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. <ref name=":6" /><ref name=":7" />
VR applications such as LapSim and DEVICE promote technical proficiency, offer practical experience, and improve patient outcomes by decreasing errors and boosting productivity in medical education. <ref name=":8" />]<ref name=":9" /><ref name=":10" /> Beyond healthcare, VR plays a key role in improving education and training through realistic, interactive settings, designing safer workplaces, and producing calming nature experiences.<ref name=":11" /><ref name=":13" /> <ref name=":14" /> These developments demonstrate VR's ability to revolutionize a variety of industries, but issues like affordability, usability, and realism still need to be addressed. <ref name=":15" /><ref name=":0" /><ref name=":16" />
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 like VRET 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|date=17 April 2019}}</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 ==
Virtual reality and [[artificial intelligence]] are used by automotive firms like [[Porsche]] and [[BMW]] to optimize their production chains.<ref name=":15">{{Cite web |title=Industry 4.0 and the Automotive Industry |url=https://www.assemblymag.com/articles/96568-industry-40-and-the-automotive-industry |archive-url=https://web.archive.org/web/20211103081356/https://www.assemblymag.com/articles/96568-industry-40-and-the-automotive-industry |archive-date=2021-11-03 |access-date=2021-11-03 |website=www.assemblymag.com |language=en}}</ref> Software developers are building VR solutions to skip redundant design workflow phases and meet [[End user|end-user]] expectations faster and more accurately.<ref>{{Cite web|date=2021-10-27|title=Industry 4.0 design: What does it mean for my design workflow?|url=https://www.flyingshapes.com/industry-4-0-design|access-date=2021-11-11|website=flyingshapes|language=en-US}}</ref>{{unreliable source?|date=November 2021|reason=The cited article is an advertisement.}}
== Restorative nature experiences ==
[[File:Mountain nature landscape made with Unity.jpg|thumb|An example of a nature-oriented virtual environment made with real-time rendering engine Unity.]]
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|page=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=1 November 2024 |doi-access=free}}</ref>
=== Training for healthcare professionals ===
With the rise of [[COVID-19]] in 2020, opportunities for clinical training and education were greatly reduced due to the lack of availability of clinical educators and the need to establish [[social distancing]] by avoiding in-person interaction.<ref>Goh P, Sandars J, 2020, [[doi:10.15694/mep.2020.000049.1|'A vision of the use of technology in medical education after the COVID-19 pandemic']], MedEdPublish, 9, [1], 49</ref> However, in recent years, there has been a resurge in funding, thus, many institutions have developed simulations to teach their medical students. Particularly in the field of [[diabetes]], a study named DEVICE (Diabetes Emergencies: Virtual Interactive Clinical Education) allowed non-specialist clinics to undergo training so that they can better identify and treat diabetes patients.<ref name=":8">{{Cite journal |last1=Mallik |first1=Ritwika |last2=Patel |first2=Mayank |last3=Atkinson |first3=Ben |last4=Kar |first4=Partha |date=2021-07-01 |title=Exploring the Role of Virtual Reality to Support Clinical Diabetes Training—A Pilot Study |journal=Journal of Diabetes Science and Technology |volume=16 |issue=4 |pages=844–851 |doi=10.1177/19322968211027847 |issn=1932-2968 |pmc=9264436 |pmid=34210183}}</ref>
==== 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. <ref>{{Cite journal |last1=McKnight |first1=R. Randall |last2=Pean |first2=Christian A. |last3=Buck |first3=J. Stewart |last4=Hwang |first4=John S. |last5=Hsu |first5=Joseph R. |last6=Pierrie |first6=Sarah N. |date=December 2020 |title=Virtual Reality and Augmented Reality-Translating Surgical Training into Surgical Technique |journal=Current Reviews in Musculoskeletal Medicine |volume=13 |issue=6 |pages=663–674 |doi=10.1007/s12178-020-09667-3 |issn=1935-973X |pmc=7661680 |pmid=32779019}}</ref>
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>{{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>{{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>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> 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}}</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" />
