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There are many applications of [[virtual reality]] (VR). Applications have been developed in a variety of domains, such as [[Architecture|architectural]] and [[urban design]], [[Industrial design|industrial designs]], restorative nature experiences, [[Health care|healthcare]] and [[Therapy|clinical therapies]], [[digital marketing]] and [[activism]], [[education]] and training, [[engineering]] and [[robotics]], [[entertainment]], [[Virtual community|virtual communities]], [[Fine art|fine arts]], [[Cultural heritage|heritage]] and [[archaeology]], [[Occupational safety and health|occupational safety]], as well as [[social science]] and [[psychology]].
Virtual Reality (VR) is revolutionizing industries by enabling immersive, interactive simulations that greatly improve the work of professionals in these industries. VR is changing how experts approach problems and come up with creative solutions in a variety of fields, including architecture and urban planning, where it helps visualize intricate structures and simulate entire cities, and healthcare and surgery, where it enhances accuracy and patient safety.<ref name="eff" /><ref name=":3" /><ref name=":4" /><ref name=":5" /> As evidenced by successful collaborative operations using VR platforms, advancements in VR enable surgeons to train in risk-free environments and sketch out treatments customized for particular patients.
VR applications promote technical proficiency, offer practical experience, and improve patient outcomes by decreasing errors and boosting productivity in medical education.
VR also extends its impact into the marketing world, where immersive 3D experiences engage customers in unique ways that get them excited about products. Additionally, VR’s role in mental health through therapies for PTSD and anxiety disorders demonstrates its psychological value.<ref name=":17" /><ref name=":18" /><ref name=":16" />
== Architecture and urban design ==
One of the first recorded uses of virtual reality in [[architecture]] was in the late 1990s when the [[University of North Carolina]] virtually modeled Sitterman Hall, home of its computer science department.<ref name="eff">{{cite web|url=https://w2.eff.org/Misc/Publications/John_Perry_Barlow/HTML/being_in_nothingness.html|title=Being in Nothingness: Virtual Reality and the Pioneers of Cyberspace|last=Barlow|first=John Perry|date=1990|website=Electronic Frontiers Foundation|archive-url=https://web.archive.org/web/20160120060227/https://w2.eff.org/Misc/Publications/John_Perry_Barlow/HTML/being_in_nothingness.html|archive-date=2016-01-20}}</ref> Designers wore a headset and used a hand controller to simulate moving around a virtual space. With an [[Autodesk Revit]] model, they could "walk through" a schematic. VR enables architects to better understand the details of a project, such as the transition of materials, [[sightline]]s, or visual displays of wall stress, [[Wind engineering|wind loads]], [[Solar gain|solar heat gain]], or other engineering factors.<ref name=":3">{{Cite web|url=https://www.rejournals.com/a-virtual-revolution-how-vr-can-enhance-design,-for-architect-and-client-20190417|title=A virtual revolution: How VR can enhance design, for architect and client|work=RE Journals|date=17 April 2019|access-date=22 April 2019|archive-date=22 April 2019|archive-url=https://web.archive.org/web/20190422030932/https://www.rejournals.com/a-virtual-revolution-how-vr-can-enhance-design,-for-architect-and-client-20190417|url-status=dead}}</ref> By 2010, VR programs had been developed for urban regeneration, planning and transportation projects.<ref name=":4">Roudavski, S. (2010). [https://www.academia.edu/231381/Virtual_Environments_as_Situated_Techno-Social_Performances_Virtual_West_Cambridge_Case-Study Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study], in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp. 477–486</ref> Entire cities were simulated in VR.<ref>{{Cite web|url=https://www.digitalistmag.com/digital-economy/2016/11/18/virtual-reality-revolutionising-town-planning-04670711|title=How Virtual Reality Is Revolutionising Town Planning|website=www.digitalistmag.com|language=en-US|access-date=2019-08-30|archive-date=2022-08-10|archive-url=https://web.archive.org/web/20220810062849/https://www.digitalistmag.com/digital-economy/2016/11/18/virtual-reality-revolutionising-town-planning-04670711/|url-status=dead}}</ref>
== Industrial design ==
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Studies on exposure to nature environments show how they are able to help individuals relax, recover attention capacity and cognitive function, reduce stress and stimulate positive moods.<ref name=":11">{{Cite journal|last1=Depledge|first1=M. H.|last2=Stone|first2=R. J.|last3=Bird|first3=W. J.|date=2011|title=Can natural and virtual environments be used to promote improved human health and wellbeing?|journal=Environmental Science & Technology|volume=45|issue=11|pages=4660–4665|doi=10.1021/es103907m|pmid=21504154|bibcode=2011EnST...45.4660D}}</ref><ref>{{cite journal |last1=White |first1=M. |last2=Smith |first2=A. |last3=Humphryes |first3=K. |last4=Pahl |first4=S. |last5=Snelling |first5=D. |last6=Depledge |first6=M. |date=2010 |title=Blue space: The importance of water for preference, affect, and restorativeness ratings of natural and built scenes |journal=Journal of Environmental Psychology |volume=30 |issue=4 |pages=482–493 | doi=10.1016/j.jenvp.2010.04.004}}</ref><ref>{{Cite journal|last=Kaplan|first=S.|date=1995|title=The restorative benefits of nature: Toward an integrative framework|journal=Journal of Environmental Psychology|volume=16|issue=3|pages=169–182|doi=10.1016/0272-4944(95)90001-2|s2cid=4993000 }}</ref> The [[Attention Restoration Theory]] and Stress Recovery Theory<ref>{{Cite book|last1=Ulrich|first1=R. S.|title=Behavior and the Natural Environment |date=1983|chapter=Aesthetic and affective response to natural environment|publisher=Springer, Boston, MA|chapter-url=https://doi.org/10.1007/978-1-4613-3539-9_4|isbn=978-1-4613-3541-2|pages=85–125|doi=10.1007/978-1-4613-3539-9_4 }}</ref> explain the mechanisms by which VR nature environments can lead to mental restoration.<ref name=":13">{{cite web|url=https://www.relaxvr.co/blog/promoting-relaxation-with-virtual-reality|title=Promoting Relaxation with Virtual Reality|last=Alsina Jurnet|first=Ivan|date=2022|work=Relax VR|access-date=June 28, 2024}}</ref> This is in contrast to urban environments that have shown to be less restorative.<ref>{{Cite journal|last1=Berman|first1=M. G.|date=2008|title=The cognitive benefits of interacting with nature|journal=Psychological Science|volume=19|issue=12|pages=1207–1212 |doi=10.1111/j.1467-9280.2008.02225.x|pmid=19121124 }}</ref>
Immersive virtual reality technology is able to replicate believable restorative nature experiences, either using 360 degree video footage or environments created from 3D real-time rendering, often developed using game engines like [[Unreal Engine]] or [[Unity (game engine)|Unity]]. This is useful for users who cannot access certain areas, for example, senior citizens or residents of nursing homes who face physical restraints or complications.<ref name=":0">{{Cite journal|last1=Bruun-Pedersen|first1=J. R.|last2=Serafin|first2=S.|last3=Busk Kofoed|first3=L.|date=2016|title=Restorative virtual environment design for augmenting nursing home rehabilitation|journal=Journal for Virtual Worlds Research|volume=9|issue=3|pages=1–24|doi=10.4101/jvwr.v9i3.7224|doi-broken-date=
== Healthcare and medicine ==
VR is being applied to a wide range of medical areas, including medical education, training, surgery and diagnostic assistance for healthcare staff. For healthcare professionals, by exploring computer generated, [[Three-dimensional space|three-dimensional]] (3D), multimedia sensory environments in real time, whether realistic or artificial, they can gain practical knowledge that can be used in clinical practice.<ref>{{Cite journal |last1=Kyaw |first1=Bhone Myint |last2=Saxena |first2=Nakul |last3=Posadzki |first3=Pawel |last4=Vseteckova |first4=Jitka |last5=Nikolaou |first5=Charoula Konstantia |last6=George |first6=Pradeep Paul |last7=Divakar |first7=Ushashree |last8=Masiello |first8=Italo |last9=Kononowicz |first9=Andrzej A. |last10=Zary |first10=Nabil |last11=Car |first11=Lorainne Tudor |date=2019-01-22 |title=Virtual Reality for Health Professions Education: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration |url=https://www.jmir.org/2019/1/e12959 |journal=Journal of Medical Internet Research |language=EN |volume=21 |issue=1 |pages=e12959 |doi=10.2196/12959 |pmc=6362387 |pmid=30668519 |doi-access=free |hdl-access=free |hdl=10356/85870}}</ref> For patients, VR can be utilised for surgery, [[Physical medicine and rehabilitation|rehabilitation]] and training to alleviate medical symptoms and cure diseases.<ref>{{Citation |last=Lányi |first=Cecília Sik |title=Virtual Reality in Healthcare |date=2006 |work=Intelligent Paradigms for Assistive and Preventive Healthcare |volume=19 |pages=87–116 |editor-last=Ichalkaranje |editor-first=N. |url=https://doi.org/10.1007/11418337_3 |access-date=2023-12-04 |series=Studies in Computational Intelligence |place=Berlin, Heidelberg |publisher=Springer |language=en |doi=10.1007/11418337_3 |isbn=978-3-540-31763-0 |editor2-last=Ichalkaranje |editor2-first=A. |editor3-last=Jain |editor3-first=L.C.|url-access=subscription }}</ref><ref>{{Cite book |last1=Hayre |first1=Christopher M. |url=https://books.google.com/books?id=Ov8MEAAAQBAJ&dq=virtual+reality+in+healthcare&pg=PP1 |title=Virtual Reality in Health and Rehabilitation |last2=Muller |first2=Dave J. |last3=Scherer |first3=Marcia J. |date=2020-12-22 |publisher=CRC Press |isbn=978-1-000-31995-8 |language=en}}</ref> VR began to appear in rehabilitation in the 2000s.
