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== Applications == {{Main|Virtual reality applications}} Virtual reality is most commonly used in entertainment applications such as [[video game]]s, [[3D cinema]], [[amusement park rides]] including [[dark ride]]s and [[Virtual world#Social|social virtual worlds]]. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.<ref>{{cite web|url=http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|title=Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive|website=Data Reality|access-date=15 August 2015|url-status=dead|archive-url=https://web.archive.org/web/20150820001906/http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|archive-date=20 August 2015}}</ref> 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and [[theme parks]] have incorporated virtual reality to match visual effects with haptic feedback.<ref name="Wired Magic Leap Apr2016" /> VR not only fits the trend of the digital industry but also enhances the film's visual effect. The film gives the audience more ways to interact through VR technology.<ref>{{cite journal |last1=He |first1=Jing |last2=Wu |first2=Yanping |title=Application of Digital Interactive Display Design Based on Computer Technology in VR Film |journal=Mobile Information Systems |date=10 October 2022 |volume=2022 |pages=1–7 |doi=10.1155/2022/8462037 |doi-access=free }}</ref> In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.<ref name=":3">{{cite journal |last1=Groom |first1=Victoria |last2=Bailenson |first2=Jeremy N. |last3=Nass |first3=Clifford |title=The influence of racial embodiment on racial bias in immersive virtual environments |journal=Social Influence |date=July 2009 |volume=4 |issue=3 |pages=231–248 |doi=10.1080/15534510802643750 }}</ref> It can be used as a form of therapeutic intervention.<ref name="VR-Review">{{cite journal |last1=Wiebe |first1=Annika |last2=Kannen |first2=Kyra |last3=Selaskowski |first3=Benjamin |last4=Mehren |first4=Aylin |last5=Thöne |first5=Ann-Kathrin |last6=Pramme |first6=Lisa |last7=Blumenthal |first7=Nike |last8=Li |first8=Mengtong |last9=Asché |first9=Laura |last10=Jonas |first10=Stephan |last11=Bey |first11=Katharina |last12=Schulze |first12=Marcel |last13=Steffens |first13=Maria |last14=Pensel |first14=Max |last15=Guth |first15=Matthias |last16=Rohlfsen |first16=Felicia |last17=Ekhlas |first17=Mogda |last18=Lügering |first18=Helena |last19=Fileccia |first19=Helena |last20=Pakos |first20=Julian |last21=Lux |first21=Silke |last22=Philipsen |first22=Alexandra |last23=Braun |first23=Niclas |title=Virtual reality in the diagnostic and therapy for mental disorders: A systematic review |journal=Clinical Psychology Review |date=2022 |volume=98 |issue=2 |page=102213 |doi=10.1016/j.cpr.2022.102213 |pmid=36356351 |hdl=20.500.11811/10810 |hdl-access=free }}</ref> For instance, there is the case of the [[virtual reality exposure therapy]] (VRET), a form of [[exposure therapy]] for treating anxiety disorders such as post traumatic stress disorder ([[Posttraumatic stress disorder|PTSD]]) and phobias.<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|doi=10.1371/journal.pone.0048469 |pmc=3531396|pmid=23300515|bibcode=2012PLoSO...748469G|doi-access=free}}</ref><ref>{{Cite book|title=Trauma Treatment Techniques: Innovative Trends|last1=Garrick|first1=Jacqueline|last2=Williams|first2=Mary Beth|publisher=Routledge|year=2014|isbn=9781317954934|location=London|pages=199}}</ref><ref>{{Cite journal|last=Gerardi|first=Maryrose |date=June 2010|title=Virtual Reality Exposure Therapy for Post-Traumatic Stress Disorder and Other Anxiety Disorders|journal=Current Psychiatry Reports|volume=12|issue=4|pages=298–305|doi=10.1007/s11920-010-0128-4|pmid=20535592}}</ref> A VR therapy has been designed to help people with [[psychosis]] and [[agoraphobia]] manage their avoidance of outside environments. In the therapy, the user wears a headset and a virtual character provides psychological advice and guides them as they explore simulated environments (such as a cafe or a busy street). [[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 |journal=The Lancet Psychiatry |volume=9 |issue=5 |pages=375–388 |doi=10.1016/s2215-0366(22)00060-8 |pmc=9010306 |pmid=35395204}}</ref><ref>{{cite report |doi=10.3310/nihrevidence_59108 |title=Virtual reality could help people with psychosis and agoraphobia |date=2023 }}</ref> During the COVID-19 pandemic, social VR has also been used as a mental-health tool in a form of self-administered, non-traditional [[Cognitive behavioral therapy|cognitive behavioural therapy]].