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{{Short description|Computer-simulated experience}} {{pp|small=yes}} {{redirect|Virtuality|other uses|Virtuality (disambiguation)|and|Virtual reality (disambiguation)}} {{distinguish|Simulated reality|Augmented reality|Virtual economy}} {{use dmy dates|date=December 2020}} [[File:Reality check ESA384313.jpg|thumb|314x314px|Researchers with the [[European Space Agency]] in [[Darmstadt]], Germany, equipped with a [[Virtual reality headset|VR headset]] and [[Motion controller|motion controllers]], demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat]] '''Virtual reality''' ('''VR''') is a [[Simulation|simulated]] experience that employs [[3D near-eye display]]s and [[pose tracking]] to give the user an immersive feel of a virtual world. [[Applications of virtual reality]] include entertainment (particularly [[video game]]s), education (such as medical, safety, or military training)<ref>{{Cite web |title=VR Training for Maritime, Renewables & High-Risk Work |url=https://www.3tglobal.com/digital/our-digital-solutions/vr-safety-training/ |access-date=2025-03-25 |website=3t |language=en-GB}}</ref> and business (such as virtual meetings). VR is one of the key technologies in the [[Reality–virtuality continuum|reality-virtuality continuum]]. As such, it is different from other digital visualization solutions, such as [[augmented virtuality]] and [[augmented reality]].<ref>{{cite book |doi=10.1117/12.197321 |chapter=Augmented reality: A class of displays on the reality-virtuality continuum |title=Telemanipulator and Telepresence Technologies |date=1995 |editor-last1=Das |editor-first1=Hari |last1=Milgram |first1=Paul |last2=Takemura |first2=Haruo |last3=Utsumi |first3=Akira |last4=Kishino |first4=Fumio |volume=2351 |pages=282–292 }}</ref> Currently, standard virtual reality systems use either [[virtual reality headset]]s or multi-projected environments to generate some realistic images, sounds, and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a [[head-mounted display]] with a small screen in front of the eyes but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates [[Auditory feedback|auditory]] and [[video feedback]] but may also allow other types of sensory and force feedback through [[haptic technology]]. ==Etymology== "[[Virtual (philosophy)|Virtual]]" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.<ref name="etymonline.com">{{Cite web|url=https://www.etymonline.com/search?q=virtual|title=virtual | Search Online Etymology Dictionary|website=www.etymonline.com}}</ref> The term "virtual" has been used in the computer sense of "not [[Reality|physically existing]] but made to appear by [[software]]" since 1959.<ref name="etymonline.com" /> In 1938, French avant-garde playwright [[Antonin Artaud]] described the illusory nature of characters and objects in the theatre as [[:fr:Réalité virtuelle|"la réalité virtuelle"]] in a collection of essays, ''Le Théâtre et son double''. The English translation of this book, published in 1958 as ''[[The Theater and its Double]]'',<ref name="Artaud 1958">[[Antonin Artaud]], ''The Theatre and its Double'' Trans. Mary Caroline Richards. (New York: Grove Weidenfeld, 1958).</ref> is the earliest published use of the term "virtual reality". The term "[[artificial reality]]", coined by [[Myron W. Krueger|Myron Krueger]], has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in ''The Judas Mandala'', a 1982 novel by [[Damien Broderick]]. Widespread adoption of the term "virtual reality" in the popular media is attributed to [[Jaron Lanier]], who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm [[VPL Research]], and the 1992 film ''[[The Lawnmower Man (film)|Lawnmower Man]]'', which features use of virtual reality systems.<ref>{{cite journal | title = Computer science: Visionary of virtual reality | first = Aldo | last= Faisal | journal = [[Nature (journal)|Nature]] | volume = 551 | pages = 298–299 | year = 2017 | issue = 7680 | doi = 10.1038/551298a | bibcode = 2017Natur.551..298F | doi-access = free }}</ref> ==Forms and methods== {{Further|Immersion (virtual reality)|Reality–virtuality continuum}} [[File:THE VIEW (Virtual Reality).jpg|thumb|An operator controlling The Virtual Interface Environment Workstation (VIEW)<ref>{{Cite web |last=Rosson |first=Lois |date=2014-04-15 |title=The Virtual Interface Environment Workstation (VIEW), 1990 |url=http://www.nasa.gov/ames/spinoff/new_continent_of_ideas |access-date=2024-03-26 |website=NASA|archive-url=https://web.archive.org/web/20161101164355if_/https://www.nasa.gov/ames/spinoff/new_continent_of_ideas/|archive-date=2016-11-01}}</ref> at [[NASA]] [[Ames Research Center|Ames]] around 1990]] One method of realizing virtual reality is through [[simulation]]-based virtual reality. For example, driving simulators give the driver the impression of actually driving a vehicle by predicting vehicular motion based on the driver's input and providing corresponding visual, motion, and audio cues. With [[Avatar (virtual reality)|avatar image]]-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the [[3D computer graphics|3D]] distributed virtual environment in the form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability. In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, including robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in [[computer graphics]] and [[computer vision]] communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance. Desktop-based virtual reality involves displaying a 3D [[virtual world]] on a regular [[Visual display unit|desktop display]] without use of any specialized [[VR positional tracking]] equipment. Many modern [[First-person (gaming)|first-person]] video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of [[peripheral vision]], limiting the user's ability to know what is happening around them. [[File:Treadmill_Omni.jpg|thumb|An Omni treadmill being used at a VR convention]] [[File:Engineers train in virtual environment to prepare for real missions 150616-Z-YF431-084.jpg|thumb|A [[Missouri National Guard]]sman looks into a VR training [[head-mounted display]] at [[Fort Leonard Wood]] in 2015.]] A [[head-mounted display]] (HMD) more fully immerses the user in a virtual world. A [[virtual reality headset]] typically includes two small high resolution [[OLED]] or [[LCD]] monitors which provide separate images for each eye for [[Stereoscopy|stereoscopic]] graphics rendering a 3D virtual world, a [[3D audio effect|binaural audio]] system, positional and rotational real-time [[Motion capture|head tracking]] for six degrees of movement. Options include [[Motion controller|motion controls]] with [[Haptic technology|haptic feedback]] for physically interacting within the virtual world in an intuitive way with little to no abstraction and an [[omnidirectional treadmill]] for more freedom of physical movement allowing the user to perform locomotive motion in any direction. [[Augmented reality]] (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera [[live feed]] into a headset or [[smartglasses]] or through a [[mobile device]] giving the user the ability to view three-dimensional images. [[Mixed reality]] (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. A [[cyberspace]] is sometimes defined as a networked virtual reality.<ref>{{Cite web|url=https://www.dictionary.com/browse/cyberspace|title=Definition of cyberspace | Dictionary.com|website=www.dictionary.com}}</ref> [[Simulated reality]] is a hypothetical virtual reality as truly immersive as the [[Real life|actual reality]], enabling an advanced lifelike experience or even virtual eternity. == History == [[File:View-Master with Reel.jpg|thumb|[[View-Master]], a stereoscopic visual simulator, was introduced in 1939.|alt=]] The development of [[Perspective (graphical)|perspective]] in [[Renaissance]] European art and the [[stereoscope]] invented by [[Sir Charles Wheatstone]] were both precursors to virtual reality.<ref name="Baltrušaitis 1977">{{cite book |last1=Baltrušaitis |first1=Jurgis |last2=Strachan |first2=W.J. |title=Anamorphic art |date=1977 |publisher=Harry N. Abrams |location=New York |isbn=9780810906624 |page=4}}</ref><ref name="Virtual Reality Society 2020">{{cite web | title=Virtual Reality Society | website=Virtual Reality Society | date=2020-01-02 | url=https://www.vrs.org.uk/virtual-reality/history.html | access-date=2023-01-19}}</ref><ref name="Feature from Kings College London 2016">{{cite web | title=Charles Wheatstone: the father of 3D and virtual reality technology | website=Feature from King's College London | date=2016-10-28 | url=https://www.kcl.ac.uk/charles-wheatstone-the-father-of-3d-and-virtual-reality-technology-2 | access-date=2023-01-19}}</ref> The first references to the more modern-day concept of virtual reality came from [[science fiction]]. === 20th century === [[Morton Heilig]] wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the [[Sensorama]] in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a [[Machine|mechanical device]]. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator is given a complete sensation of reality, i.e., moving three-dimensional images that may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes."<ref>{{cite web| url=http://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253/2 | title=Forgotten genius: the man who made a working VR machine in 1957 | author=Holly Brockwell | date=3 April 2016 | publisher=Tech Radar | access-date=7 March 2017}}</ref> In 1968, Harvard Professor [[Ivan Sutherland]], with the help of his students, including [[Bob Sproull]], created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called [[The Sword of Damocles (virtual reality)|The Sword of Damocles]]. It was primitive both in terms of [[user interface]] and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name.<ref>{{cite book |last1=Watkins |first1=Christopher |last2=Marenka |first2=Stephen |title=Virtual Reality Excursions with Programs in C |date=1994| publisher= Academic Press Inc. |isbn=0-12-737865-0 |page=58}}</ref> Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple [[wire-frame model]] rooms. ==== 1970–1990 ==== The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.<ref>{{cite web|url=http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html|title=National Center for Supercomputing Applications: History|publisher=The Board of Trustees of the University of Illinois|archive-url=https://web.archive.org/web/20150821054144/http://archive.ncsa.illinois.edu/Cyberia/VETopLevels/VR.History.html|archive-date=21 August 2015}}</ref> [[David Em]] became the first artist to produce navigable virtual worlds at [[NASA]]'s [[Jet Propulsion Laboratory]] (JPL) from 1977 to 1984.<ref name="Creative Computing March 1982">{{cite journal|last1=Nelson|first1=Ted|title=Report on Siggraph '81|journal=Creative Computing|date=March 1982}}</ref> The [[Aspen Movie Map]], a crude [[virtual tour]] in which users could wander the streets of [[Aspen, Colorado|Aspen]] in one of the three modes (summer, winter, and [[Polygon (computer graphics)|polygons]]), was created at [[Massachusetts Institute of Technology|MIT]] in 1978. [[File:Virtual Reality Headset Prototype.jpg|thumb|[[Ames Research Center|NASA Ames]]'s 1985 VIEW headset]] In 1979, [[Eric Howlett]] developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field-of-view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth ([[field of view]]) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's [[Ames Research Center]] in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation)<ref>{{cite journal |last1=Fisher |first1=Scott S. |title=The NASA Ames VIEWlab Project—A Brief History |journal=Presence: Teleoperators and Virtual Environments |date=22 December 2016 |volume=25 |issue=4 |pages=339–348 |doi=10.1162/PRES_a_00277 }}</ref> by [[Scott Fisher (technologist)|Scott Fisher]]. The LEEP system provides the basis for most of the modern virtual reality headsets.<ref>{{cite book|last1=Thomas|first1=Wayne|title="Virtual Reality and Artificial Environments", A Critical History of Computer Graphics and Animation|date=December 2005|chapter=Section 17}}</ref> [[File:VPL DataSuit 1.jpg|upright|thumb|left|A [[VPL Research]] DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed {{Circa|1989}}. Displayed at the [[Nissho Iwai]] showroom in Tokyo]] By the late 1980s, the term "virtual reality" was popularized by [[Jaron Lanier]], one of the modern pioneers of the field. Lanier had founded the company [[VPL Research]] in 1984. VPL Research has developed several VR devices like the [[DataGlove]], the EyePhone, the Reality Built For Two (RB2), and the AudioSphere. VPL licensed the DataGlove technology to [[Mattel]], which used it to make the [[Power Glove]], an early affordable VR device, released in 1989. That same year [[Broderbund]]'s [[U-Force]] was released. [[Atari, Inc.]] founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the [[video game crash of 1983]]. However, its hired employees, such as <ref>{{Cite web|url=https://www.historyofinformation.com/detail.php?entryid=4081|title=Zimmerman & Lanier Develop the DataGlove, a Hand Gesture Interface Device : History of Information|website=www.historyofinformation.com}}</ref> [[Scott Fisher (technologist)|Scott Fisher]], [[Michael Naimark]], and [[Brenda Laurel]], kept their research and development on VR-related technologies. In 1988, the Cyberspace Project at [[Autodesk]] was the first to implement VR on a low-cost personal computer.<ref>{{cite magazine |last1=Barlow |first1=John Perry |title=Being in Nothingness |url=https://www.wired.com/2015/04/virtual-reality-and-the-pioneers-of-cyberspace |date=1990|magazine=Wired}}</ref><ref>{{Cite web|title = Cyberspace – The New Explorers| year=1989 | url=https://archive.org/details/Timothy_Leary_Archives_005.dv |via = Internet Archive|access-date=8 August 2019}}</ref> The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK,<ref>{{cite book |last1=Delaney |first1=Ben |title=Virtual Reality 1.0 -- The 90s: The Birth of VR |date=2017 |publisher=CyberEdge Information Services |isbn=978-1513617039 |page=40}}</ref> which offered the first real time graphics with [[Texture mapping]] on a PC, and was widely used throughout industry and academia.<ref>{{cite web |last1=Stoker |first1=Carol |title=MARSMAP: AN INTERACTIVE VIRTUAL REALITY MODEL OF THE PATHFINDER LANDING SITE |url=https://marsprogram.jpl.nasa.gov/MPF/science/lpsc98/1018.pdf |website=NASA JPL |publisher=NASA |access-date=7 August 2019}}</ref><ref>{{cite web |last1=Cullen |first1=Chris |title=Pioneering VR Stories Part 1: Idaho National Laboratory In The '90s |date=13 April 2017 |url=https://idahovirtualreality.com/pioneering-vr-stories-part-1-idaho-national-laboratory-90s/ |publisher=Idaho Virtual Reality Council|access-date=7 August 2019}}</ref> ==== 1990–2000 ==== The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, ''[[Computer Gaming World]]'' predicted "affordable VR by 1994".<ref name="engler1992">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Affordable VR by 1994 | magazine=Computer Gaming World | date=November 1992 | access-date=4 July 2014 | author=Engler, Craig E. | page=80}}</ref> In 1991, [[Sega]] announced the [[Sega VR]] headset for the [[Mega Drive]] home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to [[tracking system|track]] and react to the movements of the user's head.<ref name="Horowitz">{{cite web|last=Horowitz|first=Ken|title=Sega VR: Great Idea or Wishful Thinking?|url=http://www.sega-16.com/feature_page.php?id=5&title=Sega%20VR:%20Great%20Idea%20or%20Wishful%20Thinking?|publisher=Sega-16|date=December 28, 2004|access-date=21 August 2010|archive-url=https://web.archive.org/web/20100114191355/http://sega-16.com/feature_page.php?id=5&title=Sega%20VR%3A%20Great%20Idea%20or%20Wishful%20Thinking%3F|archive-date=2010-01-14|url-status=dead}}</ref> In the same year, [[Virtuality (gaming)|Virtuality]] launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR [[Amusement arcade|arcade]] at [[Embarcadero Center]]. Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.<ref>{{cite web|url=https://www.youtube.com/watch?v=-QiKnHxX7CY |archive-url=https://ghostarchive.org/varchive/youtube/20211211/-QiKnHxX7CY| archive-date=2021-12-11 |url-status=live|title=Virtuality|website=YouTube|date=17 April 2008 |access-date=21 September 2014}}{{cbignore}}</ref> [[File:CAVE at INL's CAES 001.jpg|thumb|A [[Cave automatic virtual environment|CAVE]] system at [[Idaho National Laboratory|IDL]]'s Center for Advanced Energy Studies in 2010]] That same year, [[Carolina Cruz-Neira]], [[Daniel J. Sandin]], and [[Thomas A. DeFanti]] from the [[Electronic Visualization Laboratory]] created the first cubic immersive room, the [[Cave automatic virtual environment]] (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the [[holodeck]], allowing people to see their own bodies in relation to others in the room.<ref>{{cite web|last1=Goad|first1=Angela|title=Carolina Cruz-Neira {{!}} Introductions Necessary|url=https://introductionsnecessary.com/podcast/carolina-cruz-neira/|website=Introductions Necessary|access-date=28 March 2017}}</ref><ref name="Arkansas Online Niera">{{cite news|last1=Smith|first1=David|title=Engineer envisions sci-fi as reality|url=http://www.arkansasonline.com/news/2014/nov/24/engineer-envisions-sci-fi-as-reality-20/?print|access-date=28 March 2017|work=Arkansas Online|date=November 24, 2014}}</ref> Antonio Medina, an MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.<ref>{{cite journal |editor= Gonzales, D.|title=Automation and Robotics for the Space Exploration Initiative: Results from Project Outreach|journal=NASA STI/Recon Technical Report N|url=https://www.rand.org/content/dam/rand/pubs/notes/2009/N3284.pdf|volume=92 |issue=17897 |page=35 |year=1991|bibcode=1991STIN...9225258G|last1=Gonzales|first1=D.|last2=Criswell|first2=D.|last3=Heer|first3=E}}</ref> [[File:Virtual-Fixtures-USAF-AR.jpg|thumb|[[Virtual fixture|Virtual Fixtures]] immersive [[augmented reality|AR]] system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'.]] In 1992, [[Nicole Stenger]] created ''Angels'', the first real-time interactive immersive movie where the interaction was facilitated with a [[dataglove]] and high-resolution goggles. That same year, Louis Rosenberg created the [[virtual fixture]]s system at the [[United States Air Force|U.S. Air Force]]'s [[Armstrong Laboratory|Armstrong Labs]] using a full upper-body [[exoskeleton]], enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.