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'{{short description|Computer-simulated environment simulating physical presence in real or imagined worlds}} {{redirect|Virtuality|other uses|Virtuality (disambiguation)|and|Virtual Reality (disambiguation)}} {{distinguish|Simulated reality|Augmented reality}} {{pp-pc1}} {{use dmy dates|date=December 2020}} [[File:Reality check ESA384313.jpg|thumb|250px|Researchers with the [[European Space Agency]] in [[Darmstadt]], Germany, equipped with a [[Virtual reality headset|VR headset]] and [[motion controller]]s, 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 can be similar to or completely different from the real world. [[Applications of virtual reality]] include entertainment (e.g. [[video game]]s), education (e.g. medical or military training) and business (e.g. virtual meetings). Other distinct types of VR-style technology include [[augmented reality]] and [[mixed reality]], sometimes referred to as [[extended reality]] or XR.<ref>{{Cite news|date=2019-05-01|title=Get Ready to Hear a Lot More About 'XR'|language=en-us|work=Wired|url=https://www.wired.com/story/what-is-xr/|access-date=2020-08-29|issn=1059-1028}}</ref> Currently, standard virtual reality systems use either [[virtual reality headset]]s or multi-projected environments to generate 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=http://www.etymonline.com/index.php?allowed_in_frame=0&search=virtual|title=Online Etymology Dictionary}}</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 adaption 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}} One method by which virtual reality can be realized is [[simulation]]-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver. 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 as 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, such as 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 [[Object (image processing)|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|A 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=http://www.dictionary.com/browse/cyberspace|title=the definition of cyberspace}}</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 exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.<ref>{{cite web| url=https://www.theverge.com/a/virtual-reality/intro | title=Seeing is Believing: The State of Virtual Reality | author=Matthew Schnipper | publisher= The Verge | access-date= 7 March 2017}}</ref> The development of [[Perspective (graphical)|perspective]] in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".<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> Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.<ref name="Artaud 1958" /> The first references to the more modern 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 which may be in colour, 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, [[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. 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.{{Citation needed|date=January 2021}} The graphics comprising the virtual environment were simple [[wire-frame model]] rooms. The formidable appearance of the device inspired its name, [[The Sword of Damocles (virtual reality)|The Sword of Damocles]]. ==== 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>Scott S. Fisher; The NASA Ames VIEWlab Project—A Brief History. Presence: Teleoperators and Virtual Environments 2016; 25 (4): 339–348. doi: https://doi.org/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 1985. VPL Research has developed several VR devices like the [[DataGlove]], the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to [[Mattel]], which used it to make the [[Power Glove]], an early affordable VR device. [[Atari, Inc.]] founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the Atari Shock ([[video game crash of 1983]]). However, its hired employees, such as Tom Zimmerman, [[Scott Fisher (technologist)|Scott Fisher]], Jaron Lanier, [[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 news |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|work=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 news | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Affordable VR by 1994 | work=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|title=Virtuality|website=YouTube|access-date=21 September 2014}}</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=http://introductionsnecessary.com/2016/01/18/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, a 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 B. Rosenberg|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 (entrepreneur)|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=Beep! MegaDrive|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|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=http://articles.latimes.com/1995-02-22/business/fi-34851_1_virtual-reality |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 === The 2000s were 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. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by [[John Carmack]] for a version of ''[[Doom 3]]''. 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 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 |publisher=Gamereactor |access-date=20 February 2019 |date=27 July 2012}}</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, [[Facebook]] 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> 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}}</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]]. Some new features include a sharper screen, reduced price, and increased performance. Facebook now requires user 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> [[File:R22 VRM Helicopter Training Solution.jpg|thumb|Robinson R22 Virtual Reality Training Device developed by VRM Switzerland<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]] approves the first Virtual Reality (VR) based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practising risky manoeuvres in a virtual  environment. This addresses a key risk area in rotorcraft<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|language=en}}</ref> operations, where statistics show that around 20% of accidents occur during training flights. ==== Future forecast==== With the [[COVID-19 pandemic|COVID-19]] restrictions in 2020, VR is experiencing an enormous rise. According to Grand View Research, the global VR market will grow to 62.1 billion dollars in 2027.<ref>{{Cite web|last=|first=|date=|title=2021 wird das Jahr der Virtual Reality|url=https://www.inside-it.ch/de/post/2021-wird-das-jahr-der-virtual-reality-20201022|url-status=live|archive-url=|archive-date=|access-date=2021-01-09|website=www.inside-it.ch}}</ref> ==Technology== {{See also|Immersive technology}} ===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}}</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/enwiki/api/WebVR_API|website = Mozilla Developer Network|access-date = 2015-11-04}}</ref> ===Hardware=== [[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]] (at least 95 fps), as well as a 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 lead 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://motherboard.vice.com/en_us/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]]).{{citation needed|date=February 2019}} 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 journal|last1=Fang|first1=Cathy|last2=Zhang|first2=Yang|last3=Dworman|first3=Matthew|last4=Harrison|first4=Chris|date=2020-04-21|title=Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics|journal=Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems|series=CHI '20|location=Honolulu, HI, USA|publisher=Association for Computing Machinery|pages=1–10|doi=10.1145/3313831.3376470|isbn=978-1-4503-6708-0|s2cid=218483027|doi-access=free}}</ref> Special input devices are required for interaction with the virtual world. These include the [[3d mouse|3D mouse]], the [[wired glove]], [[motion controller]]s, and [[Optical tracking instruments|optical tracking]] sensors. 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 human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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]]. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects.{{citation needed|date=February 2019}} 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> == Visual Immersion Experience == === Display resolution === Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, 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. Let’s look at the actual numbers. 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 60Hz, which will add about 15ms of additional latency. The number is reduced to less than 7ms with if the refresh rate is increased to 120Hz or even 240Hz and more. Participants will feel a lot more immersive as a result although higher refresh rates require graphics processing unit (GPU) powerful enough to process more frames per second (fps). [[File:參與者的視野(黃色範圍)與顯示屏面積(紅色框)之間的關係圖.gif|thumb|Relationship between participant’s field of view (yellow area) and viewing area (area outlined in red)]] === Relationship between display and field of view === We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap.Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision<ref>{{Cite web|last=Strasburger|first=Hans|date=2019-12-06|title=Seven myths on crowding and peripheral vision|url=http://dx.doi.org/10.7287/peerj.preprints.27353v4|access-date=2021-11-11|website=dx.doi.org}}</ref>, which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV. <math>\frac{\mbox{Display Area}}{\frac{1}{6}\times4\pi\mathsf{R}^2}=\mbox{Immersive Index }</math> == Applications == {{Main|Applications of virtual reality}} [[File:Apollo 11 astronaut Buzz Aldrin and Erisa Hines speak to members of the news media during a preview of the new Destination Mars (29712147171).jpg|thumb|[[Apollo 11]] astronaut [[Buzz Aldrin]] previewing the ''Destination: Mars'' VR experience at the [[Kennedy Space Center Visitor Complex]] in 2016]] Virtual reality is most commonly used in entertainment applications such as [[video game]]s, [[3D cinema]], 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" /> 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|s2cid=15300623|date=2009-07-01|title=The influence of racial embodiment on racial bias in immersive virtual environments|journal=Social Influence|volume=4|issue=3|pages=231–248|doi=10.1080/15534510802643750|issn=1553-4510}}</ref> It can be used as a form of therapeutic intervention. 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|issn=1932-6203|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|s2cid=436354|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> 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 }}</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|issn=0926-9630|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|url=https://www.ncbi.nlm.nih.gov/pubmed/?term=rosenberg+virtual+reality+1996|journal=Studies in Health Technology and Informatics|volume=29|pages=371–387|issn=0926-9630|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|issn=0926-9630|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|url=https://www.sciencedirect.com/science/article/pii/S1743919121000698|journal=International Journal of Surgery|volume=89|language=en|pages=105935|doi=10.1016/j.ijsu.2021.105935|pmid=33819684|s2cid=233036480|issn=1743-9191}}</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=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 neurotypical and [[Autism spectrum|autism spectrum disorder]] 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 bases 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|s2cid=207814817}}</ref> {{short description|Computer-simulated environment simulating physical presence in real or imagined worlds}} 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 news|title=VR Meetings Are Weird, but They Beat Our Current Reality|language=en-us|work=Wired|url=https://www.wired.com/story/arthur-vr-virtual-reality-meetings/|access-date=2021-04-03|issn=1059-1028}}</ref>[[File:VR-Helm.jpg|thumb|[[United States Navy|U.S. Navy]] medic demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2010]] 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|date=2017-04-17|title=The effectiveness of virtual and augmented reality in health sciences and medical anatomy: VR and AR in Health Sciences and Medical Anatomy|journal=Anatomical Sciences Education|language=en|volume=10|issue=6|pages=549–559|doi=10.1002/ase.1696|pmid=28419750|s2cid=25961448|url=https://research.bond.edu.au/en/publications/d761ced8-4406-4a5e-ae3f-01862a09a36e}}</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|issn=1449-5554|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 = http://www.army.mil/article/84453/ | title = Virtual reality used to train Soldiers in new training simulator}}</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}}</ref> miner training,<ref>{{Cite web|url=https://www.cdc.gov/niosh/mining/works/coversheet1084.html|title=Virtual Reality in Mine Training|website=www.cdc.gov|language=en-us|access-date=2018-11-09}}</ref> medical education,<ref>{{cite journal |last1=Moro |first1=C |last2=Birt |first2=J |last3=Stromberga |first3=Z |last4=Phelps |first4=C |last5=Clark |first5=J |last6=Glasziou |first6=P |last7=Scott |first7=AM |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> 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|date=2017-01-01|title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care|journal=INQUIRY: The Journal of Health Care Organization, Provision, and Financing|language=en|volume=54|pages=0046958016687176|doi=10.1177/0046958016687176|issn=0046-9580|pmc=5798742|pmid=28133988}}</ref> training while minimizing cost.<ref>{{Cite journal|last=Smith|first=Roger|s2cid=13051996|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|issn=1046-8781}}</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 also be used for the healthcare training and education for medical practitioners.<ref>{{Cite journal|last1=Tang|first1=Yuk Ming|last2=Ng|first2=George Wing Yiu|last3=Chia|first3=Nam Hung|last4=So|first4=Eric Hang Kwong|last5=Wu|first5=Chun Ho|last6=Ip|first6=Wai Hung|title=Application of virtual reality (VR) technology for medical practitioners in type and screen (T&S) training|url=https://onlinelibrary.wiley.com/doi/abs/10.1111/jcal.12494|journal=Journal of Computer Assisted Learning|year=2021|volume=37|issue=2|pages=359–369|language=en|doi=10.1111/jcal.12494|s2cid=225146362|issn=1365-2729}}</ref><ref>{{Cite journal|last1=Dennis|first1=Ophelie Puissegur|last2=Patterson|first2=Rita M.|date=April 2020|title=Medical virtual reality|url=https://pubmed.ncbi.nlm.nih.gov/32451173|journal=Journal of Hand Therapy|volume=33|issue=2|pages=243–245|doi=10.1016/j.jht.2020.02.003|issn=1545-004X|pmid=32451173|s2cid=218895372}}</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 journal|last1=Abulrub|first1=Abdul-Hadi G.|last2=Attridge|first2=Alex N.|last3=Williams|first3=Mark A.|date=April 2011|title=Virtual reality in engineering education: The future of creative learning|journal=2011 IEEE Global Engineering Education Conference (EDUCON)|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|last=Makaklı|first=Elif Süyük|date=2019|title=STEAM approach in architectural education|url=https://www.shs-conferences.org/articles/shsconf/abs/2019/07/shsconf_erpa2019_01012/shsconf_erpa2019_01012.html|journal=SHS Web of Conferences|language=en|volume=66|pages=01012|doi=10.1051/shsconf/20196601012|issn=2261-2424|doi-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}}</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 |publisher=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|last=Thomas|first=Daniel J.|date=December 2016|title=Augmented reality in surgery: The Computer-Aided Medicine revolution|journal=International Journal of Surgery (London, England)|volume=36|issue=Pt A|pages=25|doi=10.1016/j.ijsu.2016.10.003|issn=1743-9159|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|issn=1134-3478|doi-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|s2cid=221160772|doi-access=free}}</ref> == 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>Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of Virtual Environments: Design, Implementation, and Applications, 531-599.</ref> and these may have slowed 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}}</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. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. 