Virtual reality applications: Difference between revisions

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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 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, virtual reality (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 for PTSD and anxiety disorders demonstrates its psychological value.<ref name=":17" /><ref name=":18" /><ref name=":16" />
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==== 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 name=":19">{{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 name=":20">{{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 name=":21">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><ref name=":22">{{Cite journal |last1=Yu |first1=Peng |last2=Pan |first2=Junjun |last3=Wang |first3=Zhaoxue |last4=Shen |first4=Yang |last5=Li |first5=Jialun |last6=Hao |first6=Aimin |last7=Wang |first7=Haipeng |date=2022-02-10 |title=Quantitative influence and performance analysis of virtual reality laparoscopic surgical training system |journal=BMC Medical Education |volume=22 |issue=1 |pages=92 |doi=10.1186/s12909-022-03150-y |doi-access=free |issn=1472-6920 |pmc=8832780 |pmid=35144614}}</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|doi-access=free }}</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" />
 
In one of these studies for example, from 2022, Participants were given a touch-screen monitor, two surgical handlers, and two-foot pedals that were designed to emulate a real world laparoscopic simulator.<ref name=":22" /> When participants were asked to perform simulated surgery tasks (Figure 1), they performed significantly better than a control group that wasn’t training using VR.<ref name=":22" /> In addition to doing better on tasks, those who got VR training demonstrated significant time savings and enhanced performance in the previously mentioned critical areas.<ref name=":9" /><ref name=":19" /><ref name=":20" /><ref name=":21" /><ref name=":22" /> Participants who trained using virtual reality also demonstrated reduced cognitive load, suggesting that they were able to learn the content with significantly less mental strain. These findings demonstrate how VR-based simulators, which provide a secure and entertaining environment for practicing surgical techniques, have the potential to completely transform laparoscopic training. <ref name=":22" />
[[File:12909_2022_3150_Fig2_HTML.webp|center|thumb|499x499px|The three tests tested in the 2022 study (from left to right) peg transfer, picking beans, and threading skill practice.]]
[[File:12909_2022_3150_Fig3_HTML.webp|center|thumb|499x499px|The virtual reality simulator from the 2022 study, depicting (from left to right) fixed point hemostasis, peg transfer, picking beams and colon resection]]
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=== Cinema ===
Films produced for VR permit the audience to [[360-degree video|view scenes in 360 degrees]]. This can involve the use of VR cameras to produce interactive films and series.<ref>{{cite news|url=https://www.nytimes.com/2014/12/15/business/media/virtual-reality-wild-trek-with-reese-witherspoon.html?_r=0|title=Virtual Reality 'Wild' Trek, With Reese Witherspoon|last1=Cieply|first1=Michael|work=The New York Times |date=15 December 2014 |access-date=8 June 2016}}</ref><ref>{{cite web|url=https://www.engadget.com/2015/12/04/gone-vr-thriller/|title='Gone' is a VR thriller from 'Walking Dead' team and Samsung|last1=Lee|first1=Nicole|website=Engadget|date=4 December 2015 |access-date=26 May 2016}}</ref> Pornography makers use VR, usually for POV-style porn.<ref>{{cite web|url=http://www.businesswire.com/news/home/20160310006584/en/Naughty-America-Invites-Experience-Virtual-Reality-Adult|title=Naughty America Invites You to Experience Virtual Reality Adult Entertainment During South by Southwest|date=2016-03-10|website=Business Wire|access-date=July 31, 2016}}</ref><ref>{{cite news|url=http://www.irishtimes.com/business/technology/virtual-reality-porn-the-end-of-civilisation-as-we-know-it-1.2720457|title=Virtual reality porn: the end of civilisation as we know it?|last1=Holden|first1=John|newspaper=The Irish Times|access-date=July 31, 2016}}</ref> In 2015, Disney was one of the first to include 360-content in popular culture, utilising the [[Nokia OZO]] camera to film 360 degrees videos for [[The Jungle Book (2016 film)]] and create VR content. <ref>{{Cite web |last=Bishop |first=Bryan |date=2016-04-25 |title=Disney bets on Nokia's Ozo camera for the future of VR |url=https://www.theverge.com/2016/4/25/11421992/disney-nokia-ozo-camera-virtual-reality-star-wars-marvel |access-date=2024-08-07 |website=The Verge |language=en}}</ref>
 