<ref name="Rosenberg 1992">Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments.". ''Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992''.</ref><ref>Rosenberg, L.B. (1993). "Virtual Fixtures: Perceptual Overlays for Telerobotic Manipulation". ''In Proc. of the IEEE Annual Int. Symposium on Virtual Reality (1993)'': pp. 76–82.</ref> By July 1994, Sega had released the [[VR-1]] motion simulator ride attraction in [[Joypolis]] indoor theme parks,<ref>{{cite magazine|date=July 1994|title=News & Information|magazine=[[Gemaga|Beep! Mega Drive]]|issue=1994–08|page=[https://segaretro.org/index.php?title=File:BeepMD_JP_1994-08.pdf&page=31]}}</ref> as well as the ''Dennou Senki Net Merc'' [[arcade game]]. Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality;<ref name="VR Focus">{{cite web|publisher=VR Focus|title=The Virtual Arena – Blast From The Past: The VR-1|author=Kevin Williams|work=VRFocus |url=https://www.vrfocus.com/2020/07/the-virtual-arena-blast-from-the-past-the-vr-1/}}</ref><ref>{{cite magazine|date=August 1993|title=Sega Teams Up With W. Industries For Its VR Game|magazine=Game Machine|issue=455|page=[https://onitama.tv/gamemachine/pdf/19930815p.pdf]}}</ref> it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its ''Net Merc'' incarnation was powered by the [[Sega Model 1]] [[arcade system board]].<ref>{{cite book|url=https://archive.org/stream/nextgen-issue-006/Next_Generation_Issue_006_June_1995#page/n23/mode/2up|title=NEXT Generation|issue=6|date=June 1995|via=archive.org|access-date=20 October 2015}}</ref> [[Apple Inc.|Apple]] released [[QuickTime VR]], which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree [[interactive panorama]]s. [[Nintendo]]'s [[Virtual Boy]] console was released in 1995.<ref>{{cite web |url=http://www.theverge.com:80/products/virtual-boy/1672 |title=Nintendo Virtual Boy on theverge.com|archive-url=https://web.archive.org/web/20140401035942/http://www.theverge.com:80/products/virtual-boy/1672|archive-date=2014-04-01}}</ref> A group in Seattle created public demonstrations of a [[Cave automatic virtual environment|"CAVE-like"]] 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.<ref>{{cite news |url=https://www.latimes.com/archives/la-xpm-1995-02-22-fi-34851-story.html |title= Virtual Reality Applications Expand : Imaging: Technology is finding important places in medicine, engineering and many other realms |newspaper= Los Angeles Times|date= 1995-02-22|last1= Dye|first1= Lee}}</ref> Forte released the [[VFX1 Headgear|VFX1]], a PC-powered virtual reality headset that same year. In 1999, entrepreneur [[Philip Rosedale]] formed [[Linden Lab]] with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program ''[[Second Life]]''.<ref>Au, Wagner James. ''The Making of Second Life'', pg. 19. New York: Collins. {{ISBN|978-0-06-135320-8}}.</ref> === 21st century === ====2000–2010==== The 2000s decade was a period of relative public and investment indifference to commercially available VR technologies. In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production ([[Maurice Benayoun]], David Nahon), Barco, and Clarté. It was installed in [[Laval, Mayenne|Laval]], France. The SAS library gave birth to Virtools VRPack. In 2007, [[Google]] introduced [[Google Street View|Street View]], a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.<ref>{{cite web |url=http://readwrite.com/2010/04/06/google_street_view_in_3d_here_to_stay |title=Google Street View in 3D: More Than Just an April Fool's Joke|date=2010-04-06}}</ref> ====2010–present==== [[File:Oculus Rift Crescent Bay Prototype (16383004719).jpg|thumb|An inside view of the [[Oculus Rift]] Crescent Bay prototype headset]] In 2010, [[Palmer Luckey]] designed the first prototype of the [[Oculus Rift]]. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came.<ref>{{cite magazine | last1 = Rubin | first1 = Peter | year = 2014 | title = Oculus Rift | magazine = Wired | volume = 22 | issue = 6| page = 78 }}</ref> In 2012, the Rift is presented for the first time at the [[E3]] video game trade show by [[John Carmack]].<ref name="Gamereactor YouTube 2012">{{cite web |title=E3 12: John Carmack's VR Presentation |url=https://www.youtube.com/watch?v=kw-DlWwlXHo |archive-url=https://ghostarchive.org/varchive/youtube/20211211/kw-DlWwlXHo| archive-date=2021-12-11 |url-status=live|publisher=Gamereactor |access-date=20 February 2019 |date=27 July 2012}}{{cbignore}}</ref><ref name="BI_FB_Oculus_2018">{{cite news |last1=Gilbert |first1=Ben |title=Facebook just settled a $500 million lawsuit over virtual reality after a years-long battle — here's what's going on |url=https://www.businessinsider.com/facebook-zenimax-oculus-vr-lawsuit-explained-2017-2#august-2013-oculus-vr-a-startup-working-on-a-virtual-reality-headset-called-the-rift-hires-doom-creator-john-carmack-of-id-software-as-its-chief-technology-officer-1 |access-date=20 February 2019 |work=Business Insider |date=12 December 2018}}</ref> In 2014, [[Meta Platforms|Facebook]] (later Meta) purchased Oculus VR for what at the time was stated as $2 billion<ref>{{cite news|url=http://www.cbc.ca/news/technology/facebook-to-buy-oculus-virtual-reality-firm-for-2b-1.2586318 | title=Facebook to buy Oculus virtual reality firm for $2B | agency=Associated Press |date=March 25, 2014 |access-date=March 27, 2014}}</ref> but later revealed that the more accurate figure was $3 billion.<ref name="BI_FB_Oculus_2018" /> This purchase occurred after the first development kits ordered through Oculus' 2012 [[Kickstarter]] had shipped in 2013 but before the shipping of their second development kits in 2014.<ref name="Wired Oculus Mar2014">{{cite magazine|last1=Metz|first1=Cade|title=Facebook Buys VR Startup Oculus for $2 Billion|url=https://www.wired.com/2014/03/facebook-acquires-oculus/|magazine=WIRED|access-date=13 March 2017|date=2014-03-25}}</ref> [[ZeniMax Media|ZeniMax]], Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;<ref name="BI_FB_Oculus_2018" /> the verdict was in favour of ZeniMax, settled out of court later.<ref name="Variety_Zenimax_FB_2018">{{cite news |last1=Spangler |first1=Todd |title=ZeniMax Agrees to Settle Facebook VR Lawsuit |url=https://variety.com/2018/digital/news/zenimax-facebook-settlement-vr-lawsuit-1203087910/ |access-date=20 February 2019 |work=Variety |date=12 December 2018 |language=en}}</ref> [[File:Mobile World Congress 2018 (29129096677).jpg|thumb|HTC Vive headsets worn at [[Mobile World Congress]] 2018]] In 2013, [[Valve Corporation|Valve]] discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.<ref>{{Cite news|url=http://techreport.com/review/25533/not-quite-live-blog-panel-discussion-with-john-carmack-tim-sweeney-johan-andersson|title=Not-quite-live bloga : panel discussion with John Carmack, Tim Sweeney, Johan Andersson|newspaper=The Tech Report|access-date=2016-12-14}}</ref> This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and [[Fresnel lens]]es.<ref>{{Cite news|url=http://www.roadtovr.com/hands-valves-virtual-reality-hmd-owlchemy-labs-share-steam-dev-days-experiences/|title=30 Minutes Inside Valve's Prototype Virtual Reality Headset: Owlchemy Labs Share Their Steam Dev Days Experience – Road to VR|last=James|first=Paul|date=2014-01-30|newspaper=Road to VR|language=en-US|access-date=2016-12-14}}</ref><ref>{{Cite news|url=http://www.roadtovr.com/vr-headset-valve-virtual-reality-steam/|title=Valve to Demonstrate Prototype VR HMD and Talk Changes to Steam to "Support and Promote VR Games" – Road to VR|last=James|first=Paul|date=2013-11-18|newspaper=Road to VR|language=en-US|access-date=2016-12-14}}</ref> [[HTC]] and Valve announced the virtual reality headset [[HTC Vive]] and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using [[infrared]] light.<ref name="verge-gdcsteamvr">{{cite web|title=Valve showing off new virtual reality hardware and updated Steam controller next week|url=https://www.theverge.com/2015/2/23/8094817/valve-virtual-reality-hardware-gdc-2015|website=The Verge|access-date=1 March 2015|date=2015-02-24}}</ref><ref name="verge-valvevr">{{cite web|title=Valve's VR headset revealed with Oculus-like features|url=https://www.theverge.com/2014/6/3/5775220/valve-vr-headset-pictures-concept-features|website=The Verge|access-date=1 March 2015|date=2014-06-03}}</ref><ref>{{cite web|url=http://www.wareable.com/vr/htc-vive-vr-headset-release-date-price-specs-7929|title=HTC Vive: Everything you need to know about the SteamVR headset|website=Wareable|access-date=2016-06-19|date=2016-04-05}}</ref> [[File:Sony Morpheus Virtual Reality Gamescom 2015 Cologne (19705605174).jpg|thumb|upright|The Project Morpheus ([[PlayStation VR]]) headset worn at [[Gamescom]] 2015|alt=|left]] In 2014, [[Sony]] announced Project Morpheus (its code name for the [[PlayStation VR]]), a virtual reality headset for the [[PlayStation 4]] video game console.