=== Training for healthcare professionals ===
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==== Use of VR Training in Surgery ====
[[Virtual reality|VR]] is being increasingly used to train [[Surgeon|surgeons]] by providing realistic surgery [[Simulation|simulators]] that replicate real-life scenarios. These tools allow for hands-on practice in a safe environment, improving precision and skills without the risks associated with real patients.<ref>{{Cite journal |last1=McCloy |first1=Rory |last2=Stone |first2=Robert |date=2001 |title=Science, Medicine, And The Future: Virtual Reality In Surgery |journal=BMJ: British Medical Journal |volume=323 |issue=7318 |pages=912–915 |doi=10.1136/bmj.323.7318.912 |issn=0959-8138 |jstor=25468186 |pmc=1121442 |pmid=11668138}}</ref><ref>{{Cite journal |last1=Pedram |first1=Shiva |last2=Kennedy |first2=Grace |last3=Sanzone |first3=Sal |date=2024-01-12 |title=Assessing the validity of VR as a training tool for medical students |journal=Virtual Reality |language=en |volume=28 |issue=1 |pages=15 |doi=10.1007/s10055-023-00912-x |issn=1434-9957 |doi-access=free}}</ref> This allows new surgeons to practice and receive feedback without needing an expert surgeon to walk them through the process.
Research shows that [[Physician|physicians]] who experience VR simulations improved their dexterity and performance in the [[Operating theater|operating room]] significantly more than control groups.<ref name=":9">{{Cite journal |last1=Seymour |first1=Neal E. |last2=Gallagher |first2=Anthony G. |last3=Roman |first3=Sanziana A. |last4=O'Brien |first4=Michael K. |last5=Bansal |first5=Vipin K. |last6=Andersen |first6=Dana K. |last7=Satava |first7=Richard M. |date=October 2002 |title=Virtual Reality Training Improves Operating Room Performance: Results of a Randomized, Double-Blinded Study |journal=Annals of Surgery |volume=236 |issue=4 |pages=458–63; discussion 463–4 |doi=10.1097/00000658-200210000-00008 |pmc=1422600 |pmid=12368674}}</ref><ref name=":19">{{Cite journal |last1=Ahlberg |first1=Gunnar |last2=Enochsson |first2=Lars |last3=Gallagher |first3=Anthony G. |last4=Hedman |first4=Leif |last5=Hogman |first5=Christian |last6=McClusky III |first6=David A. |last7=Ramel |first7=Stig |last8=Smith |first8=C. Daniel |last9=Arvidsson |first9=Dag |date=2007-06-01 |title=Proficiency-based virtual reality training significantly reduces the error rate for residents during their first 10 laparoscopic cholecystectomies |journal=The American Journal of Surgery |volume=193 |issue=6 |pages=797–804 |doi=10.1016/j.amjsurg.2006.06.050 |pmid=17512301}}</ref><ref name=":20">{{Cite journal |last1=Colt |first1=Henri G. |last2=Crawford |first2=Stephen W. |last3=Galbraith III |first3=Oliver |date=2001-10-01 |title=Virtual reality bronchoscopy simulation*: A revolution in procedural training |journal=Chest |volume=120 |issue=4 |pages=1333–1339 |doi=10.1378/chest.120.4.1333 |issn=0012-3692 |pmid=11591579}}</ref><ref name=":21">Larsen, C.R., Oestergaard, J., Ottesen, B.S., and Soerensen, J.L. "The efficacy of virtual reality simulation training in laparoscopy: a systematic review of randomized trials". ''Acta Obstetricia et Gynecologica Scandinavica''. 2012; 91: 1015–1028</ref><ref name=":22">{{Cite journal |last1=Yu |first1=Peng |last2=Pan |first2=Junjun |last3=Wang |first3=Zhaoxue |last4=Shen |first4=Yang |last5=Li |first5=Jialun |last6=Hao |first6=Aimin |last7=Wang |first7=Haipeng |date=2022-02-10 |title=Quantitative influence and performance analysis of virtual reality laparoscopic surgical training system |journal=BMC Medical Education |volume=22 |issue=1 |pages=92 |doi=10.1186/s12909-022-03150-y |doi-access=free |issn=1472-6920 |pmc=8832780 |pmid=35144614}}</ref> A 2020 study found that clinical students trained through VR scored higher across various areas, including [[diagnosis]], [[Surgical procedure|surgical methods]], and overall performance, compared to those taught traditionally.<ref name=":10">{{Cite journal |last1=Alcala |first1=Nicolas |last2=Piazza |first2=Martin |last3=Hobbs |first3=Gene |last4=Quinsey |first4=Carolyn |date=2021-09-28 |title=Assessment of Contemporary Virtual Reality Programs and 3D Atlases in Neuroanatomical and Neurosurgical Education |url=https://cjim.pub/index.php/cjim/article/view/572 |journal=Carolina Journal of Interdisciplinary Medicine |volume=1 |issue=1 |doi=10.47265/cjim.v1i1.572 |issn=2692-0549|doi-access=free }}</ref> Trainees may use real instruments and video equipment to practice in simulated surgeries.<ref name="auto">{{cite journal |last1=Alaraj |first1=Ali |last2=Lemole |first2=MichaelG |last3=Finkle |first3=JoshuaH |last4=Yudkowsky |first4=Rachel |last5=Wallace |first5=Adam |last6=Luciano |first6=Cristian |last7=Banerjee |first7=PPat |last8=Rizzi |first8=SilvioH |last9=Charbel |first9=FadyT |date=2011 |title=Virtual reality training in neurosurgery: Review of current status and future applications |journal=Surgical Neurology International |volume=2 |issue=1 |page=52 |doi=10.4103/2152-7806.80117 |pmc=3114314 |pmid=21697968 |doi-access=free}}</ref> Through the revolution of computational analysis abilities, fully immersive VR models are currently available in neurosurgery training. Ventriculostomy catheters insertion, [[Endoscopy|endoscopic]] and endovascular simulations are used in neurosurgical residency training centers across the world. Experts see VR training as an essential part of the curriculum of future training of neurosurgeons.<ref name="auto" />
In one of these studies for example, from 2022, Participants were given a touch-screen monitor, two surgical handlers, and two-foot pedals that were designed to emulate a real world laparoscopic simulator.<ref name=":22" /> When participants were asked to perform simulated surgery tasks (Figure 1), they performed significantly better than a control group that wasn’t training using VR.<ref name=":22" /> In addition to doing better on tasks, those who got VR training demonstrated significant time savings and enhanced performance in the previously mentioned critical areas.<ref name=":9" /><ref name=":19" /><ref name=":20" /><ref name=":21" /><ref name=":22" /> Participants who trained using virtual reality also demonstrated reduced cognitive load, suggesting that they were able to learn the content with significantly less mental strain. These findings demonstrate how VR-based simulators, which provide a secure and entertaining environment for practicing surgical techniques, have the potential to completely transform laparoscopic training.
[[File:12909_2022_3150_Fig2_HTML.webp|center|thumb|499x499px|The three tests tested in the 2022 study (from left to right) peg transfer, picking beans, and threading skill practice.]]
