Understanding how to use immersive virtual reality (VR) to support clinical
practice presents a substantial challenge for the designers and users of t
his emerging technology. Taking this challenge, this article describes VR a
s a new medium: a communication medium in the case of multi-user VR and com
munication interface in the case of single-user VR. The core characteristic
s of VR as communication tool are (1) the perceptual illusion of nonmediati
on and (2) the sense of community. The first characteristic of a satisfying
virtual environment is the disappearance of mediation, a level of experien
ce where both the VR system and the physical environment disappear from the
user's phenomenal awareness. The second characteristic is the sense of com
munity that is developed by interaction. Through interaction that is made p
ossible by multi-user VR, individuals find or form groups to share interest
s. So, information exchange becomes the carrier for expressing a self-conce
pt and eliciting emotional support. Within this view, experiencing presence
and telepresence depend less on the faithfulness of the reproduction of "p
hysical" aspects of "external reality"-which is also a social production an
d not a primitive or "natural" fact-and more on the capacity of simulation
to produce a context in which social actors may communicate and cooperate.
The consequences of this approach for the design and the development of cli
nically oriented VR systems are presented with the methodological and techn
ical implications for the study of advanced human-computer interaction.