<ref>{{cite web |url=https://www.forbes.com/sites/davidthier/2014/03/18/sony-announces-virtual-reality-headset-for-ps4/ |title=Sony Announces 'Project Morpheus:' Virtual Reality Headset For PS4|website=[[Forbes]]}}</ref> The Chinese headset [[AntVR]] was released in late 2014; it was briefly competitive in the Chinese market but ultimately unable to compete with the larger technology companies.<ref>{{cite journal |title=Pioneers Pushing Boundaries |journal=China Pictorial |date=January 2017 |volume=823 |pages=46–55}}</ref><ref>{{cite journal |last1=Agam |first1=Shah |title=Sony's PlayStation VR tops HTC Vive in headset shipment battle |journal=PC World |date=December 13, 2016}}</ref> In 2015, Google announced [[Google Cardboard|Cardboard]], a do-it-yourself stereoscopic viewer: the user places their [[smartphone]] in the cardboard holder, which they wear on their head. [[Michael Naimark]] was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing [[motion capture|motion tracking]] and haptic feedback, was successfully funded, with over $150,000 in contributions.<ref>{{cite web|url=https://www.kickstarter.com/projects/gloveone/gloveone-feel-virtual-reality|title=Gloveone: Feel Virtual Reality|website=Kickstarter|language=en-US|access-date=2016-05-15}}</ref> Also in 2015, [[Razer Inc.|Razer]] unveiled its [[open source]] project [[Open Source Virtual Reality|OSVR]]. [[File:Samsung Gear VR (15060788240).jpg|thumb|[[Smartphone]]-based budget headset [[Samsung Gear VR]] in dismantled state]] By 2016, there were at least 230 companies developing VR-related products. [[Amazon (company)|Amazon]], Apple, Facebook, Google, [[Microsoft]], Sony and [[Samsung]] all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and [[frame rate]] that images were still identifiable as virtual.<ref name="Wired Magic Leap Apr2016">{{cite magazine|last1=Kelly|first1=Kevin|title=The Untold Story of Magic Leap, the World's Most Secretive Startup|url=https://www.wired.com/2016/04/magic-leap-vr/|magazine=WIRED|access-date=13 March 2017|date=April 2016}}</ref> In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.<ref>{{cite web|url=http://blog.htcvive.com/us/2016/04/vive-shipment-updates/|title=Vive Shipment Updates – VIVE Blog|date=2016-04-07|website=VIVE Blog|language=en-US|access-date=2016-06-19|archive-date=30 June 2016|archive-url=https://web.archive.org/web/20160630031246/http://blog.htcvive.com/us/2016/04/vive-shipment-updates/|url-status=dead}}</ref> This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.<ref name="Wareable Vive Aug2016">{{cite web|last1=Prasuethsut|first1=Lily|title=HTC Vive: Everything you need to know about the SteamVR headset|url=https://www.wareable.com/vr/htc-vive-vr-headset-release-date-price-specs-7929|website=Wareable|access-date=13 March 2017|date=August 2, 2016}}</ref> A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.<ref name="DT SonyVR Feb2017">{{cite web|last1=Martindale|first1=Jon|title=Vive-like sensor spotted in new Sony patent could make its way to PlayStation VR|url=http://www.digitaltrends.com/virtual-reality/sony-psvr-patent-sensor/|website=Digital Trends|access-date=13 March 2017|date=15 February 2017}}</ref> In 2019, Oculus released the [[Oculus Rift S]] and a standalone headset, the [[Oculus Quest]]. These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets.<ref>{{Cite web|date=2019-08-22|title=From the lab to the living room: The story behind Facebook's Oculus Insight technology and a new era of consumer VR|url=https://tech.fb.com/the-story-behind-oculus-insight-technology/|access-date=2020-09-01|website=tech.fb.com|language=en-US}}</ref> Later in 2019, Valve released the [[Valve Index]]. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility.<ref>{{Cite web|date=2019-05-09|title=Headset - Valve Index® - Upgrade your experience - Valve Corporation|url=https://www.valvesoftware.com/en/index/headset/|access-date=2021-02-28|website=www.valvesoftware.com|language=en-US}}</ref> In 2020, Oculus released the [[Oculus Quest 2]], later renamed the Meta Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook (which became Meta a year later) initially required users to log in with a Facebook account in order to use the new headset.<ref>{{Cite web|date=2020-09-16|title=Oculus Quest 2 Review: Better, Cheaper VR|url=https://www.theverge.com/21437674/oculus-quest-2-review-features-photos|access-date=2020-12-16|website=theverge.com|language=en-US|first=Adi|last=Robertson}}</ref> In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold.<ref>{{Cite web |last=Ochanji |first=Sam |date=2022-03-27 |title=Survey: Quest 2 Accounted for 80% of Headset Sales in 2021 |url=https://virtualrealitytimes.com/2022/03/27/survey-quest-2-accounted-for-80-of-headset-sales-in-2021/ |access-date=2022-03-29 |website=Virtual Reality Times |language=en-US}}</ref> [[File:R22 VRM Helicopter Training Solution.jpg|thumb|Robinson R22 Virtual Reality Training Device developed by [[Loft Dynamics]]<ref>{{Cite web|title=VRM Switzerland – Professional Flight Training Solutions|url=https://vrm-switzerland.ch/|access-date=2021-05-10|language=en-US}}</ref>]] In 2021, [[European Aviation Safety Agency|EASA]] approved the first Virtual Reality-based Flight Simulation Training Device. The device, made by [[Loft Dynamics]] for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in a virtual environment. This addresses a key risk area in rotorcraft operations,<ref>{{Cite web|title=EASA approves the first Virtual Reality (VR) based Flight Simulation Training Device|url=https://www.easa.europa.eu/newsroom-and-events/press-releases/easa-approves-first-virtual-reality-vr-based-flight-simulation|access-date=2021-05-10|website=EASA|date=26 April 2021 |language=en}}</ref> where statistics show that around 20% of accidents occur during training flights. In 2022, Meta released the [[Meta Quest Pro]]. This device utilised a thinner, visor-like design that was not fully enclosed, and was the first headset by Meta to target mixed reality applications using high-resolution colour video passthrough. It also included integrated [[Facial motion capture|face]] and [[eye tracking]], [[Pancake lens|pancake lenses]], and updated [[Oculus Touch#Touch Pro (Quest Pro)|Touch Pro]] controllers with on-board motion tracking.<ref>{{Cite web |last=Orland |first=Kyle |date=2022-10-28 |title=Meta Quest Pro review: For those with more money than sense |url=https://arstechnica.com/gaming/2022/10/meta-quest-pro-review-for-those-with-more-money-than-sense/ |access-date=2024-07-18 |website=Ars Technica |language=en-us}}</ref><ref>{{Cite web |last=Robertson |first=Adi |date=2022-11-11 |title=Meta Quest Pro review: get me out of here |url=https://www.theverge.com/23451629/meta-quest-pro-vr-headset-horizon-review |access-date=2024-07-18 |website=The Verge |language=en}}</ref> In 2023, Sony released the [[PlayStation VR2]], a follow-up to their 2016 headset. The device includes inside-out tracking, eye-tracked [[foveated rendering]], higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, [[3D audio effect|3D audio]], and a wider field of view.<ref>{{Cite web |title=PS VR2 Tech Specs {{!}} PlayStation VR2 display, setup and compatibility |url=https://www.playstation.com/en-se/ps-vr2/ps-vr2-tech-specs/ |access-date=2023-03-26 |website=PlayStation |language=en-SE}}</ref> While initially exclusive for use with the [[PlayStation 5]] console, a PC adapter was released in August 2024.<ref name="Adapter">{{cite web |last=Monbleau |first=Timothy |date=January 29, 2025 |title=Everything You Need to Use PlayStation VR2 on PC |website=[[Kotaku]] |url=https://kotaku.com/psvr2-pc-adapter-bluetooth-connection-displayport-1851750509 |access-date=April 14, 2025 }}</ref> Later in 2023, Meta released the [[Meta Quest 3]], the successor to the Quest 2. It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2.<ref>{{Cite web |last=Pierce |first=David |date=2023-10-09 |title=Meta Quest 3 review: almost the one we've been waiting for |url=https://www.theverge.com/23906313/meta-quest-3-review-vr-mixed-reality-headset |access-date=2024-07-18 |website=The Verge |language=en}}</ref> In October 2024 Meta released a lower cost entry headset the [[Meta Quest 3S]] with the same fresnel lenses as the [[Meta Quest 2|Quest 2]] and a lower resolution of 1832x1920 as compared to 2064x2208 on the [[Meta Quest 3|Quest 3]].<ref>{{Cite web |last=Polanco |first=Tony |date=October 14, 2024 |title=Meta Quest 3S review: The best VR headset for the money |url=https://www.tomsguide.com/computing/vr-ar/meta-quest-3s-review |access-date=Jan 10, 2025 |website=tom's guide |language=en}}</ref> In 2024, Apple released the [[Apple Vision Pro]]. The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for [[OpenXR]] and is instead branded as a "[[Spatial computing|spatial computer]]".<ref>{{Cite web |last=Patel |first=Nilay |date=2024-01-30 |title=Apple Vision Pro review: magic, until it's not |url=https://www.theverge.com/24054862/apple-vision-pro-review-vr-ar-headset-features-price |access-date=2024-07-18 |website=The Verge |language=en}}</ref><ref>{{Cite web |last=Axon |first=Samuel |date=2023-06-06 |title=Hands-on with Apple Vision Pro: This is not a VR headset |url=https://arstechnica.com/gadgets/2023/06/hands-on-with-apple-vision-pro-this-is-not-a-vr-headset/ |access-date=2024-07-18 |website=Ars Technica |language=en-us}}</ref> In 2024, the [[Federal Aviation Administration]] approved its first virtual reality flight simulation training device: Loft Dynamics' virtual reality [[Airbus Helicopters H125]] [[FSTD]]—the same device EASA qualified. As of September 2024, Loft Dynamics remains the only VR FSTD qualified by EASA and the FAA.