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This lecture explores the scope and interest of Virtual Reality (VR) for 3D interactions, focusing on embodied interactions and the contribution of Phenomenology. It covers terminology, Milgram's Virtuality continuum, Heidegger's concepts of ready-to-hand and present-at-hand, and the role of embodied interactions in VR. The lecture discusses how VR leverages body involvement, its applications in movement-based tasks, training, and rehabilitation, and the birth of the Head-Mounted Display. It concludes by highlighting the advantages of embodied skills in VR and the potential for training complex 3D procedural knowledge and rehabilitation.