<ref>{{cite book |doi=10.1145/3544548.3581103 |chapter=Social Virtual Reality as a Mental Health Tool: How People Use VRChat to Support Social Connectedness and Wellbeing |title=Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems |date=2023 |last1=Deighan |first1=Mairi Therese |last2=Ayobi |first2=Amid |last3=O'Kane |first3=Aisling Ann |pages=1–13 |isbn=978-1-4503-9421-5 }}</ref> Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with [[Alzheimer's disease]]. This gives these elderly patients the opportunity to simulate real experiences that they would not otherwise be able to experience due to their current state. 17 recent studies with randomized controlled trials have shown that virtual reality applications are effective in treating cognitive deficits with neurological diagnoses.<ref>{{Citation needed|reason=Previous citation was unrelated|date=August 2021}}</ref> Loss of mobility in elderly patients can lead to a sense of loneliness and depression. Virtual reality is able to assist in making aging in place a lifeline to an outside world that they cannot easily navigate. Virtual reality allows exposure therapy to take place in a safe environment.<ref>{{cite journal |last1=Kamińska |first1=Magdalena Sylwia |last2=Miller |first2=Agnieszka |last3=Rotter |first3=Iwona |last4=Szylińska |first4=Aleksandra |last5=Grochans |first5=Elżbieta |title=The effectiveness of virtual reality training in reducing the risk of falls among elderly people |journal=Clinical Interventions in Aging |pages=2329–2338 |doi=10.2147/CIA.S183502 |date=14 November 2018|volume=13 |pmid=30532523 |pmc=6241865 |doi-access=free }}</ref> In medicine, simulated VR surgical environments were first developed in the 1990s.<ref>{{Cite journal|last=Satava|first=R. M.|date=1996|title=Medical virtual reality. The current status of the future|journal=Studies in Health Technology and Informatics|volume=29|pages=100–106 |pmid=10163742}}</ref><ref>{{Cite journal|last1=Rosenberg|first1=Louis|last2=Stredney|first2=Don|date=1996|title=A haptic interface for virtual simulation of endoscopic surgery|journal=Studies in Health Technology and Informatics|volume=29|pages=371–387 |pmid=10172846}}</ref><ref>{{Cite journal|last1=Stredney|first1=D.|last2=Sessanna|first2=D.|last3=McDonald|first3=J. S.|last4=Hiemenz|first4=L.|last5=Rosenberg|first5=L. B.|date=1996|title=A virtual simulation environment for learning epidural anesthesia|journal=Studies in Health Technology and Informatics|volume=29|pages=164–175 |pmid=10163747}}</ref> Under the supervision of experts, VR can provide effective and repeatable training<ref>{{Cite journal|last1=Thomas|first1=Daniel J.|last2=Singh|first2=Deepti|date=2021-04-02|title=Letter to the Editor: Virtual Reality in Surgical Training|journal=International Journal of Surgery|volume=89|language=en|pages=105935|doi=10.1016/j.ijsu.2021.105935|pmid=33819684 |doi-access=free}}</ref> at a low cost, allowing trainees to recognize and amend errors as they occur.<ref>{{Cite book|title=Medicine Meets Virtual Reality 21: NextMed / MMVR21|last=Westwood|first=J.D|publisher=IOS Press|pages=462}}</ref> Virtual reality has been used in [[physical rehabilitation]] since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of [[Parkinson's disease]].<ref>{{Cite journal|last=Dockx|first=Kim|date=2016|title=Virtual reality for rehabilitation in Parkinson's disease |journal=Cochrane Database of Systematic Reviews|volume=2016 |issue=12 |pages=CD010760|doi=10.1002/14651858.CD010760.pub2|pmid=28000926|url=https://lirias.kuleuven.be/handle/123456789/420336|pmc=6463967}}</ref> A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.<ref>{{Cite journal|last1=Darbois|first1=Nelly|last2=Guillaud|first2=Albin|last3=Pinsault|first3=Nicolas |date=2018|title= Does Robotics and Virtual Reality Add Real Progress to Mirror Therapy Rehabilitation? A Scoping Review |journal=Rehabilitation Research and Practice |volume=2018 |pages=6412318|doi=10.1155/2018/6412318|pmid=30210873|pmc=6120256|doi-access=free}}</ref> Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between non-autistic and [[Autism spectrum|autistic]] individuals in their response to a two-dimensional avatar.