<ref>{{Cite web|title=Pilots Are Learning To Fly Helicopters In VR, Thanks To This Swiss Startup|url=https://www.forbes.com/sites/jeremybogaisky/2024/07/31/a-swiss-vr-startup-wants-to-transform-pilot-trainingand-it-just-won-a-boost-from-faa/|access-date=2024-09-25|website=Forbes|date=2 September 2024 |language=en}}</ref> ==Technology== {{See also|Immersive technology}} ===Hardware=== {{See also|List of virtual reality headsets}} [[File:Linux kernel and gaming input-output latency.svg|thumb|Paramount for the sensation of [[Immersion (virtual reality)|immersion]] into virtual reality are a high [[frame rate]] and low [[latency (engineering)|latency]].|alt=]] Modern virtual reality headset displays are based on technology developed for smartphones including: [[gyroscope]]s and motion sensors for tracking head, body, and [[hand tracking|hand positions]]; small [[High-definition video|HD]] screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" /> Independent production of VR images and video has increased alongside the development of affordable [[omnidirectional camera]]s, also known as 360-degree cameras or VR cameras, that have the ability to record [[360 interactive photography]], although at relatively low resolutions or in highly compressed formats for online streaming of [[360 video]].<ref name="CNET May 2016">{{cite web|last1=Orellana|first1=Vanessa Hand|title=10 things I wish I knew before shooting 360 video|url=https://www.cnet.com/how-to/360-cameras-comparison-video-things-to-know-before-you-buy/|website=CNET|access-date=20 March 2017|language=en|date=31 May 2016}}</ref> In contrast, [[photogrammetry]] is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.<ref name="RE7 80.lv">{{cite web|title=Resident Evil 7: The Use of Photogrammetry for VR|url=https://80.lv/articles/resident-evil-7-the-use-of-photogrammetry-for-vr/|website=80.lv|date=28 August 2016|access-date=20 March 2017}}</ref><ref name="otherboard March 2016">{{cite web|last1=Johnson|first1=Leif|title=Forget 360 Videos, Photogrammetric Virtual Reality Is Where It's At – Motherboard|url=https://www.vice.com/en/article/forget-360-videos-photogrammetric-virtual-reality-is-where-its-at/|website=Motherboard|access-date=20 March 2017|language=en-us|date=13 March 2016}}</ref> To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g., [[Active shutter 3D system|shutter glasses]]) and passive technologies (e.g. [[Polarizer|polarizing filters]] or [[Infitec]]).<ref>{{cite book |doi=10.1016/B978-0-12-800965-9.00005-2 |chapter=Output |title=Understanding Virtual Reality |date=2019 |last1=Sherman |first1=William R. |last2=Craig |first2=Alan B. |pages=258–396 |isbn=978-0-12-800965-9 }}</ref> In order to improve the feeling of immersion, wearable multi-string cables offer haptics to complex geometries in virtual reality. These strings offer fine control of each finger joint to simulate the haptics involved in touching these virtual geometries.<ref>{{cite book |doi=10.1145/3313831.3376470 |chapter=Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics |title=Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems |date=2020 |last1=Fang |first1=Cathy |last2=Zhang |first2=Yang |last3=Dworman |first3=Matthew |last4=Harrison |first4=Chris |pages=1–10 |isbn=978-1-4503-6708-0 }}</ref> Special input devices are required for interaction with the virtual world. Some of the most common input devices are [[motion controller]]s and [[Optical tracking instruments|optical tracking]] sensors. In some cases, [[wired glove]]s are used. Controllers typically use optical tracking systems (primarily [[infrared camera]]s) for location and navigation so that the user can move freely without wiring. Some input devices provide the user with [[Haptic technology|force feedback]] to the hands or other parts of the body so that the user can orientate themselves in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from [[omnidirectional treadmill]]s (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. Virtual reality cameras can be used to create [[VR photography]] using [[360-degree video|360-degree panorama videos]]. VR cameras are available in various formats, with varying numbers of lenses installed in the camera.<ref>{{cite news |last1=Kuhn |first1=Thomas |title=Wie Virtual-Reality-Brillen die Arbeit verändern |url=https://www.wiwo.de/unternehmen/mittelstand/hannovermesse/aufbruch-in-den-daten-raum-wie-virtual-reality-brillen-die-arbeit-veraendern/21190012.html |access-date=18 November 2020 |publisher=WirtschaftsWoche}}</ref> ===Software=== The [[VRML|Virtual Reality Modelling Language]] (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.<ref name="W3 VRML archive">{{cite web|title=VRML Virtual Reality Modeling Language|url=https://www.w3.org/MarkUp/VRML/|website=www.w3.org|access-date=20 March 2017}}</ref> The [[Web3D]] consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed [[X3D]] from the VRML framework as an archival, [[open source software|open-source]] standard for web-based distribution of VR content.<ref name="W3D Brutzman 2016">{{cite web|last1=Brutzman|first1=Don|title=X3D Graphics and VR|url=http://www.web3d.org/sites/default/files/presentations/X3D%20Graphics%20and%20VR/X3dGraphicsVirtualRealityW3cWorkshop2016October18.pdf|website=web3D.org|publisher=Web3D Consortium|access-date=20 March 2017|date=October 2016|archive-url=https://web.archive.org/web/20170321083456/http://www.web3d.org/sites/default/files/presentations/X3D%20Graphics%20and%20VR/X3dGraphicsVirtualRealityW3cWorkshop2016October18.pdf|archive-date=21 March 2017|url-status=live}}</ref> [[WebVR]] is an experimental [[JavaScript]] [[application programming interface]] (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a [[web browser]].<ref>{{Cite web|title = WebVR API|url = https://developer.mozilla.org/en-US/docs/Web/API/WebVR_API|website = Mozilla Developer Network|access-date = 2015-11-04}}</ref> == Visual immersion experience == === Display resolution === Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At a distance, a viewer can clearly distinguish the independent pixels. Often measured in arc-seconds, MAR between two pixels has to do with the viewing distance. For the general public, resolution is about 30–65 arc-seconds, which is referred to as the spatial resolution when combined with distance. Given the viewing distance of 1m and 2m respectively, regular viewers won't be able to perceive two pixels as separate if they are less than 0.29mm apart at 1m and less than 0.58mm apart at 2m.<ref>{{Cite book|last=Davson|first=Hugh|url=https://www.worldcat.org/oclc/841909276|title=The Physiology of The Eye.|date=1972|publisher=Elsevier Science|isbn=978-0-323-14394-3|location=Burlington|oclc=841909276}}</ref> === Image latency and display refresh frequency === Most small-size displays have a refresh rate of 60 Hz, which adds about 15ms of additional latency. The number is reduced to less than 7ms if the refresh rate is increased to 120 Hz or even 240 Hz and more.<ref>{{Cite web |last=Leclair |first=Dave |date=2022-09-21 |title=From 60Hz to 240Hz: Refresh Rates on Phones Explained |url=https://uk.pcmag.com/mobile-phones/142775/from-60hz-to-240hz-refresh-rates-on-phones-explained |access-date=2022-10-19 |website=PCMag UK |language=en-gb}}</ref> Participants generally feel that the experience is more immersive with higher refresh rates as a result. However, higher refresh rates require a more powerful [[graphics processing unit]]. === Relationship between display and field of view === [[File:Immersive Index In Theory larger.jpg|thumb|In theory, VR represents a participant's field of view (yellow area).]] In assessing the achieved immersion by a VR device, we need to consider our field of view ([[FOV]]) in addition to image quality. Our eyes have a horizontal FOV from about 107 or 110 degrees to the temporal side to about 60 or 70 degrees toward the nose and a vertical FOV from about 95 degrees downward to 85 degrees upward,<ref name="myths">{{cite journal | last1 = Strasburger | first1 = Hans | title = Seven myths on crowding and peripheral vision | journal = i-Perception| volume = 11 |issue=2 | year = 2020 | pages=1–45| doi = 10.1177/2041669520913052 | pmid = 32489576 | pmc = 7238452 }}</ref> and eye movements are estimated as roughly 30 deg to either side horizontally and 20 vertically. Binocular vision is limited to the 120 or 140 degrees where the right and the left visual fields overlap. With eye movements, we have an FOV of roughly 300 degrees x 175 degrees with two eyes, i.e., approximately one third of the full 360-deg sphere. == 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> == Medical uses of VR == Virtual reality (VR) technology has emerged as a significant tool in medical training and education. Specifically, there has been a major leap in innovation in surgical simulation and surgical real-time enhancement.