=== Surgery, therapy and rehabilitation for patients ===
==== 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 |url=https://pubmed.ncbi.nlm.nih.gov/32561486/ |journal=World Neurosurgery |volume=141 |pages=291–298 |doi=10.1016/j.wneu.2020.06.066 |issn=1878-8769 |pmid=32561486}}</ref> The first collaborative virtual reality surgery was successfully performed June 2022, in Brazil by pediatric surgeon Noor Ul Owase Jeelani, of [[Great Ormond Street Hospital]] in London. The surgery, a separation of conjoined twins, was conducted collaboratively in a "virtual reality room" by Dr. Jeelani and Dr. Gabriel Mufarrej, head of paediatric surgery at Instituto Estadual do Cerebro Paulo Niemeyer in Brazil.<ref name=":7">{{Cite news |last=McCallum |first=Shiona |date=2022-08-01 |title=Conjoined twins separated with the help of virtual reality |url=https://www.bbc.com/news/technology-62378452 |access-date=2022-08-08 |work=BBC News}}</ref><ref>{{Cite news |last=Suliman |first=Adela |date=2022-08-03 |title=Surgeons use virtual reality techniques to separate conjoined twin |url=https://www.washingtonpost.com/world/2022/08/03/brazil-conjoined-twins-separated-surgery/ |access-date=2022-08-08 |newspaper=The Washington Post}}</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 [[DSM V|DSM-V]] criteria for PTSD.<ref>{{Cite journal |last1=Difede |first1=JoAnn |last2=Hoffman |first2=Hunter G. |date=2002-12-01 |title=Virtual reality exposure therapy for World Trade Center Post-traumatic Stress Disorder: a case report |journal=Cyberpsychology & Behavior |volume=5 |issue=6 |pages=529–535 |doi=10.1089/109493102321018169 |issn=1094-9313 |pmid=12556115 |s2cid=2986683}}</ref>
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" />
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|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" />
== Education and training ==
[[File:NICE Figure 3.jpg|thumb|A photo of a student using the NICE project, an educational VR system from the 1990s.]]
VR is used to help learners develop skills without the real-world consequences of failing, especially useful in realms with life-or-death implications. The specific device used to provide the VR experience, whether it be through a mobile phone or desktop computer, does not appear to impact the educational benefits received by the learner.<ref name=":14">{{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|journal=Australasian Journal of Educational Technology|volume=33|issue=6|doi=10.14742/ajet.3840|issn=1449-5554|doi-access=free}}</ref>
In recent case studies, the VR training approach not only leads to better understandings, but also higher satisfaction amongst individuals. The number of errors can be reduced and the completion time for specific tasks can be shortened.<ref>{{cite journal |last1=Salah |first1=Bashir |last2=Abidi |first2=Mustufa |last3=Mian |first3=Syed |last4=Krid |first4=Mohammed |last5=Alkhalefah |first5=Hisham |last6=Abdo |first6=Ali |title=Virtual Reality-Based Engineering Education to Enhance Manufacturing Sustainability in Industry 4.0 |journal=Sustainability |date=11 March 2019 |volume=11 |issue=5 |page=1477 |doi=10.3390/su11051477 |doi-access=free }}</ref>
=== 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://theathletic.com/5121231/2023/12/08/jayden-daniels-lsu-football-ai-technology/ |url-access=subscription |url-status=live |archive-url=https://web.archive.org/web/20240411154905/https://theathletic.com/5121231/2023/12/08/jayden-daniels-lsu-football-ai-technology/ |archive-date=April 11, 2024 |access-date=April 14, 2024 |website=[[The Athletic]]}}</ref><ref name="VRSI">{{cite magazine |last1=Harrison |first1=David |date=May 8, 2024 |title=Commanders QB Jayden Daniels Describes How Virtual Reality Helps Him |url=https://www.si.com/nfl/commanders/news/commanders-quarterback-jayden-daniels-describe-virtual-reality-lsu-tigers |url-status=live |archive-url=https://web.archive.org/web/20240529122441/https://www.si.com/nfl/commanders/news/commanders-quarterback-jayden-daniels-describe-virtual-reality-lsu-tigers |archive-date=May 29, 2024 |access-date=June 2, 2024 |magazine=[[Sports Illustrated]]}}</ref>
== Engineering and robotics ==
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