[[File:12909_2022_3150_Fig3_HTML.webp|center|thumb|499x499px|The virtual reality simulator from the 2022 study, depicting (from left to right) fixed point hemostasis, peg transfer, picking beams and colon resection]]
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==== VR Use in Surgery ====
VR can produce a three-dimensional representation of a particular patient's anatomy that allows surgeons to map out the surgery ahead of time.<ref name=":5">{{cite web |date=23 February 2017 |title=Virtual reality system helps surgeons, reassures patients |url=https://med.stanford.edu/news/all-news/2017/07/virtual-reality-system-helps-surgeons-reassures-patients.html |website=Stanford Medicine}}</ref> This can be used in [[neurosurgery]], allowing neurosurgeons to design a surgical procedure tailored to the patient prior to the operation which enhances surgical success.<ref name=":6">{{Cite journal |last1=Fiani |first1=Brian |last2=De Stefano |first2=Frank |last3=Kondilis |first3=Athanasios |last4=Covarrubias |first4=Claudia |last5=Reier |first5=Louis |last6=Sarhadi |first6=Kasra |date=September 2020 |title=Virtual Reality in Neurosurgery: "Can You See It?"-A Review of the Current Applications and Future Potential
Similarly, experts examined the state of virtual reality (VR) in surgical education today, emphasizing its advantages for patient safety (e.g., electrosurgical procedures), nontechnical skills (e.g., teamwork), and technical skills (e.g., laparoscopy). The conference's objectives were to evaluate the potential of VR simulation technology for surgical training and provide best practices for its application. They found that VR simulation can make it easier for surgeons to an airtight space and an area with proper ventilation. VR simulation can also teach surgeons about safety factors and about the importance of breaks and factors leading to potential failures and problems.<ref>{{Cite journal |last1=Olasky |first1=Jaisa |last2=Sankaranarayanan |first2=Ganesh |last3=Seymour |first3=Neal E. |last4=Magee |first4=J. Harvey |last5=Enquobahrie |first5=Andinet |last6=Lin |first6=Ming C. |last7=Aggarwal |first7=Rajesh |last8=Brunt |first8=L. Michael |last9=Schwaitzberg |first9=Steven D. |last10=Cao |first10=Caroline G. L. |last11=De |first11=Suvranu |last12=Jones |first12=Daniel B. |date=October 2015 |title=Identifying Opportunities for Virtual Reality Simulation in Surgical Education: A Review of the Proceedings from the Innovation, Design, and Emerging Alliances in Surgery (IDEAS) Conference: VR Surgery |journal=Surgical Innovation |language=en |volume=22 |issue=5 |pages=514–521 |doi=10.1177/1553350615583559 |issn=1553-3506 |pmc=4578975 |pmid=25925424}}</ref>
==== VR Use in Therapy ====
[[Virtual reality exposure therapy]] (VRET) is a form of [[exposure therapy]] for treating [[anxiety disorder]]s such as [[Posttraumatic stress disorder|post-traumatic stress disorder]] (PTSD) and [[phobia]]s. Studies have indicated that by combining VRET with [[Behaviour therapy|behavioral therapy]], patients experience a reduction of symptoms.<ref name=":16">{{Cite journal |last1=Reger |first1=Greg M. |last2=Holloway |first2=Kevin M. |last3=Candy |first3=Colette |last4=Rothbaum |first4=Barbara O. |last5=Difede |first5=JoAnn |last6=Rizzo |first6=Albert A. |last7=Gahm |first7=Gregory A. |date=2011-02-01 |title=Effectiveness of virtual reality exposure therapy for active duty soldiers in a military mental health clinic |journal=Journal of Traumatic Stress |language=en |volume=24 |issue=1 |pages=93–96 |doi=10.1002/jts.20574 |issn=1573-6598 |pmid=21294166}}</ref><ref>{{Cite journal |last1=Gonçalves |first1=Raquel |last2=Pedrozo |first2=Ana Lúcia |last3=Coutinho |first3=Evandro Silva Freire |last4=Figueira |first4=Ivan |last5=Ventura |first5=Paula |date=2012-12-27 |title=Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review |journal=PLOS ONE |volume=7 |issue=12 |pages=e48469 |bibcode=2012PLoSO...748469G |doi=10.1371/journal.pone.0048469 |issn=1932-6203 |pmc=3531396 |pmid=23300515 |doi-access=free}}</ref> In some cases, patients no longer met the [[
Virtual reality has also been tested in the field of [[behavioral activation]] (BA) therapy. BA therapy encourages patients to change their mood by scheduling positive activities into their day-to-day life.<ref name="Medical Virtual Reality">{{cite web |date=20 February 2020 |title=Medical Virtual Reality |url=https://vhil.stanford.edu/projects/2020/medical-virtual-reality-research/ |access-date=20 November 2020 |website=Stanford University Virtual Human Interaction Lab}}</ref> Due to a lack of access to trained providers, physical constraints or financial reasons, many patients are not able to attend BA therapy.<ref name="Medical Virtual Reality" /> Researchers are trying to overcome these challenges by providing BA therapy via virtual reality, enabling patients, especially elderly adults, to engage in activities that they would not be able to attend without VR. Possibly, the so-called "BA-inspired VR protocols" can improve mood, life satisfaction, and likelihood of [[Depression (mood)|depression]].<ref name="Medical Virtual Reality" />
A VR therapy has been designed to help people with [[psychosis]] and [[agoraphobia]] manage their avoidance of outside environments. In the therapy, users wear a headset, and a virtual character provides psychological advice and guides them as they explore simulated environments (such as a café or a busy street). The [[National Institute for Health and Care Excellence]] (NICE) is assessing the therapy to see if it should be recommended on the [[National Health Service]] (NHS).<ref>{{Cite journal |last1=Freeman |first1=Daniel |last2=Lambe |first2=Sinéad |last3=Kabir |first3=Thomas |last4=Petit |first4=Ariane |last5=Rosebrock |first5=Laina |last6=Yu |first6=Ly-Mee |last7=Dudley |first7=Robert |last8=Chapman |first8=Kate |last9=Morrison |first9=Anthony |last10=O'Regan |first10=Eileen |last11=Aynsworth |first11=Charlotte |last12=Jones |first12=Julia |last13=Murphy |first13=Elizabeth |last14=Powling |first14=Rosie |last15=Galal |first15=Ushma |date=2022-05-01 |title=Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses |url=https://doi.org/10.1016/S2215-0366(22)00060-8 |journal=The Lancet Psychiatry |volume=9 |issue=5 |pages=375–388 |doi=10.1016/s2215-0366(22)00060-8 |issn=2215-0366 |pmc=9010306 |pmid=35395204}}</ref><ref>{{Cite journal |date=20 July 2023 |title=Virtual reality could help people with psychosis and agoraphobia |url=https://evidence.nihr.ac.uk/alert/virtual-reality-could-help-people-with-psychosis-and-agoraphobia/ |journal=NIHR Evidence |doi=10.3310/nihrevidence_59108 |s2cid=260053713|url-access=subscription }}</ref>
Another mentioned area of VR therapy is the treatment of [[Eating disorder|eating disorders]] and body image disorders. Individuals can make your own body image by having a subject embody avatars with different characteristics. With this, people can practice handling these stressful situations and simulate and practice, such as grocery shopping or observing one's own body in the mirror.<ref>{{Cite journal |last1=Halbig |first1=Andreas |last2=Babu |first2=Sooraj K. |last3=Gatter |first3=Shirin |last4=Latoschik |first4=Marc Erich |last5=Brukamp |first5=Kirsten |last6=von Mammen |first6=Sebastian |date=2022 |title=Opportunities and Challenges of Virtual Reality in Healthcare – A Domain Experts Inquiry |journal=Frontiers in Virtual Reality |volume=3 |article-number=837616 |doi=10.3389/frvir.2022.837616 |issn=2673-4192 |doi-access=free}}{{Creative Commons text attribution notice|cc=by4|from this source=yes}}</ref> According to Mittal Himani, "Virtual Reality Distraction Therapy provides many levels of interactions to patients allowing the use of many senses thus encouraging them to be immersed in the virtual world experience. The higher the user’s immersion means more attention in the virtual world and less attention to other signals of pain. A research study using VR as a distraction intervention was conducted in 2 sessions over a period of 8 weeks with 28 participants."<ref>{{Citation |last=Mittal |first=Himani |title=Virtual Reality Applications in Healthcare |date=2023-08-25 |work=Immersive Virtual and Augmented Reality in Healthcare |pages=50–62 <!-- |access-date=2023-11-20 --> |place=Boca Raton |publisher=CRC Press |doi=10.1201/9781003340133-3 |isbn=978-1-003-34013-3}}</ref>