<ref name=":0">{{Cite web |title=Laparoscopic Visualization Research |url=http://www.cs.unc.edu/Research/us/laparo.html |access-date=2024-11-15 |website=www.cs.unc.edu}}</ref> Studies done at North Carolina medical institutions have demonstrated improvement in technical performance and skills among medical students and active surgeons using VR training as compared to traditional training, especially in procedures such as total hip arthroplasty.<ref name=":0" /> Alongside this, other VR simulation programs such as LapSim, improve basic coordination, instrument handling, and procedure-based skills.<ref name=":2">{{Cite journal |last1=Elessawy |first1=Mohamed |last2=Mabrouk |first2=Mohamed |last3=Heilmann |first3=Thorsten |last4=Weigel |first4=Marion |last5=Zidan |first5=Mohamed |last6=Abu-Sheasha |first6=Ghada |last7=Farrokh |first7=Andre |last8=Bauerschlag |first8=Dirk |last9=Maass |first9=Nicolai |last10=Ibrahim |first10=Mohamed |last11=Kamel |first11=Dina |date=2021-02-02 |title=Evaluation of Laparoscopy Virtual Reality Training on the Improvement of Trainees' Surgical Skills |journal=Medicina (Kaunas, Lithuania) |volume=57 |issue=2 |pages=130 |doi=10.3390/medicina57020130 |doi-access=free |pmc=7913105 |pmid=33540817}}</ref> These simulations aim to have high ratings for feedback and haptic touch, which provides a more realistic surgical feel. Studies show significant improvement in task completion time and scores after 4-week training sessions of LapSim. This simulation environment also allows surgeons to practice without risk to real patients, promoting patient safety.<ref name=":2" /> Based on data from research conducted from the University Hospitals Schleswig-Holstein and collaborators from other institutions, medical students and surgeons with years of experience, show marked performance boosts after practicing with LapSim VR technology.<ref name=":2" /> Another recent study at North Carolina University of Chapel Hill has shown that developing VR and Augmented Reality (AR) systems have allowed surgeons to keep their eyes on a patient while accessing CT scans. This VR system allows for laparoscopic imaging integration, real-time skin layer visualization, and enhanced surgical precision capabilities.<ref name=":0" /> These are both examples of how studies have shown surgeons can take advantage of additional virtual reality simulation practices, which can create incredible experiences, provide customized scenarios, and provide independent learning with haptic feedback.<ref name=":2" /> These VR systems need to be realistic enough for education tools alongside being able to measure performance of a surgeon. Some potential future challenges of this technology would be enhancing complex scenarios alongside the realism aspects. These technologies would need to incorporate stress-inducing factors along with other realistic simulation ideas.<ref name=":2" /> Furthermore, there would be a need to have better AR integration to help the surgeon have better eyes-on precision guidance. Lastly, there would be a strong need to keep things cost-effective with an abundance of availability. == Concerts == In June of 2020, [[Jean-Michel Jarre|Jean Michel Jarre]] performed in [[VRChat]].<ref>{{Cite web |last=Hayden |first=Scott |date=2020-06-18 |title=Electronic Music Pioneer Jean-Michel Jarre to Host Concert in 'VRChat' This Weekend |url=https://www.roadtovr.com/jean-michel-jarre-vrchat-concert/ |access-date=2022-10-06 |website=Road to VR |language=en-US}}</ref> In July, Brendan Bradley released the free FutureStages web-based virtual reality venue for live events and concerts throughout the 2020 shutdown,<ref>{{Cite web |last=FIERBERG |first=RUTHIE |date=2020-07-20 |title=Can This Game-Changing Innovation Get Live Theatre Back Before the Pandemic Ends? |url=https://playbill.com/article/can-this-game-changing-innovation-get-live-theatre-back-before-the-pandemic-ends |access-date=2022-10-06 |website=PLAYBILL}}</ref> [[Justin Bieber]] performed on November 18, 2021 in WaveXR.<ref>{{Cite web |last1=Aswad |first1=Jem |date=2021-11-09 |title=Justin Bieber to Stage Interactive Virtual Concert With Wave |url=https://variety.com/2021/digital/news/justin-bieber-interactive-virtual-concert-wave-1235108070/ |access-date=2022-10-06 |website=Variety |language=en-US}}</ref> On December 2, 2021, [[Non-player character|non-player characters]] performed at the [[Mugar Omni Theater]] with audiences interacting with a live performer in both virtual reality and projected on the [[IMAX Dome|IMAX dome]] screen.<ref>{{Cite web |date=2022-10-01 |title=Stage And Screen: Virtual Creators Take The Next Step |url=https://www.themetaculture.co/stage-and-screen-virtual-creators-take-the-next-step/ |access-date=2022-10-06 |website=The Metaculture |language=en}}</ref><ref>{{Cite web |last=Moseley |first=Martin |date=2022-07-20 |title=Brendan Bradley's virtual reality musical Non-Player Character debuts on Top Soundtrack Chart with first single 'Reprogram Me' arriving at No. 25 on iTunes. |url=https://urbanistamagazine.uk/brendan-bradleys-virtual-reality-musical-non-player-character-debuts-on-top-soundtrack-chart-with-first-single-reprogram-me-arriving-at-no-25-on-itunes/ |access-date=2022-10-06 |website=Urbanista Magazine |language=en-GB}}</ref> Meta's [[Foo Fighters]] Super Bowl VR concert performed on Venues.<ref>{{Cite web |author1=Hamish Hector |date=2022-02-14 |title=Meta's Foo Fighters Super Bowl VR concert failed in the most basic ways |url=https://www.techradar.com/news/metas-foo-fighters-super-bowl-vr-concert-failed-in-the-most-basic-ways |access-date=2022-10-06 |website=TechRadar |language=en}}</ref> [[Post Malone]] performed in Venues starting July 15, 2022.<ref>{{Cite magazine |last1=Havens |first1=Lyndsey |date=2022-07-06 |title=Post Malone to Perform 'Twelve Carat Toothache' in a Virtual Reality Concert Hosted by Meta: Exclusive |url=https://www.billboard.com/music/music-news/post-malone-twelve-carat-toothache-concert-virtual-reality-1235110887/ |access-date=2022-10-06 |magazine=Billboard |language=en-US}}</ref> [[Megan Thee Stallion]] performed on [[AMAZE (company)|AMAZE]] at AMC Theaters throughout 2022.<ref>{{Cite web |date=2022-03-01 |title=Megan Thee Stallion To Hit the Virtual Road With "Enter Thee Hottieverse" VR Concert Tour |url=https://hypebeast.com/2022/3/megan-thee-stallion-enter-thee-hottieverse-vr-concert-tour-announcement-info |access-date=2022-10-06 |website=Hypebeast}}</ref> On October 24, 2021, [[Billie Eilish]] performed on Oculus Venues. Pop group [[Imagine Dragons]] performed on June 15, 2022. == Concerns and challenges == ===Health and safety=== There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,<ref>{{cite book |doi=10.1201/b17360 |title=Handbook of Virtual Environments |date=2014 |isbn=978-1-4665-1184-2 |editor-last1=Hale |editor-last2=Stanney |editor-first1=Kelly S. |editor-first2=Kay M. |last1=Lawson |first1=Ben D. |chapter=Motion sickness symptomatology and origins |pages=531–599 |chapter-url={{GBurl|XihZBAAAQBAJ|p=531}} }}</ref> and these may have slowed the proliferation of the technology. Most virtual reality systems come with consumer warnings, including seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.<ref name="Oculus Rift Warnings">{{cite web|title=Oculus Rift Health and Safety Notice|url=https://static.oculus.com/documents/310-30023-01_Rift_HealthSafety_English.pdf|access-date=13 March 2017|archive-date=6 July 2017|archive-url=https://web.archive.org/web/20170706233539/https://static.oculus.com/documents/310-30023-01_Rift_HealthSafety_English.pdf|url-status=dead}}</ref> Some users may experience twitches, seizures, or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Motion sickness, eyestrain, headaches, and discomfort are the most prevalent short-term adverse effects. In addition, because of the virtual reality headsets' heavy weight, discomfort may be more likely among children. Therefore, children are advised against using VR headsets.<ref>{{cite journal |last1=Araiza-Alba |first1=Paola |last2=Keane |first2=Therese |last3=Kaufman |first3=Jordy |title=Are we ready for virtual reality in K–12 classrooms? |journal=Technology, Pedagogy and Education |date=8 August 2022 |volume=31 |issue=4 |pages=471–491 |doi=10.1080/1475939X.2022.2033307 |url=https://edarxiv.org/ux8hs/ }}</ref> Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over or colliding with real-world objects.<ref>{{cite news |last1=Fagan |first1=Kaylee |title=Here's what happens to your body when you've been in virtual reality for too long |url=https://www.businessinsider.com/virtual-reality-vr-side-effects-2018-3 |access-date=5 September 2018 |publisher=Business Insider}}</ref> VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.<ref>{{cite web |last1=Mukamal |first1=Reena |title=Are Virtual Reality Headsets Safe for Eyes? |url=https://www.aao.org/eye-health/tips-prevention/are-virtual-reality-headsets-safe-eyes |website=American Academy of Ophthalmology |access-date=11 September 2018|date=2017-02-28 }}</ref> There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.