<ref>{{cite journal |last1=Forbes |first1=Paul A. G. |last2=Pan |first2=Xueni |last3=Hamilton |first3=Antonia F. de C. |title=Reduced Mimicry to Virtual Reality Avatars in Autism Spectrum Disorder |journal=Journal of Autism and Developmental Disorders |volume=46 |issue=12 |pages=3788–3797 |language=en |doi=10.1007/s10803-016-2930-2|pmid=27696183 |pmc=5110595 |year=2016 }}</ref><ref>{{cite web |title=How virtual reality is transforming autism studies |url=https://www.spectrumnews.org/features/deep-dive/virtual-reality-transforming-autism-studies/ |website=Spectrum {{!}} Autism Research News |date=24 October 2018}}</ref> Immersive virtual reality technology with myoelectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. Pain scale measurements were taken into account and an interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked VR headset.<ref>{{Cite journal|last=Chau|first=Brian|date=Aug 2017|title=Immersive virtual reality therapy with myoelectric control for treatment-resistant phantom limb pain: Case report|journal=Psychiatry|volume=14|issue=7–8|pages=3–7|pmid=29616149|pmc=5880370}}</ref> A systematic search in Pubmed and Embase was performed to determine results that were pooled in two meta-analysis. Meta-analysis showed a significant result in favor of VRT for balance.<ref>{{Cite journal|last=Warnier|first=Nadieh|date=Nov 2019|title=Effect of virtual reality therapy on balance and walking in children with cerebral palsy: A systematic review.|journal=Pediatric Health|volume=23|issue=8|pages=502–518|pmid=31674852|doi=10.1080/17518423.2019.1683907 }}</ref> In the fast-paced and globalised business world, meetings in VR are used to create an environment in which interactions with other people (e.g. colleagues, customers, partners) can feel more natural than a phone call or video chat. In the customisable meeting rooms all parties can join using the VR headset and interact as if they are in the same physical room. Presentations, videos or 3D models (of e.g. products or prototypes) can be uploaded and interacted with.<ref>{{Cite magazine|title=VR Meetings Are Weird, but They Beat Our Current Reality|language=en-us|magazine=Wired|url=https://www.wired.com/story/arthur-vr-virtual-reality-meetings/|access-date=2021-04-03 }}</ref> Compared to traditional text-based CMC, Avatar-based interactions in 3D virtual environment lead to higher levels of consensus, satisfaction, and cohesion among group members.<ref>{{Cite journal |last1=Schouten |first1=Alexander P. |last2=van den Hooff |first2=Bart |last3=Feldberg |first3=Frans |date=March 2016 |title=Virtual Team Work: Group Decision Making in 3D Virtual Environments |journal=Communication Research |volume=43 |issue=2 |pages=180–210 |doi=10.1177/0093650213509667 }}</ref>[[File:VR-Helm.jpg|thumb|[[United States Navy|U.S. Navy]] [[Hospital Corpsman]] demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2006]] VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied [[Virtual reality in primary education|in primary education]],<ref>{{cite web|title=Online High School In Japan Enters Virtual Reality|url=https://blogs.wsj.com/digits/2016/04/07/online-high-school-in-japan-enters-virtual-reality/?shareToken=stfe04598ceabf489da48f22cb24fbe781%3Fmod%3De2fb|website=blogs.wsj.com|date = 2016-04-07}}</ref> anatomy teaching,<ref>{{cite journal |last1=Moro |first1=Christian |last2=Štromberga |first2=Zane |last3=Raikos |first3=Athanasios |last4=Stirling |first4=Allan |title=The effectiveness of virtual and augmented reality in health sciences and medical anatomy |journal=Anatomical Sciences Education |date=November 2017 |volume=10 |issue=6 |pages=549–559 |doi=10.1002/ase.1696 |pmid=28419750 |url=https://pure.bond.edu.au/ws/files/10131329/The_effectiveness_of_virtual_and_augmented_reality_in_health_sciences_and_medical_anatomy.pdf }}</ref><ref>{{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 |doi-access=free}}</ref> military,<ref>{{Cite news|url=https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded|title=DSTS: