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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
== Industrial design ==
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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>
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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 ==
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