<ref>{{cite web |last1=Langley |first1=Hugh |title=We need to look more carefully into the long-term effects of VR |url=https://www.wareable.com/vr/vr-long-term-brain-eyes-effects-6674 |website=Wareable.com |access-date=11 September 2018|date=2017-08-22 }}</ref> [[Virtual reality sickness]] (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to [[motion sickness]] symptoms.<ref name="Kiryu2007">{{cite journal |last1=Kiryu |first1=T |last2=So |first2=RH |title=Sensation of presence and cybersickness in applications of virtual reality for advanced rehabilitation |journal=Journal of Neuroengineering and Rehabilitation |date=25 September 2007 |volume=4 |pages=34 |doi=10.1186/1743-0003-4-34 |pmid=17894857 |pmc=2117018 |doi-access=free }}</ref> Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.<ref name="Munafo et al 2016">{{cite journal |last1=Munafo |first1=Justin |last2=Diedrick |first2=Meg |last3=Stoffregen |first3=Thomas A. |title=The virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effects |journal=Experimental Brain Research |date=3 December 2016 |volume=235 |issue=3 |pages=889–901 |doi=10.1007/s00221-016-4846-7 |pmid=27915367 |hdl=11299/224663 |hdl-access=free }}</ref><ref name="Park et al 2016">{{cite journal |last1=Park |first1=George D. |last2=Allen |first2=R. Wade |last3=Fiorentino |first3=Dary |last4=Rosenthal |first4=Theodore J. |last5=Cook |first5=Marcia L. |title=Simulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment Study |journal=Proceedings of the Human Factors and Ergonomics Society Annual Meeting |date=5 November 2016 |volume=50 |issue=26 |pages=2702–2706 |doi=10.1177/154193120605002607 |doi-access=free }}</ref> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<ref>{{cite report |id={{DTIC|ADA551763}} |last1=Hicks |first1=Jamison S |last2=Durbin |first2=David B |date=2010 |title=A Summary of Simulator Sickness Ratings for U.S. Army Aviation Engineering Simulators }}</ref> For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".<ref>{{cite news |last1=Marsh |first1=Steve |last2=Frischling |first2=Bill |title=ELSEWHERE IN GAMELAND |url=https://www.washingtonpost.com/archive/business/technology/1995/10/25/elsewhere-in-gameland/fdc405da-3451-4491-ae8a-584ff5b63ed7/ |work=Washington Post |date=24 October 1995 }}</ref> These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it.<ref>{{cite web |last1=Caddy |first1=Becca |title=Vomit Reality: Why VR makes some of us feel sick and how to make it stop |url=https://www.wareable.com/vr/vr-headset-motion-sickness-solution-777 |website=Wareable.com |access-date=11 September 2018|date=2016-10-19 }}</ref> Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.<ref>{{cite web |last1=Samit |first1=Jay |title=A Possible Cure for Virtual Reality Motion Sickness |url=http://fortune.com/2018/02/06/virtual-reality-motion-sickness/ |website=Fortune.com |access-date=11 September 2018}}</ref> [[Vergence-accommodation conflict]] (VAC) is one of the main causes of virtual reality sickness.<ref>{{Cite journal |last1=Lawson |first1=Ben D. |last2=Stanney |first2=Kay M. |date=2021 |title=Editorial: Cybersickness in Virtual Reality and Augmented Reality |journal=Frontiers in Virtual Reality |volume=2 |doi=10.3389/frvir.2021.759682 |doi-access=free }}</ref> In January 2022 ''[[The Wall Street Journal]]'' found that VR usage could lead to physical injuries including leg, hand, arm and shoulder injuries.<ref>{{Cite news|last=Rodriguez|first=Sarah E. Needleman and Salvador|date=2022-02-01|title=VR to the ER: Metaverse Early Adopters Prove Accident-Prone|language=en-US|work=[[The Wall Street Journal]]|url=https://www.wsj.com/articles/metaverse-virtual-reality-vr-accident-prone-meta-11643730489|access-date=2022-02-02 }}</ref> VR usage has also been tied to incidents that resulted in neck injuries (especially injures to the [[cervical vertebrae]]).<ref>{{Cite news|last=Elgueta|first=Adriana|date=2022-01-31|title=Man breaks neck playing virtual reality game|work=news.com.au|url=https://www.news.com.au/technology/home-entertainment/gaming/gamer-breaks-neck-playing-virtual-reality-game-after-intense-movement-wearing-headset/news-story/e2f8c1f4ac7ea0c21bacaa1410a43e8a|access-date=2022-02-02}}</ref> ===Children and teenagers in virtual reality=== Children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).<ref name="auto">{{Cite web|url=http://digilitey.eu/wp-content/uploads/2015/09/CVR-Final-PDF-reduced-size.pdf|title=Children and Virtual Reality: Emerging Possibilities and Challenges|last1=Yamada-Rice|first1=Dylan|last2=Mushtaq|first2=Faisal|date=2017-09-12|website=digilitey.eu|language=en|access-date=2020-04-27|last3=Woodgate|first3=Adam|last4=Bosmans|first4=D.|last5=Douthwaite|first5=A.|last6=Douthwaite|first6=I.|last7=Harris|first7=W.|last8=Holt|first8=R.|last9=Kleeman|first9=D.|archive-url=https://web.archive.org/web/20180517073613/http://digilitey.eu/wp-content/uploads/2015/09/CVR-Final-PDF-reduced-size.pdf|archive-date=2018-05-17|url-status=dead}}</ref> A 2022 research report by [[Piper Sandler]] revealed that only 26% of [[United States|U.S.]] teens own a VR device, 5% use it daily, while 48% of teen headset owners "seldom" use it. Of the teens who don't own a [[VR headset]], 9% plan to buy one. 50% of surveyed teens are unsure about the [[metaverse]] or don't have any interest, and don't have any plans to purchase a VR headset.<ref>{{cite magazine|url=https://www.pcgamer.com/teens-are-split-on-the-metaverse-most-barely-use-vr-headsets-survey-shows/#comment-jump|title=Teens are split on the metaverse, most barely use VR headsets, survey shows|magazine=[[PC Gamer]]|date= 14 April 2022}}</ref> Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive VR in ways that differ from adults. VR places users directly into the media content, potentially making the experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years of age.<ref>{{cite book |doi=10.1016/B978-0-12-809481-5.00009-2 |chapter=Immersive Virtual Reality and the Developing Child |title=Cognitive Development in Digital Contexts |date=2017 |last1=Bailey |first1=Jakki O. |last2=Bailenson |first2=Jeremy N. |pages=181–200 |isbn=978-0-12-809481-5 }}</ref> Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage users are especially needed, given the availability of VR porn and violent content. Related research on violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents.<ref>{{cite journal |last1=Funk |first1=Jeanne B. |last2=Buchman |first2=Debra D. |title=Playing Violent Video and Computer Games and Adolescent Self-Concept |journal=Journal of Communication |date=June 1996 |volume=46 |issue=2 |pages=19–32 |doi=10.1111/j.1460-2466.1996.tb01472.x }}</ref> Early studies conducted on observing versus participating in violent VR games suggest that physiological arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the virtual reality game.<ref>{{Cite journal|last1=Calvert|first1=Sandra L.|last2=Tan|first2=Siu-Lan|date=January 1994|title=Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation|journal=Journal of Applied Developmental Psychology|volume=15|issue=1|pages=125–139|doi=10.1016/0193-3973(94)90009-4 }}</ref> Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of [[Job Simulator]], and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.<ref name="auto"/> ===Privacy=== [[Digital privacy]] concerns have been associated with VR platforms;<ref>{{cite journal |last1=Goldfarb |first1=Avi |last2=Tucker |first2=Catherine |title=Shifts in Privacy Concerns |journal=American Economic Review |date=May 2012 |volume=102 |issue=3 |pages=349–353 |doi=10.1257/aer.102.3.349 |hdl-access=free |hdl=1721.1/75861}}</ref><ref>{{cite journal |last1=Hong |first1=Weiyin |last2=Thong |first2=James Y. L. |title=Internet Privacy Concerns: An Integrated Conceptualization and Four Empirical Studies |journal=MIS Quarterly |date=2013 |volume=37 |issue=1 |pages=275–298 |doi=10.25300/misq/2013/37.1.12 }}</ref> the persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [[surveillance]], including information gathering of personal actions, movements and responses.<ref name="Wired Magic Leap Apr2016" /> Data from eye tracking sensors, which are projected to become a standard feature in virtual reality headsets,<ref name="Rogers 2019">{{cite web | last=Rogers | first=Sol | title=Seven Reasons Why Eye-tracking Will Fundamentally Change VR | website=Forbes | date=2019-02-05 | url=https://www.forbes.com/sites/solrogers/2019/02/05/seven-reasons-why-eye-tracking-will-fundamentally-change-vr/ | access-date=2020-05-13}}</ref><ref name="Stein 2020">{{cite web | last=Stein | first=Scott | title= Eye tracking is the next phase for VR, ready or not | website=CNET | date=2020-01-31 | url=https://www.cnet.com/news/eye-tracking-is-the-next-phase-for-vr-ready-or-not/ | access-date=2021-04-08}}</ref> may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health conditions.