==== VR Use in Rehabilitation ====
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Other than directly using VR in therapy, medical researchers are also using VR to study different conditions, for instance, researchers have leveraged VR to investigate how people with [[social anxiety]] learn and make decisions. Ultimately, researchers aim to better understand medical conditions, in order to improve medical intervention and therapy.<ref name="Medical Virtual Reality" />
== Digital marketing ==
Virtual reality presents an opportunity and an alternative channel for [[digital marketing]]. The [[International Data Corporation]] expected spending to increase for [[augmented reality]] (AR) and virtual reality, forecasting a [[compound annual growth rate]] of 198% from 2015 to 2020. Revenues were expected to rise to $143.3 billion in 2020.<ref name=":17">{{cite web|url=https://www.idc.com/getdoc.jsp?containerId=prUS42331217|title=Worldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDC|last1=Shirer|first1=Michael|last2=Torchia|first2=Marcus|date=February 27, 2017|website=International Data Corporation|access-date=March 16, 2018|archive-date=March 19, 2018|archive-url=https://web.archive.org/web/20180319084625/https://www.idc.com/getdoc.jsp?containerId=prUS42331217|url-status=dead}}</ref><ref>{{Cite web|url=https://www.businesswire.com/news/home/20181206005037/en/Worldwide-Spending-Augmented-Virtual-Reality-Expected-Surpass|title=Worldwide Spending on Augmented and Virtual Reality Expected to Surpass $20 Billion in 2019, According to IDC|date=2018-12-06|website=www.businesswire.com|language=en|access-date=2019-07-02}}</ref> Global spending on digital advertisements was forecasted to increase to $335.5 billion by 2020.<ref>{{cite web|url=https://www.statista.com/statistics/237974/online-advertising-spending-worldwide/|title=Digital advertising spending worldwide from 2015 to 2020 (in billion U.S. dollars)|author=<!--Not stated-->|date=October 1, 2016|website=Statista|access-date=March 15, 2018}}</ref><ref name="Chaffey">{{cite book|title=Digital Marketing|last1=Chaffey|first1=Dave|last2=Ellis-Chadwick|first2=Fiona|date=2016|publisher=Pearson|isbn=978-1-292-07761-1|___location=Loughborough University|page=11,44}}</ref> A 2015 study found that 75% of companies on Forbes' World's Most Valuable Brands list had developed a VR or AR experience.<ref name="Forbes">{{cite web|url=https://www.forbes.com/sites/forbesagencycouncil/2016/08/15/how-virtual-reality-can-revolutionize-digital-marketing/2/#4e482ecd1e18|title=How Virtual Reality Can Revolutionize Digital Marketing|last=Deflorian|first=Adam|date=August 15, 2016|work=Forbes|access-date=March 17, 2018}}</ref> Although VR is not widespread among consumers compared to other forms of [[digital media]],<ref name="Convince">{{cite web|url=http://www.convinceandconvert.com/digital-marketing/virtual-reality-for-marketers/|title=What the Rise of Virtual Reality Means for Marketers|last=Matia|first=Alexa|website=Convinceandconvert|date=17 June 2016|access-date=March 2, 2018}}</ref> many companies have invested in VR. Some companies adopted VR to enhance workplace collaboration.<ref>{{Cite web|last1=Garbade |first1=Michael |url=https://readwrite.com/2018/11/08/10-amazing-uses-of-virtual-reality/|title=10 Amazing Uses of Virtual Reality|date=2018-11-08|website=ReadWrite|language=en-US|access-date=2019-07-02}}</ref>
VR can present high definition, three-dimensional interactive imaging.<ref name="Suh">{{cite journal|last1=Suh|first1=Kil-Soo|last2=Lee|first2=Young Eun|date=Dec 1, 2005|title=The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation|journal=MIS Quarterly|volume=29|issue=4|pages=673, 680, 681, 691|doi=10.2307/25148705|jstor=25148705}}</ref> The benefits of VR marketing were observed by Suh and Lee through via laboratory experiments: with a VR interface, participants' emotions were engaged, and their product knowledge and product attitude noticeably increased.<ref>{{cite web|url=https://sherpablog.marketingsherpa.com/marketing/conversion-defined/|title=Marketing 101: What is conversion?|last=Kirkpatrick|first=David|date=March 15, 2012|website=Marketingsherpa Blog|access-date=March 17, 2018|quote=The point at which a recipient of a marketing message performs a desired action.}}</ref> Both studies indicate an increased desire to purchase products marketed through VR. However, these benefits showed minimal [[return on investment]] (ROI).<ref name="Forbes" /> Suh and Lee found that products primarily experienced through hearing and vision (but not other senses) benefit more from VR marketing.<ref name="Suh" />
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[[NASA]] has used VR technology for decades,<ref>{{Cite news |title=NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story - TechRepublic |url=http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/ |access-date=2017-03-15 |work=TechRepublic}}</ref> the most notable being their use of immersive VR to train astronauts before flights. VR simulations include exposure to zero-gravity work environments, training on how to spacewalk<ref>{{Cite news |last=James |first=Paul |date=2016-04-19 |title=A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR |url=http://www.roadtovr.com/a-look-at-nasas-hybrid-reality-astronaut-training-system-powered-by-htc-vive/ |access-date=2017-03-15 |work=Road to VR}}</ref><ref>{{Cite news |date=2016-04-11 |title=How NASA is Using Virtual and Augmented Reality to Train Astronauts |url=https://unimersiv.com/how-nasa-is-using-virtual-and-augmented-reality-to-train-astronauts-37/ |access-date=2017-03-15 |work=Unimersiv}}</ref> and tool usage using low-cost tool mock-ups.<ref>{{Cite news |last=Greenstein |first=Zvi |date=1 August 2016 |title=Hybrid Reality Astronaut Training Will NASA Prepare Astronauts |url=https://blogs.nvidia.com/blog/2016/08/01/astronauts-next-steps-journey-space-will-virtual/ |access-date=19 November 2020 |work=The Official NVIDIA Blog}}</ref>
[[Flight simulators]] are another form of VR training. They can range from a fully enclosed module to computer monitors providing the pilot's point of view.<ref>{{cite journal |last1=Dourado|first1=Antônio O.|last2=Martin|first2=C.A.|title=New concept of dynamic flight simulator, Part I|journal=Aerospace Science and Technology|volume=30|issue=1|pages=79–82 |doi=10.1016/j.ast.2013.07.005|date=2013|bibcode=2013AeST...30...79D }}</ref> Driving simulations can train tank drivers on the basics before allowing them to operate the real vehicle.<ref name="Virtual Reality Training">{{cite web | url = http://science.howstuffworks.com/virtual-military1.htm | title = How Virtual Reality Military Applications Work| date = 2007-08-27}}</ref> Similar principles are applied in truck driving simulators for specialized vehicles such as fire trucks. As these drivers often have limited opportunity for real-world experience, VR training provides additional training time.<ref>{{cite web|title=Nieuws Pivo en VDAB bundelen rijopleiding vrachtwagens| work=Het Nieuwsblad | date=13 November 2013 |url=http://www.nieuwsblad.be/article/detail.aspx?articleid=DMF20131112_00836126
=== High school and college education ===
[[File:3d Printed Glasses - created through VR.jpg|thumb|140x140px|3d printed glasses created through VR.]]
