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== 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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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 |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>
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=== 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 |page=104005 |doi=10.1016/j.compedu.2020.104005 |s2cid=224966659|url-access=subscription }}</ref> and [[STEM]] subjects like [[physics]].<ref name=":12">{{Cite journal |last1=Holly |first1=Michael |last2=Pirker |first2=Johanna |author2-link=Johanna Pirker |last3=Resch |first3=Sebastian |last4=Brettschuh |first4=Sandra |last5=Gutl |first5=Christian |date=2021-04-01 |title=Designing VR Experiences--Expectations for Teaching and Learning in VR. |url=https://go.gale.com/ps/i.do?p=AONE&sw=w&issn=14364522&v=2.1&it=r&id=GALE%7CA659748020&sid=googleScholar&linkaccess=abs |journal=Educational Technology & Society |language=English |volume=24 |issue=2 |pages=107–120}}</ref> VR laboratories have been set in up in some schools to provide students with immersive VR experiences focused on specific curriculum outcomes and subject matter.<ref name=":12" /> Through VR mediums such as [[Google Cardboard]], foreign languages have also been taught in the classroom by teachers.<ref name=":02" /> These few examples showcase some of the applications of VR in the secondary classroom.
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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== 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 | url=https://ieeexplore.ieee.org/document/848427 | doi=10.1109/93.848427 | title=Virtual-reality heritage presentation at Ename | year=2000 | last1=Pletinckx | first1=D. | last2=Callebaut | first2=D. | last3=Killebrew | first3=A.E. | last4=Silberman | first4=N.A. | journal=IEEE MultiMedia | volume=7 | issue=2 | pages=45–48 | url-access=subscription }}</ref> such as caves, damaged or destroyed structures, or sensitive environments that are closed to allow them to recover from overuse.<ref>{{Cite news |last=King |first=Tayfun |date=2005-10-28 |title=Architecture's virtual shake-up |language=en-GB |work=Click |publisher=BBC World News |url=http://news.bbc.co.uk/1/hi/programmes/click_online/4385006.stm}}</ref>
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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{{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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