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}}</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. |s2cid=13740398 |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. |s2cid=111310621 |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 }}</ref> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<ref>{{cite web |last1=Hicks |first1=Jamison S. |last2=Durbin |first2=David B. |title=ARL-TR-5573: A Summary of Simulator Sickness Ratings for U.S. Army Aviation Engineering Simulators |url=http://www.dtic.mil/dtic/tr/fulltext/u2/a551763.pdf |publisher=US Army Research Laboratory |date=June 2011}}</ref> For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".<ref>{{cite news|author=Frischling, Bill|title=Sideline Play|work=The Washington Post|page=11|via=ProQuest|date=October 25, 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> ===Children in virtual reality=== The relationship between virtual reality and its underage users is controversial and unexplored. In the meantime, 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>{{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.}}</ref> Valeriy Kondruk, CEO of VR travel platform Ascape, says the app downloads in March 2020 increased by 60% compared to December 2019 and doubled in comparison with January 2020. According to Kondruk, normally, the busiest month for VR companies is December, which is associated with winter holidays and people spending more time at home.<ref>{{Cite web|url=https://www.nationalgeographic.com/travel/2020/04/can-virtual-reality-replace-real-tourism-during-pandemic-and-beyond/|title=Is virtual travel here to stay, even after the pandemic subsides?|date=2020-04-20|website=Travel|language=en|access-date=2020-04-27}}</ref> In early 2016, virtual reality headsets became commercially available with offers from, for example, Facebook (Oculus), HTC and Valve (Vive) Microsoft (HoloLens), and Sony (Morpheus). At the time and to this day, these brands have different age instructions for users, e.g. 12+ or 14+, this indicates a completely self-regulatory policy.<ref>{{Cite journal|last1=Madary|first1=Michael|last2=Metzinger|first2=Thomas K.|date=2016|title=Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology|journal=Frontiers in Robotics and AI|volume=3|doi=10.3389/frobt.2016.00003|doi-access=free|issn=2296-9144}}</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>{{Citation|last1=Bailey|first1=Jakki O.|title=Chapter 9 – Immersive Virtual Reality and the Developing Child|date=2017-01-01|url=http://www.sciencedirect.com/science/article/pii/B9780128094815000092|work=Cognitive Development in Digital Contexts|pages=181–200|editor-last=Blumberg|editor-first=Fran C.|publisher=Academic Press|language=en|isbn=978-0-12-809481-5|access-date=2020-04-27|last2=Bailenson|first2=Jeremy N.|editor2-last=Brooks|editor2-first=Patricia J.|doi=10.1016/B978-0-12-809481-5.00009-2}}</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.|date=1996-06-01|title=Playing Violent Video and Computer Games and Adolescent Self-Concept|url=https://academic.oup.com/joc/article/46/2/19/4160051|journal=Journal of Communication|language=en|volume=46|issue=2|pages=19–32|doi=10.1111/j.1460-2466.1996.tb01472.x|issn=0021-9916}}</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|issn=0193-3973}}</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>{{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.}}</ref> ===Privacy=== The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [[surveillance]]. The expansion of VR will increase the potential and reduce the costs for 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 condition.<ref name="KrögerLutz2020">{{cite book|last1=Kröger|first1=Jacob Leon|last2=Lutz|first2=Otto Hans-Martin|last3=Müller|first3=Florian|title=Privacy and Identity Management. Data for Better Living: AI and Privacy|chapter=What Does Your Gaze Reveal About You? On the Privacy Implications of Eye Tracking|series=IFIP Advances in Information and Communication Technology|volume=576|year=2020|pages=226–241|issn=1868-4238|doi=10.1007/978-3-030-42504-3_15|isbn=978-3-030-42503-6|doi-access=free}}</ref> ===Conceptual and philosophical concerns=== In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality, techniques will be developed to influence human behavior, [[interpersonal communication]], and [[cognition]].<ref>{{cite book|url=https://books.google.com/books?id=7OxbJWzIaVEC&q=power+madness+and+immortality|title=Power, Madness, & Immortality: the Future of Virtual Reality |publisher=Virtualreality.universityvillagepress.com |access-date=2009-10-28|author1=Cline, Mychilo Stephenson|year=2005}}</ref><ref>{{cite web|url=http://virtualreality.universityvillagepress.com/index.php?itemid=25&catid=4 |title=The Future of Virtual Reality with Mychilo Cline " Introduction to the Future of Virtual Reality |publisher=Virtualreality.universityvillagepress.com |access-date=2009-10-28}}</ref><ref>{{cite web|title=Power, Madness and Immortality|work=KurzweilAI|url=http://www.kurzweilai.net/power-madness-and-immortality|access-date=28 March 2017}}</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 universe]] * [[Hyperreality]] * [[Mixed reality]] * [[Virtual body]] * [[Virtual globe]] * [[Virtual machining]] * [[Virtual taste]]{{div col end}} {{clear}} * [[Comparison of virtual reality headsets]] == References == {{reflist}} ==Further reading== * {{cite web|author=Choi, SangSu, Kiwook Jung, and 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|id=1063293X14568814}} == External links == {{Commons category}} {{external media | align = right | width = 300px | video1 = [https://archive.org/details/virtualreali Virtual Reality], ''[[Computer Chronicles]]'' (1992) }} * {{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 }} {{Computer science}} {{Mixed reality}} {{Authority control}} [[Category:Virtual reality| ]]'
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'{{short description|Computer-simulated environment simulating physical presence in real or imagined worlds}} {{redirect|Virtuality|other uses|Virtuality (disambiguation)|and|Virtual Reality (disambiguation)}} {{distinguish|Simulated reality|Augmented reality}} {{pp-pc1}} {{use dmy dates|date=December 2020}} [[File:Reality check ESA384313.jpg|thumb|250px|Researchers with the [[European Space Agency]] in [[Darmstadt]], Germany, equipped with a [[Virtual reality headset|VR headset]] and [[motion controller]]s, 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 can be similar to or completely different from the real world. [[Applications of virtual reality]] include entertainment (e.g. [[video game]]s), education (e.g. medical or military training) and business (e.g. virtual meetings). Other distinct types of VR-style technology include [[augmented reality]] and [[mixed reality]], sometimes referred to as [[extended reality]] or XR.<ref>{{Cite news|date=2019-05-01|title=Get Ready to Hear a Lot More About 'XR'|language=en-us|work=Wired|url=https://www.wired.com/story/what-is-xr/|access-date=2020-08-29|issn=1059-1028}}</ref> Currently, standard virtual reality systems use either [[virtual reality headset]]s or multi-projected environments to generate 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=http://www.etymonline.com/index.php?allowed_in_frame=0&search=virtual|title=Online Etymology Dictionary}}</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 adaption 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}} One method by which virtual reality can be realized is [[simulation]]-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver. 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 as 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, such as 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 [[Object (image processing)|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|A 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=http://www.dictionary.com/browse/cyberspace|title=the definition of cyberspace}}</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 exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.<ref>{{cite web| url=https://www.theverge.com/a/virtual-reality/intro | title=Seeing is Believing: The State of Virtual Reality | author=Matthew Schnipper | publisher= The Verge | access-date= 7 March 2017}}</ref> The development of [[Perspective (graphical)|perspective]] in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".<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> Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.<ref name="Artaud 1958" /> The first references to the more modern 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 which may be in colour, 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, [[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. 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.{{Citation needed|date=January 2021}} The graphics comprising the virtual environment were simple [[wire-frame model]] rooms. The formidable appearance of the device inspired its name, [[The Sword of Damocles (virtual reality)|The Sword of Damocles]]. ==== 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>Scott S. Fisher; The NASA Ames VIEWlab Project—A Brief History. Presence: Teleoperators and Virtual Environments 2016; 25 (4): 339–348. doi: https://doi.org/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 1985. VPL Research has developed several VR devices like the [[DataGlove]], the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to [[Mattel]], which used it to make the [[Power Glove]], an early affordable VR device. [[Atari, Inc.]] founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the Atari Shock ([[video game crash of 1983]]). However, its hired employees, such as Tom Zimmerman, [[Scott Fisher (technologist)|Scott Fisher]], Jaron Lanier, [[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 news |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|work=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 news | url=http://www.cgwmuseum.org/galleries/index.php?year=1992&pub=2&id=100 | title=Affordable VR by 1994 | work=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|title=Virtuality|website=YouTube|access-date=21 September 2014}}</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=http://introductionsnecessary.com/2016/01/18/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, a 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 B. Rosenberg|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 (entrepreneur)|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=Beep! MegaDrive|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|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=http://articles.latimes.com/1995-02-22/business/fi-34851_1_virtual-reality |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 === The 2000s were 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. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by [[John Carmack]] for a version of ''[[Doom 3]]''. 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 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 |publisher=Gamereactor |access-date=20 February 2019 |date=27 July 2012}}</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, [[Facebook]] 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> 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}}</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-hatracking 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 lead 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://motherboard.vice.com/en_us/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 feehat the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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]]. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects.{{citation needed|date=February 2019}} 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> == Visual Immersion Experience == === Display resolution === Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, 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. Let’s look at the actual numbers. 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 60Hz, which will add about 15ms of additional latency. The number is reduced to less than 7ms with if the refresh rate is increased to 120Hz or even 240Hz and more. Participants will feel a lot more immersive as a result although higher refresh rates require graphics processing unit (GPU) powerful enough to process more frames per second (fps). [[File:參與者的視野(黃色範圍)與顯示屏面積(紅色框)之間的關係圖.gif|thumb|Relationship between participant’s field of view (yellow area) and viewing area (area outlined in red)]] === Relationship between display and field of view === We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap.Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision<ref>{{Cite web|last=Strasburger|first=Hans|date=2019-12-06|title=Seven myths on crowding and peripheral vision|url=http://dx.doi.org/10.7287/peerj.preprints.27353v4|access-date=2021-11-11|website=dx.doi.org}}</ref>, which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV. <math>\frac{\mbox{Display Area}}{\frac{1}{6}\times4\pi\mathsf{R}^2}=\mbox{Immersive Index }</math> == Applications == {{Main|Applications of virtual reality}} [[File:Apollo 11 astronaut Buzz Aldrin and Erisa Hines speak to members of the news media during a preview of the new Destination Mars (29712147171).jpg|thumb|[[Apollo 11]] astronaut [[Buzz Aldrin]] previewing the ''Destination: Mars'' VR experience at the [[Kennedy Space Center Visitor Complex]] in 2016]] Virtual reality is most commonly used in entertainment applications such as [[video game]]s, [[3D cinema]], 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" /> 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|s2cid=15300623|date=2009-07-01|title=The influence of racial embodiment on racial bias in immersive virtual environments|journal=Social Influence|volume=4|issue=3|pages=231–248|doi=10.1080/15534510802643750|issn=1553-4510}}</ref> It can be used as a form of therapeutic intervention. 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|issn=1932-6203|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|s2cid=436354|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> 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 }}</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|issn=0926-9630|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|url=https://www.ncbi.nlm.nih.gov/pubmed/?term=rosenberg+virtual+reality+1996|journal=Studies in Health Technology and Informatics|volume=29|pages=371–387|issn=0926-9630|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|issn=0926-9630|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|url=https://www.sciencedirect.com/science/article/pii/S1743919121000698|journal=International Journal of Surgery|volume=89|language=en|pages=105935|doi=10.1016/j.ijsu.2021.105935|pmid=33819684|s2cid=233036480|issn=1743-9191}}</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=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 neurotypical and [[Autism spectrum|autism spectrum disorder]] 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 bases 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|s2cid=207814817}}</ref> {{short description|Computer-simulated environment simulating physical presence in real or imagined worlds}} 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 news|title=VR Meetings Are Weird, but They Beat Our Current Reality|language=en-us|work=Wired|url=https://www.wired.com/story/arthur-vr-virtual-reality-meetings/|access-date=2021-04-03|issn=1059-1028}}</ref>[[File:VR-Helm.jpg|thumb|[[United States Navy|U.S. Navy]] medic demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2010]] 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|date=2017-04-17|title=The effectiveness of virtual and augmented reality in health sciences and medical anatomy: VR and AR in Health Sciences and Medical Anatomy|journal=Anatomical Sciences Education|language=en|volume=10|issue=6|pages=549–559|doi=10.1002/ase.1696|pmid=28419750|s2cid=25961448|url=https://research.bond.edu.au/en/publications/d761ced8-4406-4a5e-ae3f-01862a09a36e}}</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|issn=1449-5554|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 = http://www.army.mil/article/84453/ | title = Virtual reality used to train Soldiers in new training simulator}}</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}}</ref> miner training,<ref>{{Cite web|url=https://www.cdc.gov/niosh/mining/works/coversheet1084.html|title=Virtual Reality in Mine Training|website=www.cdc.gov|language=en-us|access-date=2018-11-09}}</ref> medical education,<ref>{{cite journal |last1=Moro |first1=C |last2=Birt |first2=J |last3=Stromberga |first3=Z |last4=Phelps |first4=C |last5=Clark |first5=J |last6=Glasziou |first6=P |last7=Scott |first7=AM |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> 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|date=2017-01-01|title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care|journal=INQUIRY: The Journal of Health Care Organization, Provision, and Financing|language=en|volume=54|pages=0046958016687176|doi=10.1177/0046958016687176|issn=0046-9580|pmc=5798742|pmid=28133988}}</ref> training while minimizing cost.