Immersive VR can be used as a tool in the high school classroom to help students learn and be immersed in their subject matter.<ref name=":02">{{Cite journal |last1=Huang |first1=Hsiu-Ling |last2=Hwang |first2=Gwo-Jen |last3=Chang |first3=Ching-Yi |date=2019-12-15 |title=Learning to be a writer: A spherical video-based virtual reality approach to supporting descriptive article writing in high school Chinese courses |journal=British Journal of Educational Technology |volume=51 |issue=4 |pages=1386–1405 |doi=10.1111/bjet.12893 |issn=0007-1013 |s2cid=213492861}}</ref> Immersive VR has been used to teach students interactively for both humanities subjects like history<ref>{{Cite journal |last1=Calvert |first1=James |last2=Abadia |first2=Rhodora |date=December 2020 |title=Impact of immersing university and high school students in educational linear narratives using virtual reality technology |url=https://linkinghub.elsevier.com/retrieve/pii/S0360131520302037 |journal=Computers & Education |language=en |volume=159 |
At the collegiate level, VR is also being applied to help enhance student education in core subjects such as science, geography,<ref>{{Cite journal |last1=Sedlák |first1=Michal |last2=Šašinka |first2=Čeněk |last3=Stachoň |first3=Zdeněk |last4=Chmelík |first4=Jiří |last5=Doležal |first5=Milan |date=2022-10-18 |title=Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study |journal=PLOS ONE |language=en |volume=17 |issue=10 |pages=e0276267 |bibcode=2022PLoSO..1776267S |doi=10.1371/journal.pone.0276267 |issn=1932-6203 |pmc=9578614 |pmid=36256672 |doi-access=free}}</ref> and history.<ref>{{Cite web |last=Griffith |first=Kristen |date=13 September 2021 |title=Carroll Community College uses virtual reality to enhance learning, from traveling the bloodstream or to far away places |url=https://www.baltimoresun.com/maryland/carroll/education/cc-ccc-virtual-reality-20210913-fgkvxevk5rfe7f6ujdbeydn53u-story.html |access-date=2021-11-06 |website=baltimoresun.com/maryland/carroll}}</ref>
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Other studies in VR have used VR to improve Type and Screen (T&S) procedural training for medical practitioners, addressing the challenges of traditional training methods. T&S is critical for blood typing and antibody screening to ensure patient safety during transfusions.<ref name=":25">{{Cite journal |last1=Tang |first1=Yuk Ming |last2=Ng |first2=George Wing Yiu |last3=Chia |first3=Nam Hung |last4=So |first4=Eric Hang Kwong |last5=Wu |first5=Chun Ho |last6=Ip |first6=Wai Hung |date=2020-10-04 |title=Application of virtual reality ( VR ) technology for medical practitioners in type and screen (T&S) training |url=https://onlinelibrary.wiley.com/doi/10.1111/jcal.12494 |journal=Journal of Computer Assisted Learning |language=en |volume=37 |issue=2 |pages=359–369 |doi=10.1111/jcal.12494 |hdl=10397/94594 |issn=0266-4909|hdl-access=free }}</ref> The traditional training method is "See One, Do One, Teach One" or SODOTO, which tends to fall short due to a limited amount of teachers and resources. In order to tackle this problem, a VR-based training program was created and developed using Unity3D, allowing surgeons to train through an effective, safe, and repeatable alternative.<ref name=":25" /> This VR system came with a head-mounted display and Leap Motion Controller, which simulated a hospital environment. There was also full equipment, procedures, and realistic blood drawing and sterilization. Additionally, error notifications and progress reports enhanced this training experience.<ref name=":25" /> The three main factors that were studied through this experiment were content, motivation, and readiness, and the statistical analysis throughout this study confirmed strong correlations between these factors and the program’s reliability and impact.<ref name=":25" /> This is one of the many cases where combining VR with traditional training can really enhance practical skills and prepare surgeons for their future.
Lastly, there was a study done on two VR platforms, Oculus and Gear VR, to evaluate their effectiveness in teaching medical and health science students about spinal anatomy.<ref name=":26">{{Cite journal |last1=Moro |first1=Christian |last2=Štromberga |first2=Zane |last3=Stirling |first3=Allan |date=2017-11-29 |title=Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education |url=https://ajet.org.au/index.php/AJET/article/view/3840 |journal=Australasian Journal of Educational Technology |language=en |volume=33 |issue=6 |doi=10.14742/ajet.3840 |issn=1449-5554|doi-access=free }}</ref> It examined the performance of student perceptions and the potential side effects associated with each device. While there are a lot of benefits to using VR technology, there are also some adverse effects such as nausea and blurred vision.<ref name=":26" /> Especially he participants using the Gear VR technology.<ref name=":26" /> This group ended up experiencing up to 40% more issues compared to the Oculus Rift group. Even with many drawbacks, this study highlighted that mobile-based Gear VR is the cost-effective alternative to Oculus Rift. The findings of this student indicate that even with mobile VR devices, medical students can train for a more practical and affordable price.<ref name=":26" /> Future implementations of this study can consider the tradeoffs between using VR platforms for education, mobile VR platforms for education, and in-person training for medical education.
Some potential future challenges of this technology would be enhancing complex scenarios alongside the realism aspects. These technologies would need to incorporate stress-inducing factors along with other realistic simulation ideas. Furthermore, there would be a strong need to keep things cost-effective with an abundance of availability.<ref name=":23" />
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[[File:100304-A-8002L-059 (4419719259).jpg|thumb|U.S. Marines from [[2nd Battalion, 8th Marines|2nd Battalion, 8th Marine Regiment]] walk through a scenario during a Future Immersive Training Environment (FITE) joint capability technology demonstration at [[Camp Lejeune]] in 2010.|alt=]]
In 1982, [[Thomas A. Furness III]] presented the [[United States Air Force]] with a working model of his virtual flight simulator, the Visually Coupled Airborne Systems Simulator (VCASS).{{Citation needed|date=March 2017}} The second phase of his project, which he called the "Super Cockpit", added high-resolution (for the time) graphics and a responsive display.<ref name="Chesher 1994">{{cite web|url=http://cultronix.eserver.org/chesher/|title=Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality|last=Chesher|first=Chris|date=1994|publisher=Cultronix|archive-url=https://web.archive.org/web/20160304125850/http://cultronix.eserver.org/chesher/|archive-date=2016-03-04}}</ref> The [[United Kingdom]] has been using VR in military training since the 1980s.<ref>{{Cite news|url=https://www.wareable.com/vr/how-vr-is-training-the-perfect-soldier-1757|title=How VR is training the perfect soldier|work=Wareable|access-date=2017-03-16}}</ref> The [[United States]] military announced the Dismounted Soldier Training System in 2012.<ref>{{Cite news|url=https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded|archive-url=https://web.archive.org/web/20140309095735/http://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded/|url-status=dead|archive-date=March 9, 2014|title=DSTS: First immersive virtual training system fielded|publisher=US Army|access-date=2017-03-16}}</ref> It was cited as the first fully immersive military VR training system.<ref name="Virtual Reality Simulator">{{cite web|url=
Virtual training environments have been claimed to increase realism while minimizing costs,<ref name=":1">Shufelt, Jr., J.W. (2006) "A Vision for Future Virtual Training". In ''Virtual Media for Military Applications'' (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur-Seine, France: RTO. Available from: http://www.rto.nato.int/abstracts.asp {{Webarchive|url=https://web.archive.org/web/20070613170605/http://www.rto.nato.int/Abstracts.asp |date=2007-06-13 }}</ref><ref>{{Cite journal|last=Smith|first=Roger|date=2010-02-01|title=The Long History of Gaming in Military Training |journal=Simulation & Gaming|volume=41|issue=1|pages=6–19|doi=10.1177/1046878109334330|s2cid=13051996|issn=1046-8781}}</ref><ref>{{Cite journal |last1=Bukhari|first1=Hatim|last2=Andreatta|first2=Pamela|last3=Goldiez|first3=Brian|last4=Rabelo|first4=Luis|date=2017-01-01|title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care|journal=INQUIRY: The Journal of Health Care Organization, Provision, and Financing|volume=54 |
Military programs such as [[Battle command knowledge system|Battle Command Knowledge Systems]] (BCKS) and Advanced Soldier Sensor Information and Technology (ASSIST) were intended to assist the development of virtual technology.<ref name=":1" /> Described goals of the ASSIST initiative were to develop software and wearable sensors for soldiers to improve battlefield awareness and data collection.<ref>"Technology evaluations and performance metrics for soldier-worn sensors for assist" BA Weiss, C Schlenoff, M Shneier, A Virts - Performance Metrics for Intelligent Systems Workshop, 2006</ref> Researchers stated that these programs would allow the soldier to update their virtual environment as conditions change.<ref name=":1" /> Virtual Battlespace 3 (VBS3, successor to the earlier versions named VBS1 and VBS2) is a widely used military training solution adapted from a [[Commercial off-the-shelf|commercial off the shelf]] product.<ref>{{cite web |url=https://bisimulations.com/products/virtual-battlespace|title=Bohemia Interactive Simulations|website=bisimulations.com|access-date=2018-08-22}}</ref> Live, Virtual, Constructive – Integrated Architecture (LVC-IA) is a U.S. military technology that allows for multiple training systems to work together to create an integrated training environment. Reported primary uses of the LVC-IA were live training, virtual training, and constructive training. In 2014, the LVC-IA version 1.3 included VBS3.<ref>{{cite web|url=https://www.army.mil/standto/
=== Mining industry training ===
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=== Sports training ===
VR headsets have been used in the training of athletes, such as in [[American football]], when player [[Jayden Daniels]] used a [[Cognilize]] VR system at [[Louisiana State University]] and [[Washington Commanders]].<ref name=":18">{{Cite web |last=Lewis |first=Alec |date=December 8, 2023 |title=The German VR 'flight simulator' behind LSU QB Jayden Daniels' Heisman-caliber 2023 season |url=https://
== Engineering and robotics ==
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Besides, VR can control robots in [[telepresence]], [[teleoperation]] and [[telerobotic]] systems.<ref name="Rosenberg 1992">Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments." ''Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992''.</ref><ref name="Rosenberg 1993">Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993.</ref> VR has been used in experiments that investigate how robots can be applied as an intuitive [[User interface|human user interface]].<ref name="Gulrez 2012">{{Cite book|title=Advances in Robotics and Virtual Reality|last1=Gulrez|first1=Tauseef|last2=Hassanien|first2=Aboul Ella|publisher=Springer-Verlag|year=2012|isbn=978-3-642-23362-3|___location=Berlin|page=275}}</ref> Another example is remotely controlled robots in dangerous environments.<ref name="Gulrez 2012" />
[[Smart manufacturing|Smart Manufacturing]] (SmartMFG), also referred to as Industry 4.0, represents the latest advancement in manufacturing technologies, integrating automation and data exchange. According to the [[National Institute of Standards and Technology]] (NIST), SmartMFG involves fully integrated collaborative manufacturing systems that respond in real-time to changing demands and conditions.<ref name=":2">{{Cite journal |date=2014-10-01 |title=Smart Manufacturing Operations Planning and Control Program |url=https://www.nist.gov/programs-projects/smart-manufacturing-operations-planning-and-control-program |journal=NIST |language=en}}</ref> At its core, SmartMFG incorporates [[
== Entertainment ==
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[[File:Tokyo Game Show 2018 (TGS) (43889693865).jpg|thumb|A man plays a [[virtual reality]] video game at [[Tokyo Game Show]] 2018.]]
