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== 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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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|publisher=Het Nieuwsblad|access-date=22 May 2014}}</ref>
 
=== High school and college education ===
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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=https://www.army.mil/article/84453/ |title=Virtual reality used to train soldiers in new training simulator |date=August 2012 |publisher=US Army}}</ref>
 
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 |pagearticle-number=0046958016687176 |doi=10.1177/0046958016687176|issn=0046-9580|pmc=5798742|pmid=28133988}}</ref> for example, by saving ammunition.<ref name=":1" /> In 2016, researchers at the [[United States Army Research Laboratory|U.S. Army Research Laboratory]] reported that instructor feedback is necessary for virtual training. Virtual training has been used for combined arms training and instructing soldiers to learn when to shoot.<ref name="Maxwell">{{Cite book|last=Maxwell|first=Douglas|date=2016-07-17 |chapter-url=https://www.researchgate.net/publication/304055177|volume=9740|pages=424–432 |doi=10.1007/978-3-319-39907-2_41|isbn=978-3-319-39906-5|title=Virtual, Augmented and Mixed Reality|series=Lecture Notes in Computer Science|chapter=Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong}}</ref>
 
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/archive/2015/05/27/|title=STAND-TO!|website=www.army.mil|access-date=2018-08-22}}</ref>
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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 [[Cyber–physicalcyber-physical system|Cyber-Physical Systems]]s (CPS) and [[Internet of things|the Internet of Things]] ([[IoT]]) to seamlessly connect data across different stages of the manufacturing process. The rise of 3D printing, coupled with SmartMFG, allows for the production of unique, cost-effective products without increased lead time. The incorporation of AR technologies further enhances SmartMFG, providing tools for [[Human–computer interaction|human-machine interaction]] (HMI). AR devices offer safety improvements and reduce physical demands on workers in production plants, guiding users in a virtual environment. This technology facilitates the design and customization of products within the SmartMFG framework, increasing interaction complexity and supporting manual data input (MDI) systems.<ref>{{Cite journal |last1=Zhang |first1=Yunbo |last2=Kwok |first2=Tsz-Ho |date=2018-01-01 |title=Design and Interaction Interface using Augmented Reality for Smart Manufacturing |journal=Procedia Manufacturing |series=46th SME North American Manufacturing Research Conference, NAMRC 46, Texas, USA |volume=26 |pages=1278–1286 |doi=10.1016/j.promfg.2018.07.140 |issn=2351-9789|doi-access=free }}</ref>
 
== Entertainment ==
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== Fine arts ==
[[File:Worldskin-01.jpg|thumb|"World Skin, A Photo Safari in the Land of War" - [[Maurice Benayoun]], [[Jean-Baptiste Barrière]], Virtual Reality Installation (1997).|alt=]]
 
[[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 &#124; 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? &#124; 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>
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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 ==