<ref>{{Cite journal|last=Smith|first=Roger|s2cid=13051996|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|issn=1046-8781}}</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 also be used for the healthcare training and education for medical practitioners.<ref>{{Cite journal|last1=Tang|first1=Yuk Ming|last2=Ng|first2=George Wing Yiu|last3=Chia|first3=Nam Hung|last4=So|first4=Eric Hang Kwong|last5=Wu|first5=Chun Ho|last6=Ip|first6=Wai Hung|title=Application of virtual reality (VR) technology for medical practitioners in type and screen (T&S) training|url=https://onlinelibrary.wiley.com/doi/abs/10.1111/jcal.12494|journal=Journal of Computer Assisted Learning|year=2021|volume=37|issue=2|pages=359–369|language=en|doi=10.1111/jcal.12494|s2cid=225146362|issn=1365-2729}}</ref><ref>{{Cite journal|last1=Dennis|first1=Ophelie Puissegur|last2=Patterson|first2=Rita M.|date=April 2020|title=Medical virtual reality|url=https://pubmed.ncbi.nlm.nih.gov/32451173|journal=Journal of Hand Therapy|volume=33|issue=2|pages=243–245|doi=10.1016/j.jht.2020.02.003|issn=1545-004X|pmid=32451173|s2cid=218895372}}</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 journal|last1=Abulrub|first1=Abdul-Hadi G.|last2=Attridge|first2=Alex N.|last3=Williams|first3=Mark A.|date=April 2011|title=Virtual reality in engineering education: The future of creative learning|journal=2011 IEEE Global Engineering Education Conference (EDUCON)|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|last=Makaklı|first=Elif Süyük|date=2019|title=STEAM approach in architectural education|url=https://www.shs-conferences.org/articles/shsconf/abs/2019/07/shsconf_erpa2019_01012/shsconf_erpa2019_01012.html|journal=SHS Web of Conferences|language=en|volume=66|pages=01012|doi=10.1051/shsconf/20196601012|issn=2261-2424|doi-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}}</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 |publisher=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|last=Thomas|first=Daniel J.|date=December 2016|title=Augmented reality in surgery: The Computer-Aided Medicine revolution|journal=International Journal of Surgery (London, England)|volume=36|issue=Pt A|pages=25|doi=10.1016/j.ijsu.2016.10.003|issn=1743-9159|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|issn=1134-3478|doi-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|s2cid=221160772|doi-access=free}}</ref> == 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>Lawson, B. D. (2014). Motion sickness symptomatology and origins. Handbook of Virtual Environments: Design, Implementation, and Applications, 531-599.</ref> and these may have slowed 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}}</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. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. 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}}</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. |s2cid=13740398 |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. |s2cid=111310621 |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 }}</ref> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<ref>{{cite web |last1=Hicks |first1=Jamison S. |last2=Durbin |first2=David B. |title=ARL-TR-5573: A Summary of Simulator Sickness Ratings for U.S. Army Aviation Engineering Simulators |url=http://www.dtic.mil/dtic/tr/fulltext/u2/a551763.pdf |publisher=US Army Research Laboratory |date=June 2011}}</ref> For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".<ref>{{cite news|author=Frischling, Bill|title=Sideline Play|work=The Washington Post|page=11|via=ProQuest|date=October 25, 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> ===Children in virtual reality=== The relationship between virtual reality and its underage users is controversial and unexplored. In the meantime, 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>{{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.}}</ref> Valeriy Kondruk, CEO of VR travel platform Ascape, says the app downloads in March 2020 increased by 60% compared to December 2019 and doubled in comparison with January 2020. According to Kondruk, normally, the busiest month for VR companies is December, which is associated with winter holidays and people spending more time at home.<ref>{{Cite web|url=https://www.nationalgeographic.com/travel/2020/04/can-virtual-reality-replace-real-tourism-during-pandemic-and-beyond/|title=Is virtual travel here to stay, even after the pandemic subsides?|date=2020-04-20|website=Travel|language=en|access-date=2020-04-27}}</ref> In early 2016, virtual reality headsets became commercially available with offers from, for example, Facebook (Oculus), HTC and Valve (Vive) Microsoft (HoloLens), and Sony (Morpheus). At the time and to this day, these brands have different age instructions for users, e.g. 12+ or 14+, this indicates a completely self-regulatory policy.<ref>{{Cite journal|last1=Madary|first1=Michael|last2=Metzinger|first2=Thomas K.|date=2016|title=Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology|journal=Frontiers in Robotics and AI|volume=3|doi=10.3389/frobt.2016.00003|doi-access=free|issn=2296-9144}}</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>{{Citation|last1=Bailey|first1=Jakki O.|title=Chapter 9 – Immersive Virtual Reality and the Developing Child|date=2017-01-01|url=http://www.sciencedirect.com/science/article/pii/B9780128094815000092|work=Cognitive Development in Digital Contexts|pages=181–200|editor-last=Blumberg|editor-first=Fran C.|publisher=Academic Press|language=en|isbn=978-0-12-809481-5|access-date=2020-04-27|last2=Bailenson|first2=Jeremy N.|editor2-last=Brooks|editor2-first=Patricia J.|doi=10.1016/B978-0-12-809481-5.00009-2}}</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.|date=1996-06-01|title=Playing Violent Video and Computer Games and Adolescent Self-Concept|url=https://academic.oup.com/joc/article/46/2/19/4160051|journal=Journal of Communication|language=en|volume=46|issue=2|pages=19–32|doi=10.1111/j.1460-2466.1996.tb01472.x|issn=0021-9916}}</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|issn=0193-3973}}</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>{{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.}}</ref> ===Privacy=== The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [[surveillance]]. The expansion of VR will increase the potential and reduce the costs for 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 condition.<ref name="KrögerLutz2020">{{cite book|last1=Kröger|first1=Jacob Leon|last2=Lutz|first2=Otto Hans-Martin|last3=Müller|first3=Florian|title=Privacy and Identity Management. Data for Better Living: AI and Privacy|chapter=What Does Your Gaze Reveal About You? On the Privacy Implications of Eye Tracking|series=IFIP Advances in Information and Communication Technology|volume=576|year=2020|pages=226–241|issn=1868-4238|doi=10.1007/978-3-030-42504-3_15|isbn=978-3-030-42503-6|doi-access=free}}</ref> ===Conceptual and philosophical concerns=== In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality, techniques will be developed to influence human behavior, [[interpersonal communication]], and [[cognition]].<ref>{{cite book|url=https://books.google.com/books?id=7OxbJWzIaVEC&q=power+madness+and+immortality|title=Power, Madness, & Immortality: the Future of Virtual Reality |publisher=Virtualreality.universityvillagepress.com |access-date=2009-10-28|author1=Cline, Mychilo Stephenson|year=2005}}</ref><ref>{{cite web|url=http://virtualreality.universityvillagepress.com/index.php?itemid=25&catid=4 |title=The Future of Virtual Reality with Mychilo Cline " Introduction to the Future of Virtual Reality |publisher=Virtualreality.universityvillagepress.com |access-date=2009-10-28}}</ref><ref>{{cite web|title=Power, Madness and Immortality|work=KurzweilAI|url=http://www.kurzweilai.net/power-madness-and-immortality|access-date=28 March 2017}}</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 universe]] * [[Hyperreality]] * [[Mixed reality]] * [[Virtual body]] * [[Virtual globe]] * [[Virtual machining]] * [[Virtual taste]]{{div col end}} {{clear}} * [[Comparison of virtual reality headsets]] == References == {{reflist}} ==Further reading== * {{cite web|author=Choi, SangSu, Kiwook Jung, and 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|id=1063293X14568814}} == External links == {{Commons category}} {{external media | align = right | width = 300px | video1 = [https://archive.org/details/virtualreali Virtual Reality], ''[[Computer Chronicles]]'' (1992) }} * {{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 }} {{Computer science}} {{Mixed reality}} {{Authority control}} [[Category:Virtual reality| ]]'
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'@@ -113,32 +113,9 @@ 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]]. Some new features include a sharper screen, reduced price, and increased performance. Facebook now requires user 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> -[[File:R22 VRM Helicopter Training Solution.jpg|thumb|Robinson R22 Virtual Reality Training Device developed by VRM Switzerland<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]] approves the first Virtual Reality (VR) based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practising risky manoeuvres in a virtual  environment. This addresses a key risk area in rotorcraft<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|language=en}}</ref> operations, where statistics show that around 20% of accidents occur during training flights. - -==== Future forecast==== - -With the [[COVID-19 pandemic|COVID-19]] restrictions in 2020, VR is experiencing an enormous rise. According to Grand View Research, the global VR market will grow to 62.1 billion dollars in 2027.<ref>{{Cite web|last=|first=|date=|title=2021 wird das Jahr der Virtual Reality|url=https://www.inside-it.ch/de/post/2021-wird-das-jahr-der-virtual-reality-20201022|url-status=live|archive-url=|archive-date=|access-date=2021-01-09|website=www.inside-it.ch}}</ref> - -==Technology== -{{See also|Immersive technology}} - -===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}}</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/enwiki/api/WebVR_API|website = Mozilla Developer Network|access-date = 2015-11-04}}</ref> - -===Hardware=== -[[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]] (at least 95 fps), as well as a 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 lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" /> +Later in 2019, Valve released the [[Valve Index]]. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-hatracking 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 lead 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://motherboard.vice.com/en_us/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]]).{{citation needed|date=February 2019}} - -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 journal|last1=Fang|first1=Cathy|last2=Zhang|first2=Yang|last3=Dworman|first3=Matthew|last4=Harrison|first4=Chris|date=2020-04-21|title=Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics|journal=Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems|series=CHI '20|location=Honolulu, HI, USA|publisher=Association for Computing Machinery|pages=1–10|doi=10.1145/3313831.3376470|isbn=978-1-4503-6708-0|s2cid=218483027|doi-access=free}}</ref> - -Special input devices are required for interaction with the virtual world. These include the [[3d mouse|3D mouse]], the [[wired glove]], [[motion controller]]s, and [[Optical tracking instruments|optical tracking]] sensors. 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 human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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. +To create a feehat the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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]]. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects.{{citation needed|date=February 2019}} 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 '
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[ 0 => 'Later in 2019, Valve released the [[Valve Index]]. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-hatracking 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 lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" />', 1 => 'To create a feehat the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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.' ]
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[ 0 => '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>', 1 => '', 2 => 'In 2020, Oculus released the [[Oculus Quest 2]]. Some new features include a sharper screen, reduced price, and increased performance. Facebook now requires user 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>', 3 => '[[File:R22 VRM Helicopter Training Solution.jpg|thumb|Robinson R22 Virtual Reality Training Device developed by VRM Switzerland<ref>{{Cite web|title=VRM Switzerland – Professional Flight Training Solutions|url=https://vrm-switzerland.ch/|access-date=2021-05-10|language=en-US}}</ref>]]', 4 => 'In 2021, [[European Aviation Safety Agency|EASA]] approves the first Virtual Reality (VR) based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practising risky manoeuvres in a virtual  environment. This addresses a key risk area in rotorcraft<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|language=en}}</ref> operations, where statistics show that around 20% of accidents occur during training flights.', 5 => '', 6 => '==== Future forecast====', 7 => '', 8 => 'With the [[COVID-19 pandemic|COVID-19]] restrictions in 2020, VR is experiencing an enormous rise. According to Grand View Research, the global VR market will grow to 62.1 billion dollars in 2027.<ref>{{Cite web|last=|first=|date=|title=2021 wird das Jahr der Virtual Reality|url=https://www.inside-it.ch/de/post/2021-wird-das-jahr-der-virtual-reality-20201022|url-status=live|archive-url=|archive-date=|access-date=2021-01-09|website=www.inside-it.ch}}</ref>', 9 => '', 10 => '==Technology==', 11 => '{{See also|Immersive technology}}', 12 => '', 13 => '===Software===', 14 => '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}}</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/enwiki/api/WebVR_API|website = Mozilla Developer Network|access-date = 2015-11-04}}</ref>', 15 => '', 16 => '===Hardware===', 17 => '[[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]] (at least 95 fps), as well as a low [[latency (engineering)|latency]]|alt=]]', 18 => '', 19 => '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 lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" />', 20 => '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]]).{{citation needed|date=February 2019}}', 21 => '', 22 => '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 journal|last1=Fang|first1=Cathy|last2=Zhang|first2=Yang|last3=Dworman|first3=Matthew|last4=Harrison|first4=Chris|date=2020-04-21|title=Wireality: Enabling Complex Tangible Geometries in Virtual Reality with Worn Multi-String Haptics|journal=Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems|series=CHI '20|location=Honolulu, HI, USA|publisher=Association for Computing Machinery|pages=1–10|doi=10.1145/3313831.3376470|isbn=978-1-4503-6708-0|s2cid=218483027|doi-access=free}}</ref>', 23 => '', 24 => 'Special input devices are required for interaction with the virtual world. These include the [[3d mouse|3D mouse]], the [[wired glove]], [[motion controller]]s, and [[Optical tracking instruments|optical tracking]] sensors. 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 human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for 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.' ]