Early commercial [[virtual reality headset]]s were released for gaming during the early-mid 1990s. These included the [[Virtual Boy]], {{proper name|iGlasses}}, Cybermaxx and [[VFX1 Headgear]]. Since 2010, commercial headsets for VR gaming include the [[Oculus Rift]], [[HTC Vive]] and [[PlayStation VR]].<ref>{{cite web|url=http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|title=Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive|website=Data Reality|date=14 August 2015 |archive-url=https://web.archive.org/web/20150820001906/http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|archive-date=20 August 2015|access-date=15 August 2015 |last1=Rohr |first1=Fabian }}</ref> The [[Samsung Gear VR]] is an example of a phone-based device.<ref>{{cite web|url=https://news.samsung.com/global/gear-vr-how-samsung-makes-virtual-reality-a-reality|title=Gear VR: How Samsung makes Virtual Reality a Reality|website=news.samsung.com|language=en|access-date=2018-02-08}}</ref>
Other modern examples of VR for gaming include the [[Wii Remote]], the [[Kinect]], and the [[PlayStation Move]]/[[PlayStation Eye]], all of which track and send player motions to the game. Many devices complement VR with controllers or haptic feedback.<ref>{{cite web|url=https://www.cnbc.com/2017/08/31/star-wars-jedi-challenges-augmented-reality-game-launches-with-lenovo-mirage-headset.html|title=Lenovo, Disney launch 'Star Wars' Jedi augmented reality game that lets you use a real Lightsaber|last=Kharpal|first=Arjun|website=[[CNBC]]|date=31 August 2017}}</ref> VR-specific and VR versions of popular video games have been released.
=== Cinema ===
Films produced for VR permit the audience to [[360-degree video|view scenes in 360 degrees]]. This can involve the use of VR cameras to produce interactive films and series.<ref>{{cite news|url=https://www.nytimes.com/2014/12/15/business/media/virtual-reality-wild-trek-with-reese-witherspoon.html?_r=0|title=Virtual Reality 'Wild' Trek, With Reese Witherspoon|last1=Cieply|first1=Michael|work=The New York Times |date=15 December 2014 |access-date=8 June 2016}}</ref><ref>{{cite web|url=https://www.engadget.com/2015/12/04/gone-vr-thriller/|title='Gone' is a VR thriller from 'Walking Dead' team and Samsung|last1=Lee|first1=Nicole|website=Engadget|date=4 December 2015 |access-date=26 May 2016}}</ref> Pornography makers use VR, usually for POV-style porn.<ref>{{cite web|url=http://www.businesswire.com/news/home/20160310006584/en/Naughty-America-Invites-Experience-Virtual-Reality-Adult|title=Naughty America Invites You to Experience Virtual Reality Adult Entertainment During South by Southwest|date=2016-03-10|website=Business Wire|access-date=July 31, 2016}}</ref><ref>{{cite news|url=http://www.irishtimes.com/business/technology/virtual-reality-porn-the-end-of-civilisation-as-we-know-it-1.2720457|title=Virtual reality porn: the end of civilisation as we know it?|last1=Holden|first1=John|newspaper=The Irish Times|access-date=July 31, 2016}}</ref> In 2015, Disney was one of the first to include 360-content in popular culture, utilising the [[Nokia OZO]] camera to film 360 degrees videos for [[The Jungle Book (2016 film)]] and create VR content.
The 2016 [[World Chess Championship]] match between [[Magnus Carlsen]] and [[Sergey Karjakin]] was promoted as "the first in any sport to be broadcast in 360-degree virtual reality."<ref>[https://www.chess.com/news/virtual-reality-to-be-added-to-world-champs-viewing-experience-5943 Virtual reality to be added to World Champs Viewing Experience] (Chess.com)</ref> However, a VR telecast featuring [[Oklahoma Sooners football|Oklahoma]] hosting [[Ohio State Buckeyes football|Ohio State]], preceded it on September 17, 2016.<ref>{{cite web|url=https://variety.com/2016/digital/news/fox-sports-college-football-vr-1201858653/|title=Fox Sports Streams College Football Match in Virtual Reality|last=Rœttgers|first=Janko|date=September 13, 2016|website=Variety|access-date=October 26, 2016}}</ref><ref>{{cite web|url=https://www.si.com/college-football/2016/10/07/texas-oklahoma-virtual-reality-stream-fox-sports|title=Fox Sports streaming Red River Rivalry live in virtual reality|date=October 7, 2016|website=SI.com|publisher=Sports Illustrated|access-date=October 26, 2016}}</ref> The telecasts (which used roughly 180 degrees of rotation, not the 360 required for full VR) were made available through paid smartphone apps and head-mounted displays.
=== Music ===
VR can allow individuals to virtually attend concerts,<ref>{{Cite web|url=https://www.nbcnews.com/mach/innovation/how-virtual-reality-redefining-live-music-n687786|title=How virtual reality is redefining live music|website=NBC News|date=28 November 2016 }}</ref><ref>{{cite web|url=https://www.forbes.com/sites/cheriehu/2016/04/23/virtual-reality-in-the-music-industry-needs-to-be-a-tool-not-just-an-experience/#5e8146216147|title=Virtual Reality In The Music Industry Needs To Be A Tool, Not Just An Experience|last=Hu|first=Cherie|website=[[Forbes]]}}</ref> these VR concerts can be enhanced using feedback from the user's heartbeat and brainwaves.<ref>{{Cite book|last1=Horie|first1=Ryota|last2=Wada|first2=Minami|last3=Watanabe|first3=Eri|title=Advances in Affective and Pleasurable Design |chapter=Participation in a Virtual Reality Concert via Brainwave and Heartbeat |date=2017-07-17|isbn=978-3-319-60494-7|series=Advances in Intelligent Systems and Computing|volume=585 |pages=276–284|language=en|doi=10.1007/978-3-319-60495-4_30}}</ref> VR can also be used for [[music video]]s<ref>{{cite news|url=https://www.bbc.com/news/business-38795190|title=How virtual reality is shaking up the music industry|last=Smith|first=Nicola K.|date=31 January 2017|work=BBC News}}</ref> and [[music visualization]] or [[visual music]] applications.<ref>{{cite web|url=https://www.theverge.com/2015/12/28/10675270/gear-vr-virtual-reality-music-visualizer-groovr|title=Does anybody really want a virtual reality music visualizer?|last=Robertson|first=Adi|date=28 December 2015}}</ref><ref>{{Cite web|url=https://www.bostonglobe.com/arts/music/2013/04/01/inventor-updates-creation-bring-vision-music/4KRSQ8c35h4ejqSU2Zk4EO/story.html|title=Inventor brings 3-D vision to music - The Boston Globe|website=BostonGlobe.com}}</ref> Immersive audio technologies, such as the [[Nokia OZO]], can create an immersive listening experience. through head-tracking and precise directivity of sound.
