Introduction People have always longed to explore new dimensions, new realities, and new worlds that initially were not available to them. Most of today’s forms of entertainment aim directly or indirectly toward allowing people to “immerse” in this world of the impossible. Being unable to realize and fulfill particular expectations or dreams, people go into virtuality, where they either aspire to positive emotions, or endlessly and repeatedly try to retrieve unfinished emotional feelings. In that sense, a sort of virtuality can be considered video games, films, and even books. Definitely, when referring to such terms as virtual reality and immersion, the books can be related only indirectly, unless interactive novels are considered. However, the approaches which are directly related to the attempts made to close the gap between the virtuality and reality, do also exist, moreover developments in that direction has started several decades ago. This paper analyzes two works whose creators could be considered pioneers in the field of human-computer interaction in the context of physical environments. “VideoPlace”, by Myron Kreuger, and “Very Nervous System”, by David Rokeby are two interactive artworks that use computers as tools to enable people to interact with virtuality. This paper provides an analysis of the aforementioned works in the context of the established trends in the field of virtual reality development. Overview In reviewing the main concepts of virtual reality, several aspects should be distinguished and defined. Virtual reality or virtual environment – a word combination, that was repeated in the last several years and became somewhat familiar to the ordinary people. However, it is rarely that beyond this term, the scale of implementing this technology is understood. Historically virtual reality could be considered as a certain summary of the development of the system of interactivity “human-machine”, which has become possible due to the evolution of the technology, computers productivity, 3-d visualization, feedback systems and etc. Thus, virtual reality can be considered as a model environment, created with computers, which realistically react to the user’s interaction. In analyzing the aforementioned definition, the question of interactivity arises, where modern computer games and virtual simulators have achieved the level where they already fall under the definition of the virtual reality. Then, the difference is in the way of interaction, or in other words, the interface through which this interaction is achieved. As Manovich states that through the human-computer interface there is interaction by default, this implies the usage of the term immersion, which can be described as the “enclosure of the observer within an image space to elicit a greater or lesser feeling of immersion and separation from the outside world.” (Oliver, Immersion and Interaction) In that sense, another feature should be outlined which is the employment of several senses at the same time, rather than vision, or hearing separately through controlling mediums with limited freedom as in modern video games. Based on the previous statement it could be understood why video games that offer more choices of freedom are the most