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'<div class="mw-parser-output"><div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Computer-simulated environment simulating physical presence in real or imagined worlds</div> <style data-mw-deduplicate="TemplateStyles:r1033289096">.mw-parser-output .hatnote{font-style:italic}.mw-parser-output div.hatnote{padding-left:1.6em;margin-bottom:0.5em}.mw-parser-output .hatnote i{font-style:normal}.mw-parser-output .hatnote+link+.hatnote{margin-top:-0.5em}</style><div role="note" class="hatnote navigation-not-searchable">"Virtuality" redirects here. For other uses, see <a href="/enwiki/wiki/Virtuality_(disambiguation)" class="mw-disambig" title="Virtuality (disambiguation)">Virtuality (disambiguation)</a> and <a href="/enwiki/wiki/Virtual_Reality_(disambiguation)" class="mw-disambig" title="Virtual Reality (disambiguation)">Virtual Reality (disambiguation)</a>.</div> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1033289096"/><div role="note" class="hatnote navigation-not-searchable">Not to be confused with <a href="/enwiki/wiki/Simulated_reality" title="Simulated reality">Simulated reality</a> or <a href="/enwiki/wiki/Augmented_reality" title="Augmented reality">Augmented reality</a>.</div> <p class="mw-empty-elt"> </p> <div class="thumb tright"><div class="thumbinner" style="width:252px;"><a href="/enwiki/wiki/File:Reality_check_ESA384313.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/e/ee/Reality_check_ESA384313.jpg/250px-Reality_check_ESA384313.jpg" decoding="async" width="250" height="188" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/e/ee/Reality_check_ESA384313.jpg/375px-Reality_check_ESA384313.jpg 1.5x, /upwiki/wikipedia/commons/thumb/e/ee/Reality_check_ESA384313.jpg/500px-Reality_check_ESA384313.jpg 2x" data-file-width="3264" data-file-height="2448" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Reality_check_ESA384313.jpg" class="internal" title="Enlarge"></a></div>Researchers with the <a href="/enwiki/wiki/European_Space_Agency" title="European Space Agency">European Space Agency</a> in <a href="/enwiki/wiki/Darmstadt" title="Darmstadt">Darmstadt</a>, Germany, equipped with a <a href="/enwiki/wiki/Virtual_reality_headset" title="Virtual reality headset">VR headset</a> and <a href="/enwiki/wiki/Motion_controller" title="Motion controller">motion controllers</a>, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat</div></div></div> <p><b>Virtual reality</b> (<b>VR</b>) is a <a href="/enwiki/wiki/Simulation" title="Simulation">simulated</a> experience that can be similar to or completely different from the real world. <a href="/enwiki/wiki/Applications_of_virtual_reality" class="mw-redirect" title="Applications of virtual reality">Applications of virtual reality</a> include entertainment (e.g. <a href="/enwiki/wiki/Video_game" title="Video game">video games</a>), education (e.g. medical or military training) and business (e.g. virtual meetings). Other distinct types of VR-style technology include <a href="/enwiki/wiki/Augmented_reality" title="Augmented reality">augmented reality</a> and <a href="/enwiki/wiki/Mixed_reality" title="Mixed reality">mixed reality</a>, sometimes referred to as <a href="/enwiki/wiki/Extended_reality" title="Extended reality">extended reality</a> or XR.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1">&#91;1&#93;</a></sup> </p><p>Currently, standard virtual reality systems use either <a href="/enwiki/wiki/Virtual_reality_headset" title="Virtual reality headset">virtual reality headsets</a> or multi-projected environments to generate 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 <a href="/enwiki/wiki/Head-mounted_display" title="Head-mounted display">head-mounted display</a> 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 <a href="/enwiki/wiki/Auditory_feedback" title="Auditory feedback">auditory</a> and <a href="/enwiki/wiki/Video_feedback" title="Video feedback">video feedback</a>, but may also allow other types of sensory and force feedback through <a href="/enwiki/wiki/Haptic_technology" title="Haptic technology">haptic technology</a>. </p> <div id="toc" class="toc" role="navigation" aria-labelledby="mw-toc-heading"><input type="checkbox" role="button" id="toctogglecheckbox" class="toctogglecheckbox" style="display:none" /><div class="toctitle" lang="en" dir="ltr"><h2 id="mw-toc-heading">Contents</h2><span class="toctogglespan"><label class="toctogglelabel" for="toctogglecheckbox"></label></span></div> <ul> <li class="toclevel-1 tocsection-1"><a href="#Etymology"><span class="tocnumber">1</span> <span class="toctext">Etymology</span></a></li> <li class="toclevel-1 tocsection-2"><a href="#Forms_and_methods"><span class="tocnumber">2</span> <span class="toctext">Forms and methods</span></a></li> <li class="toclevel-1 tocsection-3"><a href="#History"><span class="tocnumber">3</span> <span class="toctext">History</span></a> <ul> <li class="toclevel-2 tocsection-4"><a href="#20th_century"><span class="tocnumber">3.1</span> <span class="toctext">20th century</span></a> <ul> <li class="toclevel-3 tocsection-5"><a href="#1970–1990"><span class="tocnumber">3.1.1</span> <span class="toctext">1970–1990</span></a></li> <li class="toclevel-3 tocsection-6"><a href="#1990–2000"><span class="tocnumber">3.1.2</span> <span class="toctext">1990–2000</span></a></li> </ul> </li> <li class="toclevel-2 tocsection-7"><a href="#21st_century"><span class="tocnumber">3.2</span> <span class="toctext">21st century</span></a> <ul> <li class="toclevel-3 tocsection-8"><a href="#2010–present"><span class="tocnumber">3.2.1</span> <span class="toctext">2010–present</span></a></li> </ul> </li> </ul> </li> <li class="toclevel-1 tocsection-9"><a href="#Visual_Immersion_Experience"><span class="tocnumber">4</span> <span class="toctext">Visual Immersion Experience</span></a> <ul> <li class="toclevel-2 tocsection-10"><a href="#Display_resolution"><span class="tocnumber">4.1</span> <span class="toctext">Display resolution</span></a></li> <li class="toclevel-2 tocsection-11"><a href="#Image_latency_and_display_refresh_frequency"><span class="tocnumber">4.2</span> <span class="toctext">Image latency and display refresh frequency</span></a></li> <li class="toclevel-2 tocsection-12"><a href="#Relationship_between_display_and_field_of_view"><span class="tocnumber">4.3</span> <span class="toctext">Relationship between display and field of view</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-13"><a href="#Applications"><span class="tocnumber">5</span> <span class="toctext">Applications</span></a></li> <li class="toclevel-1 tocsection-14"><a href="#Concerns_and_challenges"><span class="tocnumber">6</span> <span class="toctext">Concerns and challenges</span></a> <ul> <li class="toclevel-2 tocsection-15"><a href="#Health_and_safety"><span class="tocnumber">6.1</span> <span class="toctext">Health and safety</span></a></li> <li class="toclevel-2 tocsection-16"><a href="#Children_in_virtual_reality"><span class="tocnumber">6.2</span> <span class="toctext">Children in virtual reality</span></a></li> <li class="toclevel-2 tocsection-17"><a href="#Privacy"><span class="tocnumber">6.3</span> <span class="toctext">Privacy</span></a></li> <li class="toclevel-2 tocsection-18"><a href="#Conceptual_and_philosophical_concerns"><span class="tocnumber">6.4</span> <span class="toctext">Conceptual and philosophical concerns</span></a></li> </ul> </li> <li class="toclevel-1 tocsection-19"><a href="#Virtual_reality_in_fiction"><span class="tocnumber">7</span> <span class="toctext">Virtual reality in fiction</span></a></li> <li class="toclevel-1 tocsection-20"><a href="#See_also"><span class="tocnumber">8</span> <span class="toctext">See also</span></a></li> <li class="toclevel-1 tocsection-21"><a href="#References"><span class="tocnumber">9</span> <span class="toctext">References</span></a></li> <li class="toclevel-1 tocsection-22"><a href="#Further_reading"><span class="tocnumber">10</span> <span class="toctext">Further reading</span></a></li> <li class="toclevel-1 tocsection-23"><a href="#External_links"><span class="tocnumber">11</span> <span class="toctext">External links</span></a></li> </ul> </div> <h2><span class="mw-headline" id="Etymology">Etymology</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=1" title="Edit section: Etymology">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <p>"<a href="/enwiki/wiki/Virtual_(philosophy)" class="mw-redirect" title="Virtual (philosophy)">Virtual</a>" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.<sup id="cite_ref-etymonline.com_2-0" class="reference"><a href="#cite_note-etymonline.com-2">&#91;2&#93;</a></sup> The term "virtual" has been used in the computer sense of "not <a href="/enwiki/wiki/Reality" title="Reality">physically existing</a> but made to appear by <a href="/enwiki/wiki/Software" title="Software">software</a>" since 1959.<sup id="cite_ref-etymonline.com_2-1" class="reference"><a href="#cite_note-etymonline.com-2">&#91;2&#93;</a></sup> </p><p>In 1938, French avant-garde playwright <a href="/enwiki/wiki/Antonin_Artaud" title="Antonin Artaud">Antonin Artaud</a> described the illusory nature of characters and objects in the theatre as <a href="https://fr.wikipedia.org/wiki/R%C3%A9alit%C3%A9_virtuelle" class="extiw" title="fr:Réalité virtuelle">"la réalité virtuelle"</a> in a collection of essays, <i>Le Théâtre et son double</i>. The English translation of this book, published in 1958 as <i><a href="/enwiki/wiki/The_Theater_and_its_Double" class="mw-redirect" title="The Theater and its Double">The Theater and its Double</a></i>,<sup id="cite_ref-Artaud_1958_3-0" class="reference"><a href="#cite_note-Artaud_1958-3">&#91;3&#93;</a></sup> is the earliest published use of the term "virtual reality". The term "<a href="/enwiki/wiki/Artificial_reality" class="mw-redirect" title="Artificial reality">artificial reality</a>", coined by <a href="/enwiki/wiki/Myron_W._Krueger" title="Myron W. Krueger">Myron Krueger</a>, has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in <i>The Judas Mandala</i>, a 1982 novel by <a href="/enwiki/wiki/Damien_Broderick" title="Damien Broderick">Damien Broderick</a>. </p><p>Widespread adaption of the term "virtual reality" in the popular media is attributed to <a href="/enwiki/wiki/Jaron_Lanier" title="Jaron Lanier">Jaron Lanier</a>, who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm <a href="/enwiki/wiki/VPL_Research" title="VPL Research">VPL Research</a>, and the 1992 film <i><a href="/enwiki/wiki/The_Lawnmower_Man_(film)" title="The Lawnmower Man (film)">Lawnmower Man</a></i>, which features use of virtual reality systems.<sup id="cite_ref-4" class="reference"><a href="#cite_note-4">&#91;4&#93;</a></sup> </p> <h2><span class="mw-headline" id="Forms_and_methods">Forms and methods</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=2" title="Edit section: Forms and methods">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1033289096"/><div role="note" class="hatnote navigation-not-searchable">Further information: <a href="/enwiki/wiki/Immersion_(virtual_reality)" title="Immersion (virtual reality)">Immersion (virtual reality)</a> and <a href="/enwiki/wiki/Reality%E2%80%93virtuality_continuum" title="Reality–virtuality continuum">Reality–virtuality continuum</a></div> <p>One method by which virtual reality can be realized is <a href="/enwiki/wiki/Simulation" title="Simulation">simulation</a>-based virtual reality. Driving simulators, for example, give the driver on board the impression of actually driving an actual vehicle by predicting vehicular motion caused by driver input and feeding back corresponding visual, motion and audio cues to the driver. </p><p>With <a href="/enwiki/wiki/Avatar_(virtual_reality)" class="mw-redirect" title="Avatar (virtual reality)">avatar image</a>-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 <a href="/enwiki/wiki/3D_computer_graphics" title="3D computer graphics">3D</a> distributed virtual environment as form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability. </p><p>In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, such as robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in <a href="/enwiki/wiki/Computer_graphics" title="Computer graphics">computer graphics</a> and <a href="/enwiki/wiki/Computer_vision" title="Computer vision">computer vision</a> communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small <a href="/enwiki/wiki/Object_(image_processing)" title="Object (image processing)">objects</a> at a short distance. </p><p>Desktop-based virtual reality involves displaying a 3D <a href="/enwiki/wiki/Virtual_world" title="Virtual world">virtual world</a> on a regular <a href="/enwiki/wiki/Visual_display_unit" class="mw-redirect" title="Visual display unit">desktop display</a> without use of any specialized <a href="/enwiki/wiki/VR_positional_tracking" title="VR positional tracking">VR positional tracking</a> equipment. Many modern <a href="/enwiki/wiki/First-person_(gaming)" class="mw-redirect" title="First-person (gaming)">first-person</a> 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 <a href="/enwiki/wiki/Peripheral_vision" title="Peripheral vision">peripheral vision</a>, limiting the user's ability to know what is happening around them. </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Treadmill_Omni.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/a/a0/Treadmill_Omni.jpg/220px-Treadmill_Omni.jpg" decoding="async" width="220" height="165" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/a/a0/Treadmill_Omni.jpg/330px-Treadmill_Omni.jpg 1.5x, /upwiki/wikipedia/commons/thumb/a/a0/Treadmill_Omni.jpg/440px-Treadmill_Omni.jpg 2x" data-file-width="4032" data-file-height="3024" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Treadmill_Omni.jpg" class="internal" title="Enlarge"></a></div>A Omni treadmill being used at a VR convention.</div></div></div> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/1/1f/Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg/220px-Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg" decoding="async" width="220" height="147" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/1/1f/Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg/330px-Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg 1.5x, /upwiki/wikipedia/commons/thumb/1/1f/Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg/440px-Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg 2x" data-file-width="5202" data-file-height="3468" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg" class="internal" title="Enlarge"></a></div>A <a href="/enwiki/wiki/Missouri_National_Guard" title="Missouri National Guard">Missouri National Guardsman</a> looks into a VR training <a href="/enwiki/wiki/Head-mounted_display" title="Head-mounted display">head-mounted display</a> at <a href="/enwiki/wiki/Fort_Leonard_Wood" title="Fort Leonard Wood">Fort Leonard Wood</a> in 2015</div></div></div> <p>A <a href="/enwiki/wiki/Head-mounted_display" title="Head-mounted display">head-mounted display</a> (HMD) more fully immerses the user in a virtual world. A <a href="/enwiki/wiki/Virtual_reality_headset" title="Virtual reality headset">virtual reality headset</a> typically includes two small high resolution <a href="/enwiki/wiki/OLED" title="OLED">OLED</a> or <a href="/enwiki/wiki/LCD" class="mw-redirect" title="LCD">LCD</a> monitors which provide separate images for each eye for <a href="/enwiki/wiki/Stereoscopy" title="Stereoscopy">stereoscopic</a> graphics rendering a 3D virtual world, a <a href="/enwiki/wiki/3D_audio_effect" title="3D audio effect">binaural audio</a> system, positional and rotational real-time <a href="/enwiki/wiki/Motion_capture" title="Motion capture">head tracking</a> for six degrees of movement. Options include <a href="/enwiki/wiki/Motion_controller" title="Motion controller">motion controls</a> with <a href="/enwiki/wiki/Haptic_technology" title="Haptic technology">haptic feedback</a> for physically interacting within the virtual world in an intuitive way with little to no abstraction and an <a href="/enwiki/wiki/Omnidirectional_treadmill" title="Omnidirectional treadmill">omnidirectional treadmill</a> for more freedom of physical movement allowing the user to perform locomotive motion in any direction. </p><p><a href="/enwiki/wiki/Augmented_reality" title="Augmented reality">Augmented reality</a> (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 <a href="/enwiki/wiki/Live_feed" class="mw-redirect" title="Live feed">live feed</a> into a headset or <a href="/enwiki/wiki/Smartglasses" title="Smartglasses">smartglasses</a> or through a <a href="/enwiki/wiki/Mobile_device" title="Mobile device">mobile device</a> giving the user the ability to view three-dimensional images. </p><p><a href="/enwiki/wiki/Mixed_reality" title="Mixed reality">Mixed reality</a> (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. </p><p>A <a href="/enwiki/wiki/Cyberspace" title="Cyberspace">cyberspace</a> is sometimes defined as a networked virtual reality.