First immersive virtual training system fielded|work=www.army.mil|access-date=2017-03-16|language=en}}</ref><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}}</ref> astronaut training,<ref>{{Cite news|url=http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/|title=NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story – TechRepublic|work=TechRepublic|access-date=2017-03-15|language=en}}</ref><ref>{{Cite news|url=http://www.roadtovr.com/a-look-at-nasas-hybrid-reality-astronaut-training-system-powered-by-htc-vive/|title=A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR|last=James|first=Paul|date=2016-04-19|work=Road to VR|access-date=2017-03-15|language=en-US}}</ref><ref>{{Cite news|url=https://unimersiv.com/how-nasa-is-using-virtual-and-augmented-reality-to-train-astronauts-37/|title=How NASA is Using Virtual and Augmented Reality to Train Astronauts|date=2016-04-11|work=Unimersiv|access-date=2017-03-15|language=en-US}}</ref> flight simulators,<ref>{{cite journal|last=Dourado|first=Antônio O.|author2=Martin, C.A. |title=New concept of dynamic flight simulator, Part I|journal=Aerospace Science and Technology|volume=30|issue=1|pages=79–82|doi=10.1016/j.ast.2013.07.005|date=2013|bibcode=2013AeST...30...79D }}</ref> mining and metallurgical operations training,<ref>{{Cite web|url=https://www.cdc.gov/niosh/mining/works/coversheet1084.html|title=Virtual Reality in Mine Training|website=www.cdc.gov|date=21 September 2012 |language=en-us|access-date=2018-11-09}}</ref><ref>{{Cite conference |last=Navarra |first=A. |last2=Thiess |first2=L. |last3=Sun |first3=T. |last4=Pearce |first4=K. |last5=Waters |first5=K. |last6=Hanel |first6=B. |last7=Razavinia |first7=N. |last8=Ciriello |first8=C. |last9=Huberman |first9=S. |title=Virtual Reality and Sim-to-Real Development of Metallurgical Operations |conference=Proceedings of the 63rd Conference of Metallurgists, COM 2024 |year=2024 |publisher=Springer Nature Switzerland |pages=851-856 |doi=10.1007/978-3-031-67398-6_144 |url=https://link.springer.com/chapter/10.1007/978-3-031-67398-6_144 |access-date=2025-02-03|url-access=subscription }}</ref> medical education,<ref>{{cite journal |last1=Moro |first1=Christian |last2=Birt |first2=James |last3=Stromberga |first3=Zane |last4=Phelps |first4=Charlotte |last5=Clark |first5=Justin |last6=Glasziou |first6=Paul |last7=Scott |first7=Anna Mae |title=Virtual and Augmented Reality Enhancements to Medical and Science Student Physiology and Anatomy Test Performance: A Systematic Review and Meta-Analysis |journal=Anatomical Sciences Education |date=May 2021 |volume=14 |issue=3 |pages=368–376 |doi=10.1002/ase.2049 |pmid=33378557 }}</ref> geography education,<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 |doi=10.1371/journal.pone.0276267 |pmc=9578614 |pmid=36256672|bibcode=2022PLoSO..1776267S |doi-access=free }}</ref> architectural design,{{citation needed|date=November 2019}} driver training,<ref name="Virtual Reality Training">{{cite web | url = http://science.howstuffworks.com/virtual-military1.htm | title = How Virtual Reality Military Applications Work| date = 2007-08-27}}</ref> and bridge inspection.<ref name="omer">{{cite journal | last1 = Omer | display-authors = et. al. | year = 2018 | title = Performance evaluation of bridges using virtual reality | url = https://www.researchgate.net/publication/325194259 | journal = Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland}}</ref> Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.<ref name="seu">{{cite journal | last1 = Seu | display-authors = et. al. | year = 2018 | title = Use of gaming and affordable VR technology for the visualization of complex flow fields | url = https://www.researchgate.net/publication/327189667 | journal = Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland}}</ref> Supplementing training with virtual training environments has been claimed to offer avenues of realism in military<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> and healthcare<ref>{{cite journal |last1=Bukhari |first1=Hatim |last2=Andreatta |first2=Pamela |last3=Goldiez |first3=Brian |last4=Rabelo |first4=Luis |title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care |journal=Inquiry |date=2017 |volume=54 |doi=10.1177/0046958016687176 |pmid=28133988 |pmc=5798742 }}</ref> training while minimizing cost.