Virtual reality applications: Difference between revisions

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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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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>