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5">&#91;5&#93;</a></sup> </p><p><a href="/enwiki/wiki/Simulated_reality" title="Simulated reality">Simulated reality</a> is a hypothetical virtual reality as truly immersive as the <a href="/enwiki/wiki/Real_life" title="Real life">actual reality</a>, enabling an advanced <a href="/enwiki/wiki/Lifelike_experience" title="Lifelike experience">lifelike experience</a> or even virtual eternity. </p> <h2><span class="mw-headline" id="History">History</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=3" title="Edit section: History">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:View-Master_with_Reel.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/f/f5/View-Master_with_Reel.jpg/220px-View-Master_with_Reel.jpg" decoding="async" width="220" height="189" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/f/f5/View-Master_with_Reel.jpg/330px-View-Master_with_Reel.jpg 1.5x, /upwiki/wikipedia/commons/thumb/f/f5/View-Master_with_Reel.jpg/440px-View-Master_with_Reel.jpg 2x" data-file-width="806" data-file-height="692" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:View-Master_with_Reel.jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/View-Master" title="View-Master">View-Master</a>, a stereoscopic visual simulator, was introduced in 1939</div></div></div> <p>The exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.<sup id="cite_ref-6" class="reference"><a href="#cite_note-6">&#91;6&#93;</a></sup> The development of <a href="/enwiki/wiki/Perspective_(graphical)" title="Perspective (graphical)">perspective</a> in Renaissance Europe created convincing depictions of spaces that did not exist, in what has been referred to as the "multiplying of artificial worlds".<sup id="cite_ref-Baltrušaitis_1977_7-0" class="reference"><a href="#cite_note-Baltrušaitis_1977-7">&#91;7&#93;</a></sup> Other elements of virtual reality appeared as early as the 1860s. Antonin Artaud took the view that illusion was not distinct from reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as reality.<sup id="cite_ref-Artaud_1958_3-1" class="reference"><a href="#cite_note-Artaud_1958-3">&#91;3&#93;</a></sup> The first references to the more modern concept of virtual reality came from <a href="/enwiki/wiki/Science_fiction" title="Science fiction">science fiction</a>. </p> <h3><span class="mw-headline" id="20th_century">20th century</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=4" title="Edit section: 20th century">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p><a href="/enwiki/wiki/Morton_Heilig" title="Morton Heilig">Morton Heilig</a> 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 <a href="/enwiki/wiki/Sensorama" title="Sensorama">Sensorama</a> 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 <a href="/enwiki/wiki/Machine" title="Machine">mechanical device</a>. 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 which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."<sup id="cite_ref-8" class="reference"><a href="#cite_note-8">&#91;8&#93;</a></sup> </p><p>In 1968, <a href="/enwiki/wiki/Ivan_Sutherland" title="Ivan Sutherland">Ivan Sutherland</a>, with the help of his students including <a href="/enwiki/wiki/Bob_Sproull" title="Bob Sproull">Bob Sproull</a>, created what was widely considered to be the first head-mounted display system for use in immersive simulation applications. It was primitive both in terms of <a href="/enwiki/wiki/User_interface" title="User interface">user interface</a> and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">&#91;<i><a href="/enwiki/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (January 2021)">citation needed</span></a></i>&#93;</sup> The graphics comprising the virtual environment were simple <a href="/enwiki/wiki/Wire-frame_model" title="Wire-frame model">wire-frame model</a> rooms. The formidable appearance of the device inspired its name, <a href="/enwiki/wiki/The_Sword_of_Damocles_(virtual_reality)" title="The Sword of Damocles (virtual reality)">The Sword of Damocles</a>. </p> <h4><span id="1970.E2.80.931990"></span><span class="mw-headline" id="1970–1990">1970–1990</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=5" title="Edit section: 1970–1990">edit</a><span class="mw-editsection-bracket">]</span></span></h4> <p>The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9">&#91;9&#93;</a></sup> </p><p><a href="/enwiki/wiki/David_Em" title="David Em">David Em</a> became the first artist to produce navigable virtual worlds at <a href="/enwiki/wiki/NASA" title="NASA">NASA</a>'s <a href="/enwiki/wiki/Jet_Propulsion_Laboratory" title="Jet Propulsion Laboratory">Jet Propulsion Laboratory</a> (JPL) from 1977 to 1984.<sup id="cite_ref-Creative_Computing_March_1982_10-0" class="reference"><a href="#cite_note-Creative_Computing_March_1982-10">&#91;10&#93;</a></sup> The <a href="/enwiki/wiki/Aspen_Movie_Map" title="Aspen Movie Map">Aspen Movie Map</a>, a crude <a href="/enwiki/wiki/Virtual_tour" title="Virtual tour">virtual tour</a> in which users could wander the streets of <a href="/enwiki/wiki/Aspen,_Colorado" title="Aspen, Colorado">Aspen</a> in one of the three modes (summer, winter, and <a href="/enwiki/wiki/Polygon_(computer_graphics)" title="Polygon (computer graphics)">polygons</a>), was created at <a href="/enwiki/wiki/Massachusetts_Institute_of_Technology" title="Massachusetts Institute of Technology">MIT</a> in 1978. </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Virtual_Reality_Headset_Prototype.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/3/38/Virtual_Reality_Headset_Prototype.jpg/220px-Virtual_Reality_Headset_Prototype.jpg" decoding="async" width="220" height="166" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/3/38/Virtual_Reality_Headset_Prototype.jpg/330px-Virtual_Reality_Headset_Prototype.jpg 1.5x, /upwiki/wikipedia/commons/thumb/3/38/Virtual_Reality_Headset_Prototype.jpg/440px-Virtual_Reality_Headset_Prototype.jpg 2x" data-file-width="4068" data-file-height="3074" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Virtual_Reality_Headset_Prototype.jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/Ames_Research_Center" title="Ames Research Center">NASA Ames</a>'s 1985 VIEW headset</div></div></div> <p>In 1979, <a href="/enwiki/wiki/Eric_Howlett" title="Eric Howlett">Eric Howlett</a> 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 (<a href="/enwiki/wiki/Field_of_view" title="Field of view">field of view</a>) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's <a href="/enwiki/wiki/Ames_Research_Center" title="Ames Research Center">Ames Research Center</a> in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation)<sup id="cite_ref-11" class="reference"><a href="#cite_note-11">&#91;11&#93;</a></sup> by <a href="/enwiki/wiki/Scott_Fisher_(technologist)" title="Scott Fisher (technologist)">Scott Fisher</a>. The LEEP system provides the basis for most of the modern virtual reality headsets.<sup id="cite_ref-12" class="reference"><a href="#cite_note-12">&#91;12&#93;</a></sup> </p> <div class="thumb tleft"><div class="thumbinner" style="width:172px;"><a href="/enwiki/wiki/File:VPL_DataSuit_1.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/a/a8/VPL_DataSuit_1.jpg/170px-VPL_DataSuit_1.jpg" decoding="async" width="170" height="353" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/a/a8/VPL_DataSuit_1.jpg/255px-VPL_DataSuit_1.jpg 1.5x, /upwiki/wikipedia/commons/thumb/a/a8/VPL_DataSuit_1.jpg/340px-VPL_DataSuit_1.jpg 2x" data-file-width="609" data-file-height="1263" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:VPL_DataSuit_1.jpg" class="internal" title="Enlarge"></a></div>A <a href="/enwiki/wiki/VPL_Research" title="VPL Research">VPL Research</a> DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed circa 1989. Displayed at the <a href="/enwiki/wiki/Nissho_Iwai" class="mw-redirect" title="Nissho Iwai">Nissho Iwai</a> showroom in Tokyo</div></div></div> <p>By the late 1980s, the term "virtual reality" was popularized by <a href="/enwiki/wiki/Jaron_Lanier" title="Jaron Lanier">Jaron Lanier</a>, one of the modern pioneers of the field. Lanier had founded the company <a href="/enwiki/wiki/VPL_Research" title="VPL Research">VPL Research</a> in 1985. VPL Research has developed several VR devices like the <a href="/enwiki/wiki/DataGlove" class="mw-redirect" title="DataGlove">DataGlove</a>, the EyePhone, and the AudioSphere. VPL licensed the DataGlove technology to <a href="/enwiki/wiki/Mattel" title="Mattel">Mattel</a>, which used it to make the <a href="/enwiki/wiki/Power_Glove" title="Power Glove">Power Glove</a>, an early affordable VR device. </p><p><a href="/enwiki/wiki/Atari,_Inc." title="Atari, Inc.">Atari, Inc.</a> founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the Atari Shock (<a href="/enwiki/wiki/Video_game_crash_of_1983" title="Video game crash of 1983">video game crash of 1983</a>). However, its hired employees, such as Tom Zimmerman, <a href="/enwiki/wiki/Scott_Fisher_(technologist)" title="Scott Fisher (technologist)">Scott Fisher</a>, Jaron Lanier, <a href="/enwiki/wiki/Michael_Naimark" title="Michael Naimark">Michael Naimark</a>, and <a href="/enwiki/wiki/Brenda_Laurel" title="Brenda Laurel">Brenda Laurel</a>, kept their research and development on VR-related technologies. </p><p>In 1988, the Cyberspace Project at <a href="/enwiki/wiki/Autodesk" title="Autodesk">Autodesk</a> was the first to implement VR on a low-cost personal computer<sup id="cite_ref-13" class="reference"><a href="#cite_note-13">&#91;13&#93;</a></sup> <sup id="cite_ref-14" class="reference"><a href="#cite_note-14">&#91;14&#93;</a></sup> . The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK,<sup id="cite_ref-15" class="reference"><a href="#cite_note-15">&#91;15&#93;</a></sup> which offered the first real time graphics with <a href="/enwiki/wiki/Texture_mapping" title="Texture mapping">Texture mapping</a> on a PC, and was widely used throughout industry and academia.<sup id="cite_ref-16" class="reference"><a href="#cite_note-16">&#91;16&#93;</a></sup><sup id="cite_ref-17" class="reference"><a href="#cite_note-17">&#91;17&#93;</a></sup> </p> <h4><span id="1990.E2.80.932000"></span><span class="mw-headline" id="1990–2000">1990–2000</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=6" title="Edit section: 1990–2000">edit</a><span class="mw-editsection-bracket">]</span></span></h4> <p>The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, <i><a href="/enwiki/wiki/Computer_Gaming_World" title="Computer Gaming World">Computer Gaming World</a></i> predicted "affordable VR by 1994".<sup id="cite_ref-engler1992_18-0" class="reference"><a href="#cite_note-engler1992-18">&#91;18&#93;</a></sup> </p><p>In 1991, <a href="/enwiki/wiki/Sega" title="Sega">Sega</a> announced the <a href="/enwiki/wiki/Sega_VR" title="Sega VR">Sega VR</a> headset for the <a href="/enwiki/wiki/Mega_Drive" class="mw-redirect" title="Mega Drive">Mega Drive</a> home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to <a href="/enwiki/wiki/Tracking_system" title="Tracking system">track</a> and react to the movements of the user's head.<sup id="cite_ref-Horowitz_19-0" class="reference"><a href="#cite_note-Horowitz-19">&#91;19&#93;</a></sup> In the same year, <a href="/enwiki/wiki/Virtuality_(gaming)" class="mw-redirect" title="Virtuality (gaming)">Virtuality</a> 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 <a href="/enwiki/wiki/Amusement_arcade" title="Amusement arcade">arcade</a> at <a href="/enwiki/wiki/Embarcadero_Center" title="Embarcadero Center">Embarcadero Center</a>. 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.<sup id="cite_ref-20" class="reference"><a href="#cite_note-20">&#91;20&#93;</a></sup> </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:CAVE_at_INL%27s_CAES_001.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/a/ad/CAVE_at_INL%27s_CAES_001.jpg/220px-CAVE_at_INL%27s_CAES_001.jpg" decoding="async" width="220" height="146" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/a/ad/CAVE_at_INL%27s_CAES_001.jpg/330px-CAVE_at_INL%27s_CAES_001.jpg 1.5x, /upwiki/wikipedia/commons/thumb/a/ad/CAVE_at_INL%27s_CAES_001.jpg/440px-CAVE_at_INL%27s_CAES_001.jpg 2x" data-file-width="4256" data-file-height="2832" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:CAVE_at_INL%27s_CAES_001.jpg" class="internal" title="Enlarge"></a></div>A <a href="/enwiki/wiki/Cave_automatic_virtual_environment" title="Cave automatic virtual environment">CAVE</a> system at <a href="/enwiki/wiki/Idaho_National_Laboratory" title="Idaho National Laboratory">IDL</a>'s Center for Advanced Energy Studies in 2010</div></div></div> <p>That same year, <a href="/enwiki/wiki/Carolina_Cruz-Neira" title="Carolina Cruz-Neira">Carolina Cruz-Neira</a>, <a href="/enwiki/wiki/Daniel_J._Sandin" title="Daniel J. Sandin">Daniel J. Sandin</a> and <a href="/enwiki/wiki/Thomas_A._DeFanti" title="Thomas A. DeFanti">Thomas A. DeFanti</a> from the <a href="/enwiki/wiki/Electronic_Visualization_Laboratory" title="Electronic Visualization Laboratory">Electronic Visualization Laboratory</a> created the first cubic immersive room, the <a href="/enwiki/wiki/Cave_automatic_virtual_environment" title="Cave automatic virtual environment">Cave automatic virtual environment</a> (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the <a href="/enwiki/wiki/Holodeck" title="Holodeck">holodeck</a>, allowing people to see their own bodies in relation to others in the room.<sup id="cite_ref-21" class="reference"><a href="#cite_note-21">&#91;21&#93;</a></sup><sup id="cite_ref-Arkansas_Online_Niera_22-0" class="reference"><a href="#cite_note-Arkansas_Online_Niera-22">&#91;22&#93;</a></sup> Antonio Medina, a 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.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23">&#91;23&#93;</a></sup> </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Virtual-Fixtures-USAF-AR.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/d/d4/Virtual-Fixtures-USAF-AR.jpg/220px-Virtual-Fixtures-USAF-AR.jpg" decoding="async" width="220" height="114" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/d/d4/Virtual-Fixtures-USAF-AR.jpg/330px-Virtual-Fixtures-USAF-AR.jpg 1.5x, /upwiki/wikipedia/commons/thumb/d/d4/Virtual-Fixtures-USAF-AR.jpg/440px-Virtual-Fixtures-USAF-AR.jpg 2x" data-file-width="773" data-file-height="400" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Virtual-Fixtures-USAF-AR.jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/Virtual_fixture" title="Virtual fixture">Virtual Fixtures</a> immersive <a href="/enwiki/wiki/Augmented_reality" title="Augmented reality">AR</a> system developed in 1992. Picture features Dr. <a href="/enwiki/wiki/Louis_B._Rosenberg" title="Louis B. Rosenberg">Louis Rosenberg</a> interacting freely in 3D with overlaid virtual objects called 'fixtures'</div></div></div> <p>In 1992, <a href="/enwiki/wiki/Nicole_Stenger" title="Nicole Stenger">Nicole Stenger</a> created <i>Angels</i>, the first real-time interactive immersive movie where the interaction was facilitated with a <a href="/enwiki/wiki/Dataglove" class="mw-redirect" title="Dataglove">dataglove</a> and high-resolution goggles. That same year, <a href="/enwiki/wiki/Louis_Rosenberg_(entrepreneur)" class="mw-redirect" title="Louis Rosenberg (entrepreneur)">Louis Rosenberg</a> created the <a href="/enwiki/wiki/Virtual_fixture" title="Virtual fixture">virtual fixtures</a> system at the <a href="/enwiki/wiki/United_States_Air_Force" title="United States Air Force">U.S. Air Force</a>'s <a href="/enwiki/wiki/Armstrong_Laboratory" title="Armstrong Laboratory">Armstrong Labs</a> using a full upper-body <a href="/enwiki/wiki/Exoskeleton" title="Exoskeleton">exoskeleton</a>, 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.<sup id="cite_ref-Rosenberg_1992_24-0" class="reference"><a href="#cite_note-Rosenberg_1992-24">&#91;24&#93;</a></sup><sup id="cite_ref-25" class="reference"><a href="#cite_note-25">&#91;25&#93;</a></sup> </p><p>By July 1994, Sega had released the <a href="/enwiki/wiki/VR-1" title="VR-1">VR-1</a> motion simulator ride attraction in <a href="/enwiki/wiki/Joypolis" title="Joypolis">Joypolis</a> indoor theme parks,<sup id="cite_ref-26" class="reference"><a href="#cite_note-26">&#91;26&#93;</a></sup> as well as the <i>Dennou Senki Net Merc</i> <a href="/enwiki/wiki/Arcade_game" title="Arcade game">arcade game</a>. Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality;<sup id="cite_ref-VR_Focus_27-0" class="reference"><a href="#cite_note-VR_Focus-27">&#91;27&#93;</a></sup><sup id="cite_ref-28" class="reference"><a href="#cite_note-28">&#91;28&#93;</a></sup> it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its <i>Net Merc</i> incarnation was powered by the <a href="/enwiki/wiki/Sega_Model_1" class="mw-redirect" title="Sega Model 1">Sega Model 1</a> <a href="/enwiki/wiki/Arcade_system_board" class="mw-redirect" title="Arcade system board">arcade system board</a>.<sup id="cite_ref-29" class="reference"><a href="#cite_note-29">&#91;29&#93;</a></sup> <a href="/enwiki/wiki/Apple_Inc." title="Apple Inc.">Apple</a> released <a href="/enwiki/wiki/QuickTime_VR" title="QuickTime VR">QuickTime VR</a>, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree <a href="/enwiki/wiki/Interactive_panorama" class="mw-redirect" title="Interactive panorama">interactive panoramas</a>. </p><p><a href="/enwiki/wiki/Nintendo" title="Nintendo">Nintendo</a>'s <a href="/enwiki/wiki/Virtual_Boy" title="Virtual Boy">Virtual Boy</a> console was released in 1995.<sup id="cite_ref-30" class="reference"><a href="#cite_note-30">&#91;30&#93;</a></sup> A group in Seattle created public demonstrations of a <a href="/enwiki/wiki/Cave_automatic_virtual_environment" title="Cave automatic virtual environment">"CAVE-like"</a> 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.<sup id="cite_ref-31" class="reference"><a href="#cite_note-31">&#91;31&#93;</a></sup> Forte released the <a href="/enwiki/wiki/VFX1_Headgear" title="VFX1 Headgear">VFX1</a>, a PC-powered virtual reality headset that same year. </p><p>In 1999, entrepreneur <a href="/enwiki/wiki/Philip_Rosedale" title="Philip Rosedale">Philip Rosedale</a> formed <a href="/enwiki/wiki/Linden_Lab" title="Linden Lab">Linden Lab</a> 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 <i><a href="/enwiki/wiki/Second_Life" title="Second Life">Second Life</a></i>.<sup id="cite_ref-32" class="reference"><a href="#cite_note-32">&#91;32&#93;</a></sup> </p> <h3><span class="mw-headline" id="21st_century">21st century</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=7" title="Edit section: 21st century">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>The 2000s were a period of relative public and investment indifference to commercially available VR technologies. </p><p>In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production (<a href="/enwiki/wiki/Maurice_Benayoun" title="Maurice Benayoun">Maurice Benayoun</a>, David Nahon), Barco, and Clarté. It was installed in <a href="/enwiki/wiki/Laval,_Mayenne" title="Laval, Mayenne">Laval</a>, France. The SAS library gave birth to Virtools VRPack. In 2007, <a href="/enwiki/wiki/Google" title="Google">Google</a> introduced <a href="/enwiki/wiki/Google_Street_View" title="Google Street View">Street View</a>, 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.<sup id="cite_ref-33" class="reference"><a href="#cite_note-33">&#91;33&#93;</a></sup> </p> <h4><span id="2010.E2.80.93present"></span><span class="mw-headline" id="2010–present">2010–present</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=8" title="Edit section: 2010–present">edit</a><span class="mw-editsection-bracket">]</span></span></h4> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Oculus_Rift_Crescent_Bay_Prototype_(16383004719).jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/c/cf/Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg/220px-Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg" decoding="async" width="220" height="124" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/c/cf/Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg/330px-Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg 1.5x, /upwiki/wikipedia/commons/thumb/c/cf/Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg/440px-Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg 2x" data-file-width="5184" data-file-height="2912" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Oculus_Rift_Crescent_Bay_Prototype_(16383004719).jpg" class="internal" title="Enlarge"></a></div>An inside view of the <a href="/enwiki/wiki/Oculus_Rift" title="Oculus Rift">Oculus Rift</a> Crescent Bay prototype headset</div></div></div> <p>In 2010, <a href="/enwiki/wiki/Palmer_Luckey" title="Palmer Luckey">Palmer Luckey</a> designed the first prototype of the <a href="/enwiki/wiki/Oculus_Rift" title="Oculus Rift">Oculus Rift</a>. 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. Distortion issues arising from the lens used to create the field of vision were corrected for by software written by <a href="/enwiki/wiki/John_Carmack" title="John Carmack">John Carmack</a> for a version of <i><a href="/enwiki/wiki/Doom_3" title="Doom 3">Doom 3</a></i>. This initial design would later serve as a basis from which the later designs came.<sup id="cite_ref-34" class="reference"><a href="#cite_note-34">&#91;34&#93;</a></sup> In 2012, the Rift is presented for the first time at the <a href="/enwiki/wiki/E3" title="E3">E3</a> video game trade show by Carmack.<sup id="cite_ref-Gamereactor_YouTube_2012_35-0" class="reference"><a href="#cite_note-Gamereactor_YouTube_2012-35">&#91;35&#93;</a></sup><sup id="cite_ref-BI_FB_Oculus_2018_36-0" class="reference"><a href="#cite_note-BI_FB_Oculus_2018-36">&#91;36&#93;</a></sup> In 2014, <a href="/enwiki/wiki/Facebook" title="Facebook">Facebook</a> purchased Oculus VR for what at the time was stated as $2 billion<sup id="cite_ref-37" class="reference"><a href="#cite_note-37">&#91;37&#93;</a></sup> but later revealed that the more accurate figure was $3 billion.<sup id="cite_ref-BI_FB_Oculus_2018_36-1" class="reference"><a href="#cite_note-BI_FB_Oculus_2018-36">&#91;36&#93;</a></sup> This purchase occurred after the first development kits ordered through Oculus' 2012 <a href="/enwiki/wiki/Kickstarter" title="Kickstarter">Kickstarter</a> had shipped in 2013 but before the shipping of their second development kits in 2014.<sup id="cite_ref-Wired_Oculus_Mar2014_38-0" class="reference"><a href="#cite_note-Wired_Oculus_Mar2014-38">&#91;38&#93;</a></sup> <a href="/enwiki/wiki/ZeniMax_Media" title="ZeniMax Media">ZeniMax</a>, Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;<sup id="cite_ref-BI_FB_Oculus_2018_36-2" class="reference"><a href="#cite_note-BI_FB_Oculus_2018-36">&#91;36&#93;</a></sup> the verdict was in favour of ZeniMax, settled out of court later.<sup id="cite_ref-Variety_Zenimax_FB_2018_39-0" class="reference"><a href="#cite_note-Variety_Zenimax_FB_2018-39">&#91;39&#93;</a></sup> </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Mobile_World_Congress_2018_(29129096677).jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/c/cf/Mobile_World_Congress_2018_%2829129096677%29.jpg/220px-Mobile_World_Congress_2018_%2829129096677%29.jpg" decoding="async" width="220" height="147" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/c/cf/Mobile_World_Congress_2018_%2829129096677%29.jpg/330px-Mobile_World_Congress_2018_%2829129096677%29.jpg 1.5x, /upwiki/wikipedia/commons/thumb/c/cf/Mobile_World_Congress_2018_%2829129096677%29.jpg/440px-Mobile_World_Congress_2018_%2829129096677%29.jpg 2x" data-file-width="2400" data-file-height="1600" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Mobile_World_Congress_2018_(29129096677).jpg" class="internal" title="Enlarge"></a></div>HTC Vive headsets worn at <a href="/enwiki/wiki/Mobile_World_Congress" title="Mobile World Congress">Mobile World Congress</a> 2018</div></div></div> <p>In 2013, <a href="/enwiki/wiki/Valve_Corporation" title="Valve Corporation">Valve</a> discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.<sup id="cite_ref-40" class="reference"><a href="#cite_note-40">&#91;40&#93;</a></sup> 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 <a href="/enwiki/wiki/Fresnel_lens" title="Fresnel lens">fresnel lenses</a>.<sup id="cite_ref-41" class="reference"><a href="#cite_note-41">&#91;41&#93;</a></sup><sup id="cite_ref-42" class="reference"><a href="#cite_note-42">&#91;42&#93;</a></sup> <a href="/enwiki/wiki/HTC" title="HTC">HTC</a> and Valve announced the virtual reality headset <a href="/enwiki/wiki/HTC_Vive" title="HTC Vive">HTC Vive</a> and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using <a href="/enwiki/wiki/Infrared" title="Infrared">infrared</a> light.<sup id="cite_ref-verge-gdcsteamvr_43-0" class="reference"><a href="#cite_note-verge-gdcsteamvr-43">&#91;43&#93;</a></sup><sup id="cite_ref-verge-valvevr_44-0" class="reference"><a href="#cite_note-verge-valvevr-44">&#91;44&#93;</a></sup><sup id="cite_ref-45" class="reference"><a href="#cite_note-45">&#91;45&#93;</a></sup> </p> <div class="thumb tleft"><div class="thumbinner" style="width:172px;"><a href="/enwiki/wiki/File:Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_(19705605174).jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/d/d5/Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg/170px-Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg" decoding="async" width="170" height="227" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/d/d5/Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg/255px-Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg 1.5x, /upwiki/wikipedia/commons/thumb/d/d5/Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg/340px-Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg 2x" data-file-width="3000" data-file-height="4000" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_(19705605174).jpg" class="internal" title="Enlarge"></a></div>The Project Morpheus (<a href="/enwiki/wiki/PlayStation_VR" title="PlayStation VR">PlayStation VR</a>) headset worn at <a href="/enwiki/wiki/Gamescom" title="Gamescom">gamescom</a> 2015</div></div></div> <p>In 2014, <a href="/enwiki/wiki/Sony" title="Sony">Sony</a> announced Project Morpheus (its code name for the <a href="/enwiki/wiki/PlayStation_VR" title="PlayStation VR">PlayStation VR</a>), a virtual reality headset for the <a href="/enwiki/wiki/PlayStation_4" title="PlayStation 4">PlayStation 4</a> video game console.<sup id="cite_ref-46" class="reference"><a href="#cite_note-46">&#91;46&#93;</a></sup> In 2015, Google announced <a href="/enwiki/wiki/Google_Cardboard" title="Google Cardboard">Cardboard</a>, a do-it-yourself stereoscopic viewer: the user places their <a href="/enwiki/wiki/Smartphone" title="Smartphone">smartphone</a> in the cardboard holder, which they wear on their head. <a href="/enwiki/wiki/Michael_Naimark" title="Michael Naimark">Michael Naimark</a> was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing <a href="/enwiki/wiki/Motion_capture" title="Motion capture">motion tracking</a> and haptic feedback, was successfully funded, with over $150,000 in contributions.<sup id="cite_ref-47" class="reference"><a href="#cite_note-47">&#91;47&#93;</a></sup> Also in 2015, <a href="/enwiki/wiki/Razer_Inc." title="Razer Inc.">Razer</a> unveiled its <a href="/enwiki/wiki/Open_source" title="Open source">open source</a> project <a href="/enwiki/wiki/Open_Source_Virtual_Reality" title="Open Source Virtual Reality">OSVR</a>. </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Samsung_Gear_VR_(15060788240).jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/4/40/Samsung_Gear_VR_%2815060788240%29.jpg/220px-Samsung_Gear_VR_%2815060788240%29.jpg" decoding="async" width="220" height="165" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/4/40/Samsung_Gear_VR_%2815060788240%29.jpg/330px-Samsung_Gear_VR_%2815060788240%29.jpg 1.5x, /upwiki/wikipedia/commons/thumb/4/40/Samsung_Gear_VR_%2815060788240%29.jpg/440px-Samsung_Gear_VR_%2815060788240%29.jpg 2x" data-file-width="4076" data-file-height="3053" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Samsung_Gear_VR_(15060788240).jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/Smartphone" title="Smartphone">Smartphone</a>-based budget headset <a href="/enwiki/wiki/Samsung_Gear_VR" title="Samsung Gear VR">Samsung Gear VR</a> in dismantled state</div></div></div> <p>By 2016, there were at least 230 companies developing VR-related products. <a href="/enwiki/wiki/Amazon_(company)" title="Amazon (company)">Amazon</a>, Apple, Facebook, Google, <a href="/enwiki/wiki/Microsoft" title="Microsoft">Microsoft</a>, Sony and <a href="/enwiki/wiki/Samsung" title="Samsung">Samsung</a> 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 <a href="/enwiki/wiki/Frame_rate" title="Frame rate">frame rate</a> that images were still identifiable as virtual.<sup id="cite_ref-Wired_Magic_Leap_Apr2016_48-0" class="reference"><a href="#cite_note-Wired_Magic_Leap_Apr2016-48">&#91;48&#93;</a></sup> </p><p>In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.<sup id="cite_ref-49" class="reference"><a href="#cite_note-49">&#91;49&#93;</a></sup> This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.<sup id="cite_ref-Wareable_Vive_Aug2016_50-0" class="reference"><a href="#cite_note-Wareable_Vive_Aug2016-50">&#91;50&#93;</a></sup> 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.<sup id="cite_ref-DT_SonyVR_Feb2017_51-0" class="reference"><a href="#cite_note-DT_SonyVR_Feb2017-51">&#91;51&#93;</a></sup> </p><p>In 2019, Oculus released the <a href="/enwiki/wiki/Oculus_Rift_S" title="Oculus Rift S">Oculus Rift S</a> and a standalone headset, the <a href="/enwiki/wiki/Oculus_Quest" title="Oculus Quest">Oculus Quest</a>. These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets.<sup id="cite_ref-52" class="reference"><a href="#cite_note-52">&#91;52&#93;</a></sup> </p><p>Later in 2019, Valve released the <a href="/enwiki/wiki/Valve_Index" title="Valve Index">Valve Index</a>. Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-hatracking head, body, and <a href="/enwiki/wiki/Hand_tracking" class="mw-redirect" title="Hand tracking">hand positions</a>; small <a href="/enwiki/wiki/High-definition_video" title="High-definition video">HD</a> screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.<sup id="cite_ref-Wired_Magic_Leap_Apr2016_48-1" class="reference"><a href="#cite_note-Wired_Magic_Leap_Apr2016-48">&#91;48&#93;</a></sup> </p><p>Independent production of VR images and video has increased alongside the development of affordable <a href="/enwiki/wiki/Omnidirectional_camera" class="mw-redirect" title="Omnidirectional camera">omnidirectional cameras</a>, also known as 360-degree cameras or VR cameras, that have the ability to record <a href="/enwiki/wiki/360_interactive_photography" class="mw-redirect" title="360 interactive photography">360 interactive photography</a>, although at relatively low resolutions or in highly compressed formats for online streaming of <a href="/enwiki/wiki/360_video" class="mw-redirect" title="360 video">360 video</a>.<sup id="cite_ref-CNET_May_2016_53-0" class="reference"><a href="#cite_note-CNET_May_2016-53">&#91;53&#93;</a></sup> In contrast, <a href="/enwiki/wiki/Photogrammetry" title="Photogrammetry">photogrammetry</a> is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.<sup id="cite_ref-RE7_80.lv_54-0" class="reference"><a href="#cite_note-RE7_80.lv-54">&#91;54&#93;</a></sup><sup id="cite_ref-otherboard_March_2016_55-0" class="reference"><a href="#cite_note-otherboard_March_2016-55">&#91;55&#93;</a></sup> </p><p>To create a feehat the human being can orientate himself in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from <a href="/enwiki/wiki/Omnidirectional_treadmill" title="Omnidirectional treadmill">omnidirectional treadmills</a> (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits. </p><p>Virtual reality cameras can be used to create <a href="/enwiki/wiki/VR_photography" title="VR photography">VR photography</a> using <a href="/enwiki/wiki/360-degree_video" title="360-degree video">360-degree panorama videos</a>. 360-degree camera shots can be mixed with virtual elements to merge reality and fiction through special effects.<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">&#91;<i><a href="/enwiki/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (February 2019)">citation needed</span></a></i>&#93;</sup> VR cameras are available in various formats, with varying numbers of lenses installed in the camera.<sup id="cite_ref-56" class="reference"><a href="#cite_note-56">&#91;56&#93;</a></sup> </p> <h2><span class="mw-headline" id="Visual_Immersion_Experience">Visual Immersion Experience</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=9" title="Edit section: Visual Immersion Experience">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <h3><span class="mw-headline" id="Display_resolution">Display resolution</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=10" title="Edit section: Display resolution">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, 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. Let’s look at the actual numbers. 