The 2016 [[World Chess Championship]] match between [[Magnus Carlsen]] and [[Sergey Karjakin]] was promoted as "the first in any sport to be broadcast in 360-degree virtual reality."<ref>[https://www.chess.com/news/virtual-reality-to-be-added-to-world-champs-viewing-experience-5943 Virtual reality to be added to World Champs Viewing Experience] (Chess.com)</ref> However, a VR telecast featuring [[Oklahoma Sooners football|Oklahoma]] hosting [[Ohio State Buckeyes football|Ohio State]], preceded it on September 17, 2016.<ref>{{cite web|url=https://variety.com/2016/digital/news/fox-sports-college-football-vr-1201858653/|title=Fox Sports Streams College Football Match in Virtual Reality|last=Rœttgers|first=Janko|date=September 13, 2016|website=Variety|access-date=October 26, 2016}}</ref><ref>{{cite web|url=https://www.si.com/college-football/2016/10/07/texas-oklahoma-virtual-reality-stream-fox-sports|title=Fox Sports streaming Red River Rivalry live in virtual reality|date=October 7, 2016|website=SI.com|publisher=Sports Illustrated|access-date=October 26, 2016}}</ref> The telecasts (which used roughly 180 degrees of rotation, not the 360 required for full VR) were made available through paid smartphone apps and head-mounted displays.
 
=== Music ===
VR can allow individuals to virtually attend concerts,<ref>{{Cite web|url=https://www.nbcnews.com/mach/innovation/how-virtual-reality-redefining-live-music-n687786|title=How virtual reality is redefining live music|website=NBC News|date=28 November 2016 }}</ref><ref>{{cite web|url=https://www.forbes.com/sites/cheriehu/2016/04/23/virtual-reality-in-the-music-industry-needs-to-be-a-tool-not-just-an-experience/#5e8146216147|title=Virtual Reality In The Music Industry Needs To Be A Tool, Not Just An Experience|last=Hu|first=Cherie|website=[[Forbes]]}}</ref> these VR concerts can be enhanced using feedback from the user's heartbeat and brainwaves.<ref>{{Cite book|last1=Horie|first1=Ryota|last2=Wada|first2=Minami|last3=Watanabe|first3=Eri|title=Advances in Affective and Pleasurable Design |chapter=Participation in a Virtual Reality Concert via Brainwave and Heartbeat |date=2017-07-17|isbn=978-3-319-60494-7|series=Advances in Intelligent Systems and Computing|volume=585 |pages=276–284|language=en|doi=10.1007/978-3-319-60495-4_30}}</ref> VR can also be used for [[music video]]s<ref>{{cite news|url=https://www.bbc.com/news/business-38795190|title=How virtual reality is shaking up the music industry|last=Smith|first=Nicola K.|date=31 January 2017|work=BBC News}}</ref> and [[music visualization]] or [[visual music]] applications.<ref>{{cite web|url=https://www.theverge.com/2015/12/28/10675270/gear-vr-virtual-reality-music-visualizer-groovr|title=Does anybody really want a virtual reality music visualizer?|last=Robertson|first=Adi|date=28 December 2015}}</ref><ref>{{Cite web|url=https://www.bostonglobe.com/arts/music/2013/04/01/inventor-updates-creation-bring-vision-music/4KRSQ8c35h4ejqSU2Zk4EO/story.html|title=Inventor brings 3-D vision to music - The Boston Globe|website=BostonGlobe.com}}</ref> Immersive audio technologies, such as the [[Nokia OZO]], can create an immersive listening experience. through head-tracking and precise directivity of sound. <ref>{{Cite web |date=2024-07-10 |title=Headphone Immersive Audio, Head Tracking, and Virtual Speakers |url=https://audioxpress.com/article/headphone-immersive-audio-head-tracking-and-virtual-speakers |access-date=2024-08-07 |website=audioXpress |language=en}}</ref>
 
=== Family entertainment centers ===