VR" is an exact expression for "realistic representation of a subject (for example, mathematical subject)".
VR is not something specific, but daily one.
VR does not necessary mean a fictional 3D world where we move around. We, for example, can display a cube on the monitor screen of a computer and rotate it. And, needless to say, a cube is not present on the display nor in the computer. We deceive our own eyes and mind, pretending that the cube is present. This experience is nothing but an experience of VR.
Reading a novel is an experience of VR, too. VR -- not a reality, but virtually a reality -- is very usual for us.
Indeed, what we concern is not VR itself, but the quality of VR. A VR which deceives us that we are touching a thing is superior to one which decieves us that we are watching a thing. And the best is one which deceives us that we are in a real world.
Of course, the degree of absorption depends not only on the material of VR but also the design. For example, a novel may deceive us.
But do not say "the most important is our abiltity." There is a limit to materially-poor media, and there is a much possibility in materially-rich media.