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.<sup id="cite_ref-57" class="reference"><a href="#cite_note-57">&#91;57&#93;</a></sup> </p> <h3><span class="mw-headline" id="Image_latency_and_display_refresh_frequency">Image latency and display refresh frequency</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=11" title="Edit section: Image latency and display refresh frequency">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>Most small-size displays have a refresh rate of 60Hz, which will add about 15ms of additional latency. The number is reduced to less than 7ms with if the refresh rate is increased to 120Hz or even 240Hz and more. Participants will feel a lot more immersive as a result although higher refresh rates require graphics processing unit (GPU) powerful enough to process more frames per second (fps). </p> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E(%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D)%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D(%E7%B4%85%E8%89%B2%E6%A1%86)%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/d/d1/%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif/220px-%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif" decoding="async" width="220" height="220" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/d/d1/%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif/330px-%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif 1.5x, /upwiki/wikipedia/commons/thumb/d/d1/%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif/440px-%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E%28%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D%29%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D%28%E7%B4%85%E8%89%B2%E6%A1%86%29%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif 2x" data-file-width="791" data-file-height="791" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:%E5%8F%83%E8%88%87%E8%80%85%E7%9A%84%E8%A6%96%E9%87%8E(%E9%BB%83%E8%89%B2%E7%AF%84%E5%9C%8D)%E8%88%87%E9%A1%AF%E7%A4%BA%E5%B1%8F%E9%9D%A2%E7%A9%8D(%E7%B4%85%E8%89%B2%E6%A1%86)%E4%B9%8B%E9%96%93%E7%9A%84%E9%97%9C%E4%BF%82%E5%9C%96.gif" class="internal" title="Enlarge"></a></div>Relationship between participant’s field of view (yellow area) and viewing area (area outlined in red)</div></div></div> <h3><span class="mw-headline" id="Relationship_between_display_and_field_of_view">Relationship between display and field of view</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=12" title="Edit section: Relationship between display and field of view">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>We need to consider our field of view (FOV) in addition to quality image. Our eyes have a horizontal FOV of about 120 degrees per side and a vertical FOV of some 135 degrees. Stereopsis vision is limited to 120 degrees where the right and the left visions overlap.Generally speaking, we have a FOV of 200 degrees x 135 degrees with two eyes. However, most of it is peripheral vision<sup id="cite_ref-58" class="reference"><a href="#cite_note-58">&#91;58&#93;</a></sup>, which varies from one person to another. So we conservatively take the average, i.e. 160 degrees. Therefore, if we keep our eyes stationary, a regular participant will have at least a stereopsis of 160 degrees x 135 degrees or 1/6 of the 360-degree FOV. We can quantify the abstract concept of immersion with the immersive index by getting the ratio of display viewing area and 1/6 of the 360-degree FOV. </p><p><span class="mwe-math-element"><span class="mwe-math-mathml-inline mwe-math-mathml-a11y" style="display: none;"><math xmlns="http://www.w3.org/1998/Math/MathML" alttext="{\displaystyle {\frac {\mbox{Display Area}}{{\frac {1}{6}}\times 4\pi {\mathsf {R}}^{2}}}={\mbox{Immersive Index }}}"> <semantics> <mrow class="MJX-TeXAtom-ORD"> <mstyle displaystyle="true" scriptlevel="0"> <mrow class="MJX-TeXAtom-ORD"> <mfrac> <mstyle displaystyle="false" scriptlevel="0"> <mtext>Display Area</mtext> </mstyle> <mrow> <mrow class="MJX-TeXAtom-ORD"> <mfrac> <mn>1</mn> <mn>6</mn> </mfrac> </mrow> <mo>&#x00D7;<!-- × --></mo> <mn>4</mn> <mi>&#x03C0;<!-- π --></mi> <msup> <mrow class="MJX-TeXAtom-ORD"> <mrow class="MJX-TeXAtom-ORD"> <mi mathvariant="sans-serif">R</mi> </mrow> </mrow> <mrow class="MJX-TeXAtom-ORD"> <mn>2</mn> </mrow> </msup> </mrow> </mfrac> </mrow> <mo>=</mo> <mrow class="MJX-TeXAtom-ORD"> <mstyle displaystyle="false" scriptlevel="0"> <mtext>Immersive Index&#xA0;</mtext> </mstyle> </mrow> </mstyle> </mrow> <annotation encoding="application/x-tex">{\displaystyle {\frac {\mbox{Display Area}}{{\frac {1}{6}}\times 4\pi {\mathsf {R}}^{2}}}={\mbox{Immersive Index }}}</annotation> </semantics> </math></span><img src="https://wikimedia.org/enwiki/api/rest_v1/media/math/render/svg/4a92ad9f7a85a12a627d2865657ff527e4b744e0" class="mwe-math-fallback-image-inline" aria-hidden="true" style="vertical-align: -3.505ex; width:34.357ex; height:7.176ex;" alt="{\displaystyle {\frac {\mbox{Display Area}}{{\frac {1}{6}}\times 4\pi {\mathsf {R}}^{2}}}={\mbox{Immersive Index }}}"/></span> </p> <h2><span class="mw-headline" id="Applications">Applications</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=13" title="Edit section: Applications">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1033289096"/><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/enwiki/wiki/Applications_of_virtual_reality" class="mw-redirect" title="Applications of virtual reality">Applications of virtual reality</a></div> <div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_(29712147171).jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/6/61/Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg/220px-Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg" decoding="async" width="220" height="147" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/6/61/Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg/330px-Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg 1.5x, /upwiki/wikipedia/commons/thumb/6/61/Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg/440px-Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_%2829712147171%29.jpg 2x" data-file-width="3000" data-file-height="2000" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:Apollo_11_astronaut_Buzz_Aldrin_and_Erisa_Hines_speak_to_members_of_the_news_media_during_a_preview_of_the_new_Destination_Mars_(29712147171).jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/Apollo_11" title="Apollo 11">Apollo 11</a> astronaut <a href="/enwiki/wiki/Buzz_Aldrin" title="Buzz Aldrin">Buzz Aldrin</a> previewing the <i>Destination: Mars</i> VR experience at the <a href="/enwiki/wiki/Kennedy_Space_Center_Visitor_Complex" title="Kennedy Space Center Visitor Complex">Kennedy Space Center Visitor Complex</a> in 2016</div></div></div> <p>Virtual reality is most commonly used in entertainment applications such as <a href="/enwiki/wiki/Video_game" title="Video game">video games</a>, <a href="/enwiki/wiki/3D_cinema" class="mw-redirect" title="3D cinema">3D cinema</a>, and <a href="/enwiki/wiki/Virtual_world#Social" title="Virtual world">social virtual worlds</a>. 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.<sup id="cite_ref-59" class="reference"><a href="#cite_note-59">&#91;59&#93;</a></sup> 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and <a href="/enwiki/wiki/Theme_parks" class="mw-redirect" title="Theme parks">theme parks</a> have incorporated virtual reality to match visual effects with haptic feedback.<sup id="cite_ref-Wired_Magic_Leap_Apr2016_48-2" class="reference"><a href="#cite_note-Wired_Magic_Leap_Apr2016-48">&#91;48&#93;</a></sup> </p><p>In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.<sup id="cite_ref-:3_60-0" class="reference"><a href="#cite_note-:3-60">&#91;60&#93;</a></sup> It can be used as a form of therapeutic intervention. For instance, there is the case of the <a href="/enwiki/wiki/Virtual_reality_exposure_therapy" class="mw-redirect" title="Virtual reality exposure therapy">virtual reality exposure therapy</a> (VRET), a form of <a href="/enwiki/wiki/Exposure_therapy" title="Exposure therapy">exposure therapy</a> for treating anxiety disorders such as post traumatic stress disorder (<a href="/enwiki/wiki/Posttraumatic_stress_disorder" class="mw-redirect" title="Posttraumatic stress disorder">PTSD</a>) and phobias.<sup id="cite_ref-61" class="reference"><a href="#cite_note-61">&#91;61&#93;</a></sup><sup id="cite_ref-62" class="reference"><a href="#cite_note-62">&#91;62&#93;</a></sup><sup id="cite_ref-63" class="reference"><a href="#cite_note-63">&#91;63&#93;</a></sup> </p><p>Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with <a href="/enwiki/wiki/Alzheimer%27s_disease" title="Alzheimer&#39;s disease">Alzheimer's disease</a>. 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.<sup id="cite_ref-64" class="reference"><a href="#cite_note-64">&#91;64&#93;</a></sup> 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.<sup id="cite_ref-65" class="reference"><a href="#cite_note-65">&#91;65&#93;</a></sup> </p><p>In medicine, simulated VR surgical environments were first developed in the 1990s.<sup id="cite_ref-66" class="reference"><a href="#cite_note-66">&#91;66&#93;</a></sup><sup id="cite_ref-67" class="reference"><a href="#cite_note-67">&#91;67&#93;</a></sup><sup id="cite_ref-68" class="reference"><a href="#cite_note-68">&#91;68&#93;</a></sup> Under the supervision of experts, VR can provide effective and repeatable training<sup id="cite_ref-69" class="reference"><a href="#cite_note-69">&#91;69&#93;</a></sup> at a low cost, allowing trainees to recognize and amend errors as they occur.<sup id="cite_ref-70" class="reference"><a href="#cite_note-70">&#91;70&#93;</a></sup> </p><p>Virtual reality has been used in <a href="/enwiki/wiki/Physical_rehabilitation" class="mw-redirect" title="Physical rehabilitation">physical rehabilitation</a> 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 <a href="/enwiki/wiki/Parkinson%27s_disease" title="Parkinson&#39;s disease">Parkinson's disease</a>.<sup id="cite_ref-71" class="reference"><a href="#cite_note-71">&#91;71&#93;</a></sup> A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.<sup id="cite_ref-72" class="reference"><a href="#cite_note-72">&#91;72&#93;</a></sup> Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and <a href="/enwiki/wiki/Autism_spectrum" title="Autism spectrum">autism spectrum disorder</a> individuals in their response to a two-dimensional avatar.<sup id="cite_ref-73" class="reference"><a href="#cite_note-73">&#91;73&#93;</a></sup><sup id="cite_ref-74" class="reference"><a href="#cite_note-74">&#91;74&#93;</a></sup> </p><p>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 bases on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked VR headset.<sup id="cite_ref-75" class="reference"><a href="#cite_note-75">&#91;75&#93;</a></sup> 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.<sup id="cite_ref-76" class="reference"><a href="#cite_note-76">&#91;76&#93;</a></sup> </p> <div class="shortdescription nomobile noexcerpt noprint searchaux" style="display:none">Computer-simulated environment simulating physical presence in real or imagined worlds</div><p> 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.<sup id="cite_ref-77" class="reference"><a href="#cite_note-77">&#91;77&#93;</a></sup></p><div class="thumb tright"><div class="thumbinner" style="width:222px;"><a href="/enwiki/wiki/File:VR-Helm.jpg" class="image"><img alt="" src="/upwiki/wikipedia/commons/thumb/e/ef/VR-Helm.jpg/220px-VR-Helm.jpg" decoding="async" width="220" height="143" class="thumbimage" srcset="/upwiki/wikipedia/commons/thumb/e/ef/VR-Helm.jpg/330px-VR-Helm.jpg 1.5x, /upwiki/wikipedia/commons/thumb/e/ef/VR-Helm.jpg/440px-VR-Helm.jpg 2x" data-file-width="3008" data-file-height="1960" /></a> <div class="thumbcaption"><div class="magnify"><a href="/enwiki/wiki/File:VR-Helm.jpg" class="internal" title="Enlarge"></a></div><a href="/enwiki/wiki/United_States_Navy" title="United States Navy">U.S. Navy</a> medic demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2010</div></div></div> <p>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 <a href="/enwiki/wiki/Virtual_reality_in_primary_education" title="Virtual reality in primary education">in primary education</a>,<sup id="cite_ref-78" class="reference"><a href="#cite_note-78">&#91;78&#93;</a></sup> anatomy teaching,<sup id="cite_ref-79" class="reference"><a href="#cite_note-79">&#91;79&#93;</a></sup><sup id="cite_ref-80" class="reference"><a href="#cite_note-80">&#91;80&#93;</a></sup> military,<sup id="cite_ref-81" class="reference"><a href="#cite_note-81">&#91;81&#93;</a></sup><sup id="cite_ref-Virtual_Reality_Simulator_82-0" class="reference"><a href="#cite_note-Virtual_Reality_Simulator-82">&#91;82&#93;</a></sup> astronaut training,<sup id="cite_ref-83" class="reference"><a href="#cite_note-83">&#91;83&#93;</a></sup><sup id="cite_ref-84" class="reference"><a href="#cite_note-84">&#91;84&#93;</a></sup><sup id="cite_ref-85" class="reference"><a href="#cite_note-85">&#91;85&#93;</a></sup> flight simulators,<sup id="cite_ref-86" class="reference"><a href="#cite_note-86">&#91;86&#93;</a></sup> miner training,<sup id="cite_ref-87" class="reference"><a href="#cite_note-87">&#91;87&#93;</a></sup> medical education,<sup id="cite_ref-88" class="reference"><a href="#cite_note-88">&#91;88&#93;</a></sup> architectural design,<sup class="noprint Inline-Template Template-Fact" style="white-space:nowrap;">&#91;<i><a href="/enwiki/wiki/Wikipedia:Citation_needed" title="Wikipedia:Citation needed"><span title="This claim needs references to reliable sources. (November 2019)">citation needed</span></a></i>&#93;</sup> driver training<sup id="cite_ref-Virtual_Reality_Training_89-0" class="reference"><a href="#cite_note-Virtual_Reality_Training-89">&#91;89&#93;</a></sup> and bridge inspection.<sup id="cite_ref-omer_90-0" class="reference"><a href="#cite_note-omer-90">&#91;90&#93;</a></sup> Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.<sup id="cite_ref-seu_91-0" class="reference"><a href="#cite_note-seu-91">&#91;91&#93;</a></sup> Supplementing training with virtual training environments has been claimed to offer avenues of realism in military<sup id="cite_ref-:1_92-0" class="reference"><a href="#cite_note-:1-92">&#91;92&#93;</a></sup> and healthcare<sup id="cite_ref-93" class="reference"><a href="#cite_note-93">&#91;93&#93;</a></sup> training while minimizing cost.<sup id="cite_ref-94" class="reference"><a href="#cite_note-94">&#91;94&#93;</a></sup> It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.<sup id="cite_ref-:1_92-1" class="reference"><a href="#cite_note-:1-92">&#91;92&#93;</a></sup> VR can also be used for the healthcare training and education for medical practitioners.<sup id="cite_ref-95" class="reference"><a href="#cite_note-95">&#91;95&#93;</a></sup><sup id="cite_ref-96" class="reference"><a href="#cite_note-96">&#91;96&#93;</a></sup> </p><p>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.<sup id="cite_ref-97" class="reference"><a href="#cite_note-97">&#91;97&#93;</a></sup> 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.<sup id="cite_ref-98" class="reference"><a href="#cite_note-98">&#91;98&#93;</a></sup> </p><p>The first fine art virtual world was created in the 1970s.<sup id="cite_ref-99" class="reference"><a href="#cite_note-99">&#91;99&#93;</a></sup> 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.<sup id="cite_ref-100" class="reference"><a href="#cite_note-100">&#91;100&#93;</a></sup><sup id="cite_ref-101" class="reference"><a href="#cite_note-101">&#91;101&#93;</a></sup> </p><p>Virtual reality's growing market presents an opportunity and an alternative channel for <a href="/enwiki/wiki/Digital_marketing" title="Digital marketing">digital marketing</a>.<sup id="cite_ref-102" class="reference"><a href="#cite_note-102">&#91;102&#93;</a></sup> It is also seen as a new platform for <a href="/enwiki/wiki/E-commerce" title="E-commerce">e-commerce</a>, 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.<sup id="cite_ref-103" class="reference"><a href="#cite_note-103">&#91;103&#93;</a></sup> </p><p>In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking,<sup id="cite_ref-104" class="reference"><a href="#cite_note-104">&#91;104&#93;</a></sup> promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context.