=== Family entertainment centers ===
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== Fine arts ==
[[David Em]] was the first fine artist to create navigable virtual worlds, in the 1970s.<ref>{{Cite book|title=Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts|last=Mura|first=Gianluca|publisher=Information Science Reference|year=2011|isbn=978-1-60960-077-8|___location=Hershey, PA|page=203}}</ref> His early work was done on mainframes at [[Information International, Inc.]], [[Jet Propulsion Laboratory]], and [[California Institute of Technology]]. [[Jeffrey Shaw]] with ''Legible City'' in 1988 and [[Matt Mullican]] with ''Five into One'' in 1991, were among the first to exhibit elaborate VR artworks.
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''Virtopia'' was the first VR artwork to premiere at a film festival. Created by artist and researcher [[Jacquelyn Ford Morie]] with researcher [[Mike Goslin]], it debuted at the 1992 [[Florida Film Festival]]. A more developed version of the project appeared at the 1993 Florida Film Festival.<ref>Goslin, M and Morie, J F (1996) Virtopia: Emotional Experiences in Virtual Environments with Mike Goslin. Leonardo Journal, Vol 29, no. 2, 1996. MIT Press.</ref><ref>Reichhardt, Tony (1994) Virtual Worlds without End. American Way Magazine, 27 (22). November 1994</ref> Other artists to explore the early artistic potential of VR through the 1990s include [[Jeffrey Shaw]], [[Ulrike Gabriel]], [[Char Davies]], [[Maurice Benayoun]], [[Knowbotic Research]], [[Rebecca Allen (artist)|Rebecca Allen]] and [[Perry Hoberman]].<ref>{{Cite web|url=https://www.digitalartarchive.at/nc/home.html|title=Home - ADA | Archive of Digital Art|website=www.digitalartarchive.at|date=3 December 2023 }}</ref>
The first Canadian virtual reality film festival was the [[FIVARS Festival of International Virtual & Augmented Reality Stories]], founded in 2015 by [[Keram Malicki-Sánchez]].<ref>{{cite web|url=http://www.digitaljournal.com/a-and-e/entertainment/inside-canada-s-first-virtual-reality-film-festival/article/444210|title=Digital Journal: Inside Canada's first virtual-reality film festival|date=2015-09-18|access-date=5 November 2017}}</ref> In 2016, the first Polish VR program, ''The Abakanowicz Art Room'' was realized – it documented the art office of [[Magdalena Abakanowicz]], made by [[Jarosław Pijarowski]] and Paweł Komorowski.<ref name="Information about The Abakanowicz Art Room">{{cite web|url=http://www.kulturalna.warszawa.pl/wydarzenia,1,168854.html?locale=pl_PL&b=1|title=Information about The Abakanowicz Art Room|website=kulturalna.warszawa.pl|access-date=22 January 2017}}</ref> Some museums have begun making some of their content virtual reality accessible including the [[British Museum]]<ref>{{Cite web|url=https://mw2016.museumsandtheweb.com/paper/virtual-reality-at-the-british-museum-what-is-the-value-of-virtual-reality-environments-for-learning-by-children-and-young-people-schools-and-families/|title=Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? | MW2016: Museums and the Web 2016|website=mw2016.museumsandtheweb.com}}</ref> and the [[Solomon R. Guggenheim Museum|Guggenheim]].<ref>{{cite web|url=https://www.guggenheim.org/blogs/checklist/extending-the-museum-experience-with-virtual-reality|title=Extending the Museum Experience with Virtual Reality|date=18 March 2016}}</ref>
Great Paintings VR<ref>{{Cite web|url=https://store.steampowered.com/app/1511090/Great_Paintings_VR/|title=Great Paintings VR on Steam|website=store.steampowered.com}}</ref> is a fully immersive virtual reality museum on [[Steam (service)|Steam]]. It provides more than 1000 famous paintings from different museums of all over the world.<ref>Cecotti, H. (2021) Great Paintings in Fully Immersive Virtual Reality, 7th International Conference of the Immersive Learning Research Network, pp. 1–8.</ref>
== Heritage and archaeology ==
Virtual reality enables heritage sites to be recreated.<ref>Pimentel, K., & Teixeira, K. (1993). Virtual reality. New York: McGraw-Hill. {{ISBN|978-0-8306-4065-2}}</ref> The sites may be restricted or provide no access for the public,<ref>{{cite journal
The first use of VR in a heritage application was in 1994, when a museum provided visitors an interactive "walk-through" of a 3D reconstruction of [[Dudley Castle]] in England as it was in 1550. This consisted of a computer-controlled laserdisc-based system designed by engineer Colin Johnson. The system was featured in a conference held by the [[British Museum]] in November 1994.<ref>Higgins, T., Main, P. & Lang, J. (1996). [https://books.google.com/books?id=PopiQgAACAAJ "Imaging the Past: Electronic Imaging and Computer Graphics in Museums and Archaeology"], Volume 114 of Occasional paper, London: British Museum. {{ISSN|0142-4815}}.</ref>
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=== Altering perception, emotion and physiological states ===
Studies have considered how the form we take in virtual reality can affect our perception and actions. One study suggested that embodying the body of a child can cause objects to be perceived as much larger than otherwise.<ref>{{Cite journal|last1=Slater|first1=Mel|last2=Pérez Marcos|first2=Daniel|last3=Ehrsson|first3=Henrik|last4=Sanchez-Vives|first4=Maria V.|date=2009|title=Inducing illusory ownership of a virtual body|journal=Frontiers in Neuroscience|language=en|volume=3|issue=2|pages=214–20|doi=10.3389/neuro.01.029.2009|issn=1662-453X|pmc=2751618|pmid=20011144|doi-access=free}}</ref> Another study found that white individuals who embodied the form of a dark-skinned avatar performed a drumming task with a more varied style than otherwise.<ref>{{Cite journal|last1=Kilteni|first1=Konstantina|last2=Bergstrom|first2=Ilias|last3=Slater|first3=Mel|date=April 2013|title=Drumming in immersive virtual reality: the body shapes the way we play|journal=IEEE Transactions on Visualization and Computer Graphics|volume=19|issue=4|pages=597–605|doi=10.1109/TVCG.2013.29|issn=1941-0506|pmid=23428444|bibcode=2013ITVCG..19..597K |hdl=2445/53803|s2cid=12001492|hdl-access=free}}</ref>
Research exploring perception, emotions and physiological responses within VR suggest that virtual environments can alter how a person responds to stimuli. For example, a virtual park coupled affects subjects' anxiety levels.<ref name="Riva 2007">{{Cite journal|last1=Riva|first1=Giuseppe|last2=Mantovani|first2=Fabrizia|last3=Capideville|first3=Claret Samantha|last4=Preziosa|first4=Alessandra|last5=Morganti|first5=Francesca|last6=Villani|first6=Daniela|last7=Gaggioli|first7=Andrea|last8=Botella|first8=Cristina|last9=Alcañiz|first9=Mariano|date=February 2007|title=Affective interactions using virtual reality: the link between presence and emotions|journal=Cyberpsychology & Behavior |volume=10|issue=1|pages=45–56|doi=10.1089/cpb.2006.9993|issn=1094-9313|pmid=17305448|s2cid=18971101 }}</ref> Similarly, simulated driving through dark areas in a virtual tunnel can induce fear.<ref>{{Cite journal|last1=Mühlberger|first1=Andreas|last2=Wieser|first2=Matthias J.|last3=Pauli|first3=Paul|s2cid=7637033|date=2008-01-01|title=Darkness-enhanced startle responses in ecologically valid environments: A virtual tunnel driving experiment|journal=Biological Psychology|volume=77|issue=1|pages=47–52|doi=10.1016/j.biopsycho.2007.09.004|pmid=17950519}}</ref> Social interaction with virtual characters has been shown to produce physiological responses such as changes in heart rate and galvanic skin responses.<ref name="Slater 2006">{{Cite journal|last1=Slater|first1=Mel|last2=Guger|first2=Christoph|last3=Edlinger|first3=Guenter|last4=Leeb|first4=Robert|last5=Pfurtscheller|first5=Gert|last6=Antley|first6=Angus|last7=Garau|first7=Maia|last8=Brogni|first8=Andrea|last9=Friedman|first9=Doron|s2cid=5572769|date=2006-10-01|title=Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment|journal=Presence: Teleoperators and Virtual Environments|volume=15|issue=5|pages=553–569|citeseerx=10.1.1.105.3332|doi=10.1162/pres.15.5.553|issn=1054-7460}}</ref>
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===Fostering the human grieving process===