<ref>{{Cite journal|last=Smith|first=Roger |date=2010-02-01|title=The Long History of Gaming in Military Training|journal=Simulation & Gaming|language=en|volume=41|issue=1|pages=6–19|doi=10.1177/1046878109334330 }}</ref> It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.<ref name=":1" /> VR can be used for the healthcare training and education for medical practitioners.<ref>{{cite journal |last1=Dennis |first1=Ophelie Puissegur |last2=Patterson |first2=Rita M. |title=Medical virtual reality |journal=Journal of Hand Therapy |date=April 2020 |volume=33 |issue=2 |pages=243–245 |doi=10.1016/j.jht.2020.02.003 |pmid=32451173 }}</ref><ref>{{Cite journal|last1=Bueckle|first1=Andreas|last2=Buehling|first2=Kilian|last3=Shih|first3=Patrick C.|last4=Börner|first4=Katy|date=2021-10-27|title=3D virtual reality vs. 2D desktop registration user interface comparison|journal=PLOS ONE |volume=16|issue=10|pages=e0258103|doi=10.1371/journal.pone.0258103 |pmc=8550408|pmid=34705835|arxiv=2102.12030|bibcode=2021PLoSO..1658103B|doi-access=free}}</ref> Further, several application have been developed for multiple types of safety training.<ref>{{cite book |doi=10.1007/978-3-031-06018-2_25 |chapter=Use of Virtual Reality for Safety Training: A Systematic Review |title=Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Health, Operations Management, and Design |series=Lecture Notes in Computer Science |date=2022 |last1=Kanade |first1=Sameeran G. |last2=Duffy |first2=Vincent G. |volume=13320 |pages=364–375 |isbn=978-3-031-06017-5 }}</ref><ref>{{Cite journal |last1=Stefan |first1=Hans |last2=Mortimer |first2=Michael |last3=Horan |first3=Ben |date=December 2023 |title=Evaluating the effectiveness of virtual reality for safety-relevant training: a systematic review |journal=Virtual Reality |volume=27 |issue=4 |pages=2839–2869 |doi=10.1007/s10055-023-00843-7 |doi-access=free }}</ref> The latest results indicates that virtual reality safety training is more effective than traditional training in terms of knowledge acquisition and knowledge retention.<ref>{{Cite journal |last1=Scorgie |first1=D. |last2=Feng |first2=Z. |last3=Paes |first3=D. |last4=Parisi |first4=F. |last5=Yiu |first5=T.W. |last6=Lovreglio |first6=R. |date=March 2024 |title=Virtual reality for safety training: A systematic literature review and meta-analysis |journal=Safety Science |language=en |volume=171 |pages=106372 |doi=10.1016/j.ssci.2023.106372|doi-access=free }}</ref> In the engineering field, VR has proved very useful for both engineering educators and the students. A previously expensive cost in the educational department now being much more accessible due to lowered overall costs, has proven to be a very useful tool in educating future engineers. The most significant element lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real world possibilities. This added tool of education provides many the immersion needed to grasp complex topics and be able to apply them.<ref>{{Cite book|last1=Abulrub|first1=Abdul-Hadi G.|last2=Attridge|first2=Alex N.|last3=Williams|first3=Mark A.|title=2011 IEEE Global Engineering Education Conference (EDUCON) |chapter=Virtual reality in engineering education: The future of creative learning |date=April 2011|pages=751–757|doi=10.1109/EDUCON.2011.5773223|isbn=978-1-61284-642-2}}</ref> As noted, the future architects and engineers benefit greatly by being able to form understandings between spatial relationships and providing solutions based on real-world future applications.<ref>{{cite journal |last1=Makaklı |first1=Elif Süyük |title=STEAM approach in architectural education |journal=SHS Web of Conferences |date=2019 |volume=66 |pages=01012 |doi=10.1051/shsconf/20196601012 |doi-access=free |hdl=11729/2983 |hdl-access=free }}</ref> The first fine art virtual world was created 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, Pennsylvania|page=203}}</ref> As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible.