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This lecture introduces the concept of embodied Virtual Reality (VR) and its relation to embodied interaction, exploring the terminology and the Virtuality continuum. It delves into Heidegger's distinction between 'ready-to-hand' and 'present-at-hand' modes of embodied interactions, highlighting how VR heavily relies on body involvement. The lecture also discusses the initial niche market of VR in training, focusing on the development of flight and driving simulators. Furthermore, it covers the historical development of Head-Mounted Displays and showcases the possibilities of training procedural skills using VR technology.