Starting in the early 2020s, virtual reality has also been discussed as a technological tool that may support people's grieving process, based on digital recreations of deceased individuals. In 2021, this practice received particular media attention following a South Korean TV documentary, which invited a grieving mother to interact with a virtual replica of her deceased daughter.<ref>{{Cite web |url=http://content.mbc.co.kr/program/documentary/3479845_64342.html |title=Meeting You VR Documentary on MBC Global Media |author=<!--Not stated--> |date=February 2, 2022 |website=MBC Global Media}}</ref> Subsequently, scientists have debated several potential implications of such endeavors, including its potential to facilitate adaptive mourning behavior, but also the many ethical challenges involved.<ref>{{cite journal |last1=Nikolaou |first1=Niki |title=The reconnection with a deceased loved one through virtual reality. Opinions and concerns against an unprecedented challenge |url=https://ejournals.epublishing.ekt.gr/index.php/bioethica/article/view/24851 |journal=Bioethica |date=25 September 2020 |volume=6 |issue=2 |pages=52–64 |doi=10.12681/bioeth.24851|s2cid=225264729 |doi-access=free }}</ref><ref>{{cite journal |last1=Stein |first1=Jan-Philipp |title=Conjuring up the departed in virtual reality: The good, the bad, and the potentially ugly |journal=Psychology of Popular Media |year=2021 |volume=10 |issue=4 |pages=505–510 |doi=10.1037/ppm0000315|s2cid=233628743 }}</ref>
== Animal Agriculture ==
Some researchers in [[intensive animal farming]] have explored the idea of placing virtual reality headsets on farm animals. Concepts have been proposed for both chickens and cattle.<ref>{{Cite web |last=Matthews |first=Dylan |date=2014-05-19 |title=The case for raising chickens in virtual reality |url=https://www.vox.com/2014/5/19/5729182/the-case-for-raising-chickens-in-virtual-reality |access-date=2025-08-09 |website=Vox |language=en-US}}</ref><ref name=":03">{{Cite news |date=2019-11-27 |title=Russian cows get VR headsets 'to reduce anxiety' |url=https://www.bbc.com/news/world-europe-50571010 |access-date=2025-08-09 |language=en-GB}}</ref> Others have explored the idea of using virtual reality with humans to kill animals or perform other slaughterhouse work remotely.<ref>{{Cite web |last=Mcdougal |first=Tony |date=2022-04-27 |title=How virtual reality can be used in poultry processing |url=https://www.poultryworld.net/the-industrymarkets/processing/how-virtual-reality-can-be-utilised-at-poultry-processing-plants/ |access-date=2025-08-09 |website=Poultry World |language=en-US}}</ref> Both uses are controversial
In 2019, a story over a Russian dairy farm testing VR on cows went viral, thought it is not fully clear if this occurred as shown in viral photos.<ref name=":28">{{Cite web |last=Vincent |first=James |date=2019-11-26 |title=Someone is putting VR headsets on cows, and we want to know why |url=https://www.theverge.com/tldr/2019/11/26/20983717/vr-virtual-reality-headsets-cows-russia-vr-trial |access-date=2025-08-09 |website=The Verge |language=en-US}}</ref> The reported aim was to decrease [[Stress (biology)|stress]] by showing images of pasture in the VR googles. They claimed milk yields increased. Many researchers in the area are skeptical of ther claims. They noted that the pressure from googles themselves would likely increase stress. Cattle vision optics are different to humans, making headsets unlikely to work without modification. They also argued that many of the cows had never seen pasture making it unlikely for them to have an emotional response to the visual alone without the other sensory input.<ref name=":111">{{Cite web |last=Maiberg |first=Emanuel |date=2022-01-21 |title=Is This a Happy Cow? |url=https://www.vice.com/en/article/is-this-a-happy-cow/ |access-date=2025-08-09 |website=VICE |language=en-US}}</ref>
The concept has faced criticism from researchers, members of the general public, and [[animal rights]] and [[animal welfare]] groups. Many researchers are skeptical of the claimed benefits, the lack of scientific rigor or study details in previous attempts, and argue it may increase stress.<ref name=":111"/> Members of the public on social media alongside groups such as [[World Animal Protection|world animal protection]] have compared the practice to [[The Matrix|the matrix]], with some satirically calling it "the Mootrix".<ref name=":28"/><ref>{{Cite web |last=Evans |first=Annie |date=2022-07-01 |title=Is technology really the ethical answer to farm animal welfare? |url=https://www.worldanimalprotection.org.uk/latest/blogs/technology-in-farming/ |access-date=2025-08-09 |website=World Animal Protection |language=en-GB}}</ref> [[Mercy for Animals]] has criticized the potential uses of VR in slaughterhouses. They said it would "turn butchering animals into a kind of gruesome video game" and that it wouldn't make conditions any better for farm animals.<ref>{{Cite web |last=Duarte |first=Gabriel |date=2022-05-13 |title=VR Technology Could Enable People to Butcher Animals from Home |url=https://mercyforanimals.org/blog/vr-technology/ |access-date=2025-08-09 |website=Mercy For Animals |language=en-US}}</ref>
== Obstacles ==
{{as of|1997}}, [[motion sickness]] is still a major issue for virtual reality, caused by the delay between a motion and the updating of the screen image. Users often report discomfort, for example, one study reported that all 12 participants complained of at least two side effects, while three had to withdraw from severe nausea and dizziness.<ref>{{cite journal|title=Virtual reality, disability and rehabilitation|first1=Paul N.|last1=Wilson|first2=Nigel|last2=Foreman|first3=Danaë|last3=Stanton|date=1 January 1997|journal=Disability and Rehabilitation|volume=19|issue=6|pages=213–220|doi=10.3109/09638289709166530|pmid=9195138}}</ref>
Along with motion sickness, users can also become distracted by the new technology hardware. A study showed how when VR was incorporated into a laboratory environment, the students felt more engaged with the concept, but retained less information due to the new distraction.<ref>{{Cite journal|last1=Makransky|first1=Guido|last2=Terkildsen|first2=Thomas S.|last3=Mayer|first3=Richard E.|date=April 2019|title=Adding immersive virtual reality to a science lab simulation causes more presence but less learning|url=https://linkinghub.elsevier.com/retrieve/pii/S0959475217303274|journal=Learning and Instruction|language=en|volume=60|pages=225–236|doi=10.1016/j.learninstruc.2017.12.007|s2cid=149414879|url-access=subscription}}</ref>
Additionally, virtual reality users "remove" themselves from their physical environment. This creates a risk that the user will experience a mishap while moving. The Russian news agency, [[TASS]], reported a death from VR use in 2017, when a 44-year old man "tripped and crashed into a glass table, suffered wounds and died on the spot from a loss of blood".<ref>{{Cite web |title=VR glasses blur reality leading to death blow for Moscow resident |url=https://tass.com/society/982465 |access-date=2019-10-01 |website=TASS}}</ref> It is thought to be the first death from VR use.<ref>{{Cite magazine |last=Wilde |first=Tyler |date=2017-12-22 |title=Man dies in VR accident, reports Russian news agency |url=https://www.pcgamer.com/man-dies-in-vr-accident-according-to-russian-news-agency/ |access-date=2019-10-01 |magazine=PC Gamer |language=en-US}}</ref> Besides, immersion in a virtual world may potentially lead to social exclusion, which may decrease positive mood and increase anger. Some researchers believe that users' behavior in virtual reality may have a lasting psychological impact when they return to the physical world.<ref>{{cite journal|title=The impact of social exclusion vs. inclusion on subjective and hormonal reactions in females and males|first1=E.M.|last1=Seidel|first2=G.|last2=Silani|first3=H.|last3=Metzler|first4=H.|last4=Thaler|first5=C.|last5=Lamm|first6=R.C.|last6=Gur|first7=I.|last7=Kryspin-Exner|first8=U.|last8=Habel|first9=B.|last9=Derntl|date=1 December 2013|journal=Psychoneuroendocrinology|volume=38|issue=12|pages=2925–2932|doi=10.1016/j.psyneuen.2013.07.021|pmid=23972943|pmc=3863951}}</ref><ref>{{Cite journal|last1=Madary|first1=Michael|last2=Metzinger|first2=Thomas K.|date=2016-02-19|title=Recommendations for Good Scientific Practice and the Consumers of VR-Technology|journal=Frontiers in Robotics and AI|volume=3|doi=10.3389/frobt.2016.00003|issn=2296-9144|doi-access=free}}</ref>
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