<ref name="KrögerLutz2020">{{cite book |doi=10.1007/978-3-030-42504-3_15 |chapter=What Does Your Gaze Reveal About You? On the Privacy Implications of Eye Tracking |title=Privacy and Identity Management. Data for Better Living: AI and Privacy |series=IFIP Advances in Information and Communication Technology |date=2020 |last1=Kröger |first1=Jacob Leon |last2=Lutz |first2=Otto Hans-Martin |last3=Müller |first3=Florian |volume=576 |pages=226–241 |isbn=978-3-030-42503-6 }}</ref> The nature of VR technology means that it can gather a wide range of data about its users. This can include obvious information such as usernames and account information, but also extends to more personal data like physical movements, interaction habits, and responses to virtual environments. In addition, advanced VR systems can capture biometric data like voice patterns, eye movements, and physiological responses to VR experiences.<ref>{{cite journal |last1=Li |first1=Yuan |title=Empirical Studies on Online Information Privacy Concerns: Literature Review and an Integrative Framework |journal=Communications of the Association for Information Systems |date=2011 |volume=28 |doi=10.17705/1CAIS.02828 |doi-access=free }}</ref><ref>{{cite journal |last1=Paine |first1=Carina |last2=Reips |first2=Ulf-Dietrich |last3=Stieger |first3=Stefan |last4=Joinson |first4=Adam |last5=Buchanan |first5=Tom |title=Internet users' perceptions of 'privacy concerns' and 'privacy actions' |journal=International Journal of Human-Computer Studies |date=June 2007 |volume=65 |issue=6 |pages=526–536 |doi=10.1016/j.ijhcs.2006.12.001 |url=http://nbn-resolving.de/urn:nbn:de:bsz:352-286907 }}</ref> Virtual reality technology has grown substantially since its inception, moving from a niche technology to a mainstream consumer product. As the user base has grown, so too has the amount of personal data collected by these systems.<ref>{{cite journal |last1=Kokolakis |first1=Spyros |title=Privacy attitudes and privacy behaviour: A review of current research on the privacy paradox phenomenon |journal=Computers & Security |date=January 2017 |volume=64 |pages=122–134 |doi=10.1016/j.cose.2015.07.002 }}</ref> This data can be used to improve VR systems, to provide personalized experiences, or to collect demographic information for marketing purposes. However, it also raises significant privacy concerns, especially when this data is stored, shared, or sold without the user's explicit consent.<ref>{{cite journal |last1=Xu |first1=Heng |last2=Dinev |first2=Tamara |last3=Smith |first3=Jeff |last4=Hart |first4=Paul |title=Information Privacy Concerns: Linking Individual Perceptions with Institutional Privacy Assurances |journal=Journal of the Association for Information Systems |date=December 2011 |volume=12 |issue=12 |pages=798–824 |doi=10.17705/1jais.00281 }}</ref> Existing data protection and privacy laws like the [[General Data Protection Regulation]] (GDPR) in the EU, and the [[California Consumer Privacy Act]] (CCPA) in the United States, can be applied to VR. These regulations require companies to disclose how they collect and use data, and give users a degree of control over their personal information.<ref>{{cite journal |last1=Li |first1=Yuan |title=Empirical Studies on Online Information Privacy Concerns: Literature Review and an Integrative Framework |journal=Communications of the Association for Information Systems |date=2011 |volume=28 |doi=10.17705/1CAIS.02828 |doi-access=free }}</ref> Despite these regulations, enforcing privacy laws in VR can be challenging due to the global nature of the technology and the vast amounts of data collected.<ref>{{cite journal |last1=Baruh |first1=Lemi |last2=Secinti |first2=Ekin |last3=Cemalcilar |first3=Zeynep |title=Online Privacy Concerns and Privacy Management: A Meta-Analytical Review: Privacy Concerns Meta-Analysis |journal=Journal of Communication |date=February 2017 |volume=67 |issue=1 |pages=26–53 |doi=10.1111/jcom.12276 }}</ref> Due to its history of privacy issues, the involvement of [[Meta Platforms]] (formerly Facebook, Inc.) in the VR market has led to [[Privacy concerns with Facebook#Oculus and metaverse platforms|privacy concerns specific to its platforms]]. In August 2020, Facebook announced that Oculus products would become subject to the terms of use and privacy policy of the [[Facebook]] social network, and that a Facebook account would be required to use future Oculus headset models, and all existing models (via deprecation of the separate Oculus account system) beginning January 2023. The announcement was criticized for the mandatory integration of Oculus headsets with Facebook data collection and policies (including the [[Facebook real-name policy controversy|Facebook real-name policy]]), and preventing use of the hardware if the user's account is suspended.<ref name=":5">{{cite news |author=Sam Machkovech |title=The Facebookening of Oculus VR becomes more pronounced starting in October |url=https://arstechnica.com/gaming/2020/08/oculus-vr-accounts-will-soon-require-facebook-ties/ |url-status=live |archive-url=https://web.archive.org/web/20200818193931/https://arstechnica.com/gaming/2020/08/oculus-vr-accounts-will-soon-require-facebook-ties/ |archive-date=August 18, 2020 |access-date=August 19, 2020 |publisher=Ars Technica}}</ref><ref>{{cite news |last1=Robertson |first1=Adi |title=Facebook is accidentally locking some users out of their new Oculus headsets |url=https://www.theverge.com/2020/10/15/21518194/oculus-quest-2-headset-facebook-account-suspension-problems |work=The Verge |date=15 October 2020 }}</ref> The following month, Facebook halted the sale of Oculus products in Germany due to concerns from regulators that the new policy was a violation of GDPR.<ref>{{Cite web |last=Hayden |first=Scott |date=2020-09-02 |title=Facebook Halts Sale of Rift & Quest in Germany Amid Regulatory Concerns |url=https://www.roadtovr.com/facebook-oculus-germany-rift-quest-halted-antitrust/ |access-date=2021-07-28 |website=Road to VR |language=en-US}}</ref> In 2022, the company would later establish a separate "Meta account" system.<ref>{{Cite web |last=Machkovech |first=Sam |date=2022-07-09 |title=Meta removes Facebook account mandate from Quest VR—but is that enough? |url=https://arstechnica.com/gaming/2022/07/quest-vr-has-traded-facebookening-for-metastasis-with-new-account-system/ |access-date=2022-08-04 |website=Ars Technica |language=en-us}}</ref> In 2024, researchers from the [[University of Chicago]] demonstrated a [[Vulnerability (computing)|security vulnerability]] in Meta Quest's [[Android (operating system)|Android]]-based system software (leveraging "Developer Mode" to inject an infected [[Mobile app|app]]), allowing them to obtain users' [[login]] credentials and inject false details during [[online banking]] sessions. This attack was considered to be difficult to execute outside of research settings but would make its target vulnerable to risks such as [[phishing]], [[Internet fraud]], and [[Online youth radicalization|grooming]].<ref>{{Cite web |title=VR headsets can be hacked with an Inception-style attack |url=https://www.technologyreview.com/2024/03/11/1089686/hack-vr-headsets-inception/ |access-date=2024-09-25 |website=MIT Technology Review |language=en}}</ref> ==Virtual reality in fiction== {{main|Virtual reality in fiction}} == See also == {{div col|colwidth=22em}} * [[16K resolution]] * [[360-degree video]] * [[AlloSphere]] * [[Computer-mediated reality]] * [[Diorama]] * [[Extended reality]] * [[Haptic suit]] * [[Holographic principle]] * [[Hyperreality]] * [[Mixed reality]] * [[Virtual body]] * [[Virtual globe]] * [[Virtual machining]] * [[Virtual reality in nursing]] * [[Virtual reality website]] * [[Metaverse]] * [[Gustatory technology]] * [[List of virtual reality headsets]] * [[MOO]] {{div col end}} {{clear}} == References == {{reflist}} ==Further reading== * {{cite web|author1=Choi, SangSu |author2=Kiwook Jung |author3=Sang Do Noh|url=https://www.researchgate.net/publication/273514630|title=Virtual reality applications in manufacturing industries: Past research, present findings, and future directions|work=Concurrent Engineering|date=2015|doi=10.1177/1063293X14568814}} == External links == {{Wikiquote}}{{Commons category}} * {{cite web|title=Step into a new world – Virtual Reality (VR)|access-date=2 July 2016|date=2016|url=https://www.completegate.com/2016070154/blog/virtual-reality-explained |last=Isaac |first=Joseph }} Basic Concepts of Virtual Reality along with Research Challenges explained in simple words. * [[commons:File:Mixed Reality Scale.png|Mixed Reality Scale]] – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples. * {{cite web|title=The Rise and Fall and Rise of Virtual Reality|website=[[The Verge]]|access-date=15 November 2014|date=2014|url=https://www.theverge.com/a/virtual-reality/ |last=Drummond |first=Katie }} Interviews on the history and future of virtual reality by leaders in the field. * {{cite web|title=Virtual reality in human-system interaction|url=http://www.dguv.de/ifa/fachinfos/virtuelle-realitaet/index-2.jsp }}{{external media | float = right | width = 300px | video1 = [https://archive.org/details/virtualreali Virtual Reality], ''[[Computer Chronicles]]'' (1992) }} {{Computer science}} {{Mixed reality}} {{Authority control}} [[Category:Virtual reality| ]] [[Category:3D GUIs]] [[Category:Extended reality]] [[Category:3D human-computer interaction]]
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