<ref>{{Cite web|url=http://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|access-date=23 September 2017|archive-date=3 October 2017|archive-url=https://web.archive.org/web/20171003003731/http://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/|url-status=dead}}</ref><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> Virtual reality's growing market presents an opportunity and an alternative channel for [[digital marketing]].<ref>{{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 |last2=Torchia |first1=Michael |first2=Marcus |date=February 27, 2017 |website=International Data Corporation |access-date=March 16, 2018 |archive-url=https://web.archive.org/web/20180319084625/https://www.idc.com/getdoc.jsp?containerId=prUS42331217 |archive-date=March 19, 2018 |url-status=dead }}</ref> It is also seen as a new platform for [[e-commerce]], particularly in the bid to challenge traditional "brick and mortar" retailers. However, a 2018 study revealed that the majority of goods are still purchased in physical stores.<ref>{{Cite web|url=https://www.walkersands.com/resources/the-future-of-retail-2018/|title=How Technology is Expanding the Scope of Online Commerce Beyond Retail|website=www.walkersands.com|access-date=2018-08-31}}</ref> In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking,<ref>{{cite journal |last1=Thomas |first1=Daniel J. |title=Augmented reality in surgery: The Computer-Aided Medicine revolution |journal=International Journal of Surgery |date=December 2016 |volume=36 |pages=25 |doi=10.1016/j.ijsu.2016.10.003 |pmid=27741424 |doi-access=free }}</ref> promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context.<ref>{{Cite journal|last1=Sáez-López|first1=José-Manuel|last2=García|first2=María Luisa Sevillano-García|last3=Pascual-Sevillano|first3=María de los Ángeles|date=2019|title=Aplicación del juego ubicuo con realidad aumentada en Educación Primaria|journal= Comunicar|language=es|volume=27|issue=61|pages=71–82|doi=10.3916/C61-2019-06 |doi-access=free|hdl=10651/53881|hdl-access=free}}</ref> A case has also been made for including virtual reality technology in the context of public libraries. This would give library users access to cutting-edge technology and unique educational experiences.<ref>{{Cite journal|last=Kirsch|first=Breanne|date=2019|title= Virtual Reality: The Next Big Thing for Libraries to Consider |journal= Information Technology and Libraries|volume=38|issue=4|pages=4–5|doi=10.6017/ital.v38i4.11847|doi-access=free}}</ref> This could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project).<ref>{{Cite journal|last1=Bozorgi|first1=Khosrow|last2=Lischer-Katz|first2=Zack|date=2020|title=Using 3D/VR for Research and Cultural Heritage Preservation: Project Update on the Virtual Ganjali Khan Project|journal=Preservation, Digital Technology & Culture|volume=49|issue=2|pages=45–57|doi=10.1515/pdtc-2020-0017 |doi-access=free}}</ref> Starting in the early 2020s, virtual reality has also been discussed as a technological setting that may support people's grieving process, based on digital recreations of deceased individuals. In 2021, this practice received substantial 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 summarized several potential implications of such endeavours, including its potential to facilitate adaptive mourning, but also many ethical challenges.<ref>{{cite journal |last1=Nikolaou (Νίκη Νικολάου) |first1=Niki |title=Η επανασύνδεση με ένα αγαπημένο πρόσωπο που έχει αποβιώσει, μέσω της εικονικής πραγματικότητας. Απόψεις και προβληματισμοί ενώπιον πρωτοφανούς προκλήσεως |journal=Bioethica |date=25 September 2020 |volume=6 |issue=2 |pages=52 |doi=10.12681/bioeth.24851 |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 }}</ref> Growing interest in the [[metaverse]] has resulted in organizational efforts to incorporate the many diverse applications of virtual reality into [[digital ecosystem|ecosystems]] like [[VIVERSE]], reportedly offering connectivity between platforms for a wide range of uses.<ref>{{cite web|last=Takle|first=Steve|url=https://www.thevirtualreport.biz/news/65257/htc-vive-partners-with-holoride-private-5g-solution-location-based-entertainment/|title=HTC Vive partners with holoride; private 5G solution; location based entertainment|website=The Virtual Report|date=28 February 2022|access-date=14 March 2022}}</ref>
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