<sup id="cite_ref-105" class="reference"><a href="#cite_note-105">&#91;105&#93;</a></sup> </p><p>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.<sup id="cite_ref-106" class="reference"><a href="#cite_note-106">&#91;106&#93;</a></sup> 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).<sup id="cite_ref-107" class="reference"><a href="#cite_note-107">&#91;107&#93;</a></sup> </p> <h2><span class="mw-headline" id="Concerns_and_challenges">Concerns and challenges</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=14" title="Edit section: Concerns and challenges">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <h3><span class="mw-headline" id="Health_and_safety">Health and safety</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=15" title="Edit section: Health and safety">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,<sup id="cite_ref-108" class="reference"><a href="#cite_note-108">&#91;108&#93;</a></sup> and these may have slowed 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.<sup id="cite_ref-Oculus_Rift_Warnings_109-0" class="reference"><a href="#cite_note-Oculus_Rift_Warnings-109">&#91;109&#93;</a></sup> 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. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. 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.<sup id="cite_ref-110" class="reference"><a href="#cite_note-110">&#91;110&#93;</a></sup> </p><p>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.<sup id="cite_ref-111" class="reference"><a href="#cite_note-111">&#91;111&#93;</a></sup> 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.<sup id="cite_ref-112" class="reference"><a href="#cite_note-112">&#91;112&#93;</a></sup> </p><p><a href="/enwiki/wiki/Virtual_reality_sickness" title="Virtual reality sickness">Virtual reality sickness</a> (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to <a href="/enwiki/wiki/Motion_sickness" title="Motion sickness">motion sickness</a> symptoms.<sup id="cite_ref-Kiryu2007_113-0" class="reference"><a href="#cite_note-Kiryu2007-113">&#91;113&#93;</a></sup> Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.<sup id="cite_ref-Munafo_et_al_2016_114-0" class="reference"><a href="#cite_note-Munafo_et_al_2016-114">&#91;114&#93;</a></sup><sup id="cite_ref-Park_et_al_2016_115-0" class="reference"><a href="#cite_note-Park_et_al_2016-115">&#91;115&#93;</a></sup> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<sup id="cite_ref-116" class="reference"><a href="#cite_note-116">&#91;116&#93;</a></sup> For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".<sup id="cite_ref-117" class="reference"><a href="#cite_note-117">&#91;117&#93;</a></sup> 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.<sup id="cite_ref-118" class="reference"><a href="#cite_note-118">&#91;118&#93;</a></sup> 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.<sup id="cite_ref-119" class="reference"><a href="#cite_note-119">&#91;119&#93;</a></sup> </p> <h3><span class="mw-headline" id="Children_in_virtual_reality">Children in virtual reality</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=16" title="Edit section: Children in virtual reality">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>The relationship between virtual reality and its underage users is controversial and unexplored. In the meantime, 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%).<sup id="cite_ref-120" class="reference"><a href="#cite_note-120">&#91;120&#93;</a></sup> </p><p>Valeriy Kondruk, CEO of VR travel platform Ascape, says the app downloads in March 2020 increased by 60% compared to December 2019 and doubled in comparison with January 2020. According to Kondruk, normally, the busiest month for VR companies is December, which is associated with winter holidays and people spending more time at home.<sup id="cite_ref-121" class="reference"><a href="#cite_note-121">&#91;121&#93;</a></sup> </p><p>In early 2016, virtual reality headsets became commercially available with offers from, for example, Facebook (Oculus), HTC and Valve (Vive) Microsoft (HoloLens), and Sony (Morpheus). At the time and to this day, these brands have different age instructions for users, e.g. 12+ or 14+, this indicates a completely self-regulatory policy.<sup id="cite_ref-122" class="reference"><a href="#cite_note-122">&#91;122&#93;</a></sup> </p><p>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.<sup id="cite_ref-123" class="reference"><a href="#cite_note-123">&#91;123&#93;</a></sup> </p><p>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.<sup id="cite_ref-124" class="reference"><a href="#cite_note-124">&#91;124&#93;</a></sup> 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.<sup id="cite_ref-125" class="reference"><a href="#cite_note-125">&#91;125&#93;</a></sup> </p><p>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 <a href="/enwiki/wiki/Job_Simulator" title="Job Simulator">Job Simulator</a>, and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.<sup id="cite_ref-126" class="reference"><a href="#cite_note-126">&#91;126&#93;</a></sup> </p> <h3><span class="mw-headline" id="Privacy">Privacy</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=17" title="Edit section: Privacy">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass <a href="/enwiki/wiki/Surveillance" title="Surveillance">surveillance</a>. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.<sup id="cite_ref-Wired_Magic_Leap_Apr2016_48-3" class="reference"><a href="#cite_note-Wired_Magic_Leap_Apr2016-48">&#91;48&#93;</a></sup> Data from <a href="/enwiki/wiki/Eye_tracking" title="Eye tracking">eye tracking</a> sensors, which are projected to become a standard feature in virtual reality headsets,<sup id="cite_ref-Rogers_2019_127-0" class="reference"><a href="#cite_note-Rogers_2019-127">&#91;127&#93;</a></sup><sup id="cite_ref-Stein_2020_128-0" class="reference"><a href="#cite_note-Stein_2020-128">&#91;128&#93;</a></sup> may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health condition.<sup id="cite_ref-KrögerLutz2020_129-0" class="reference"><a href="#cite_note-KrögerLutz2020-129">&#91;129&#93;</a></sup> </p> <h3><span class="mw-headline" id="Conceptual_and_philosophical_concerns">Conceptual and philosophical concerns</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=18" title="Edit section: Conceptual and philosophical concerns">edit</a><span class="mw-editsection-bracket">]</span></span></h3> <p>In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality, techniques will be developed to influence human behavior, <a href="/enwiki/wiki/Interpersonal_communication" title="Interpersonal communication">interpersonal communication</a>, and <a href="/enwiki/wiki/Cognition" title="Cognition">cognition</a>.<sup id="cite_ref-130" class="reference"><a href="#cite_note-130">&#91;130&#93;</a></sup><sup id="cite_ref-131" class="reference"><a href="#cite_note-131">&#91;131&#93;</a></sup><sup id="cite_ref-132" class="reference"><a href="#cite_note-132">&#91;132&#93;</a></sup> </p> <h2><span class="mw-headline" id="Virtual_reality_in_fiction">Virtual reality in fiction</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=19" title="Edit section: Virtual reality in fiction">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1033289096"/><div role="note" class="hatnote navigation-not-searchable">Main article: <a href="/enwiki/wiki/Virtual_reality_in_fiction" title="Virtual reality in fiction">Virtual reality in fiction</a></div> <h2><span class="mw-headline" id="See_also">See also</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=20" title="Edit section: See also">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <style data-mw-deduplicate="TemplateStyles:r998391716">.mw-parser-output .div-col{margin-top:0.3em;column-width:30em}.mw-parser-output .div-col-small{font-size:90%}.mw-parser-output .div-col-rules{column-rule:1px solid #aaa}.mw-parser-output .div-col dl,.mw-parser-output .div-col ol,.mw-parser-output .div-col ul{margin-top:0}.mw-parser-output .div-col li,.mw-parser-output .div-col dd{page-break-inside:avoid;break-inside:avoid-column}</style><div class="div-col" style="column-width: 22em;"> <ul><li><a href="/enwiki/wiki/16K_resolution" title="16K resolution">16K resolution</a></li> <li><a href="/enwiki/wiki/360-degree_video" title="360-degree video">360-degree video</a></li> <li><a href="/enwiki/wiki/AlloSphere" title="AlloSphere">AlloSphere</a></li> <li><a href="/enwiki/wiki/Computer-mediated_reality" title="Computer-mediated reality">Computer-mediated reality</a></li> <li><a href="/enwiki/wiki/Diorama" title="Diorama">Diorama</a></li> <li><a href="/enwiki/wiki/Extended_reality" title="Extended reality">Extended reality</a></li> <li><a href="/enwiki/wiki/Haptic_suit" title="Haptic suit">Haptic suit</a></li> <li><a href="/enwiki/wiki/Holographic_universe" class="mw-redirect" title="Holographic universe">Holographic universe</a></li> <li><a href="/enwiki/wiki/Hyperreality" title="Hyperreality">Hyperreality</a></li> <li><a href="/enwiki/wiki/Mixed_reality" title="Mixed reality">Mixed reality</a></li> <li><a href="/enwiki/wiki/Virtual_body" title="Virtual body">Virtual body</a></li> <li><a href="/enwiki/wiki/Virtual_globe" title="Virtual globe">Virtual globe</a></li> <li><a href="/enwiki/wiki/Virtual_machining" title="Virtual machining">Virtual machining</a></li> <li><a href="/enwiki/wiki/Virtual_taste" class="mw-redirect" title="Virtual taste">Virtual taste</a></li></ul></div> <div style="clear:both;"></div> <ul><li><a href="/enwiki/wiki/Comparison_of_virtual_reality_headsets" title="Comparison of virtual reality headsets">Comparison of virtual reality headsets</a></li></ul> <h2><span class="mw-headline" id="References">References</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=21" title="Edit section: References">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <style data-mw-deduplicate="TemplateStyles:r1011085734">.mw-parser-output .reflist{font-size:90%;margin-bottom:0.5em;list-style-type:decimal}.mw-parser-output .reflist .references{font-size:100%;margin-bottom:0;list-style-type:inherit}.mw-parser-output .reflist-columns-2{column-width:30em}.mw-parser-output .reflist-columns-3{column-width:25em}.mw-parser-output .reflist-columns{margin-top:0.3em}.mw-parser-output .reflist-columns ol{margin-top:0}.mw-parser-output .reflist-columns li{page-break-inside:avoid;break-inside:avoid-column}.mw-parser-output .reflist-upper-alpha{list-style-type:upper-alpha}.mw-parser-output .reflist-upper-roman{list-style-type:upper-roman}.mw-parser-output .reflist-lower-alpha{list-style-type:lower-alpha}.mw-parser-output .reflist-lower-greek{list-style-type:lower-greek}.mw-parser-output .reflist-lower-roman{list-style-type:lower-roman}</style><div class="reflist"> <div class="mw-references-wrap mw-references-columns"><ol class="references"> <li id="cite_note-1"><span class="mw-cite-backlink"><b><a href="#cite_ref-1">^</a></b></span> 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IFIP Advances in Information and Communication Technology. <b>576</b>. pp.&#160;226–241. <a href="/enwiki/wiki/Doi_(identifier)" class="mw-redirect" title="Doi (identifier)">doi</a>:<span class="cs1-lock-free" title="Freely accessible"><a rel="nofollow" class="external text" href="https://doi.org/10.1007%2F978-3-030-42504-3_15">10.1007/978-3-030-42504-3_15</a></span>. <a href="/enwiki/wiki/ISBN_(identifier)" class="mw-redirect" title="ISBN (identifier)">ISBN</a>&#160;<a href="/enwiki/wiki/Special:BookSources/978-3-030-42503-6" title="Special:BookSources/978-3-030-42503-6"><bdi>978-3-030-42503-6</bdi></a>. <a href="/enwiki/wiki/ISSN_(identifier)" class="mw-redirect" title="ISSN (identifier)">ISSN</a>&#160;<a rel="nofollow" class="external text" href="/enwiki//www.worldcat.org/issn/1868-4238">1868-4238</a>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=bookitem&amp;rft.atitle=What+Does+Your+Gaze+Reveal+About+You%3F+On+the+Privacy+Implications+of+Eye+Tracking&amp;rft.btitle=Privacy+and+Identity+Management.+Data+for+Better+Living%3A+AI+and+Privacy&amp;rft.series=IFIP+Advances+in+Information+and+Communication+Technology&amp;rft.pages=226-241&amp;rft.date=2020&amp;rft.issn=1868-4238&amp;rft_id=info%3Adoi%2F10.1007%2F978-3-030-42504-3_15&amp;rft.isbn=978-3-030-42503-6&amp;rft.aulast=Kr%C3%B6ger&amp;rft.aufirst=Jacob+Leon&amp;rft.au=Lutz%2C+Otto+Hans-Martin&amp;rft.au=M%C3%BCller%2C+Florian&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span></span> </li> <li id="cite_note-130"><span class="mw-cite-backlink"><b><a href="#cite_ref-130">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite id="CITEREFCline,_Mychilo_Stephenson2005" class="citation book cs1">Cline, Mychilo Stephenson (2005). <a rel="nofollow" class="external text" href="https://books.google.com/books?id=7OxbJWzIaVEC&amp;q=power+madness+and+immortality"><i>Power, Madness, &amp; Immortality: the Future of Virtual Reality</i></a>. Virtualreality.universityvillagepress.com<span class="reference-accessdate">. Retrieved <span class="nowrap">28 October</span> 2009</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=book&amp;rft.btitle=Power%2C+Madness%2C+%26+Immortality%3A+the+Future+of+Virtual+Reality&amp;rft.pub=Virtualreality.universityvillagepress.com&amp;rft.date=2005&amp;rft.au=Cline%2C+Mychilo+Stephenson&amp;rft_id=https%3A%2F%2Fbooks.google.com%2Fbooks%3Fid%3D7OxbJWzIaVEC%26q%3Dpower%2Bmadness%2Band%2Bimmortality&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span></span> </li> <li id="cite_note-131"><span class="mw-cite-backlink"><b><a href="#cite_ref-131">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://virtualreality.universityvillagepress.com/index.php?itemid=25&amp;catid=4">"The Future of Virtual Reality with Mychilo Cline " Introduction to the Future of Virtual Reality"</a>. Virtualreality.universityvillagepress.com<span class="reference-accessdate">. Retrieved <span class="nowrap">28 October</span> 2009</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=unknown&amp;rft.btitle=The+Future+of+Virtual+Reality+with+Mychilo+Cline+%22+Introduction+to+the+Future+of+Virtual+Reality&amp;rft.pub=Virtualreality.universityvillagepress.com&amp;rft_id=http%3A%2F%2Fvirtualreality.universityvillagepress.com%2Findex.php%3Fitemid%3D25%26catid%3D4&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span></span> </li> <li id="cite_note-132"><span class="mw-cite-backlink"><b><a href="#cite_ref-132">^</a></b></span> <span class="reference-text"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.kurzweilai.net/power-madness-and-immortality">"Power, Madness and Immortality"</a>. <i>KurzweilAI</i><span class="reference-accessdate">. Retrieved <span class="nowrap">28 March</span> 2017</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=KurzweilAI&amp;rft.atitle=Power%2C+Madness+and+Immortality&amp;rft_id=http%3A%2F%2Fwww.kurzweilai.net%2Fpower-madness-and-immortality&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span></span> </li> </ol></div></div> <h2><span class="mw-headline" id="Further_reading">Further reading</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=22" title="Edit section: Further reading">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <ul><li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite id="CITEREFChoi,_SangSu,_Kiwook_Jung,_and_Sang_Do_Noh2015" class="citation web cs1">Choi, SangSu, Kiwook Jung, and Sang Do Noh (2015). <a rel="nofollow" class="external text" href="https://www.researchgate.net/publication/273514630">"Virtual reality applications in manufacturing industries: Past research, present findings, and future directions"</a>. <i>Concurrent Engineering</i>. 1063293X14568814.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=Concurrent+Engineering&amp;rft.atitle=Virtual+reality+applications+in+manufacturing+industries%3A+Past+research%2C+present+findings%2C+and+future+directions&amp;rft.date=2015&amp;rft.au=Choi%2C+SangSu%2C+Kiwook+Jung%2C+and+Sang+Do+Noh&amp;rft_id=https%3A%2F%2Fwww.researchgate.net%2Fpublication%2F273514630&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span><span class="cs1-maint citation-comment">CS1 maint: multiple names: authors list (<a href="/enwiki/wiki/Category:CS1_maint:_multiple_names:_authors_list" title="Category:CS1 maint: multiple names: authors list">link</a>)</span></li></ul> <h2><span class="mw-headline" id="External_links">External links</span><span class="mw-editsection"><span class="mw-editsection-bracket">[</span><a href="/enwiki/w/index.php?title=Virtual_reality&amp;action=edit&amp;section=23" title="Edit section: External links">edit</a><span class="mw-editsection-bracket">]</span></span></h2> <table role="presentation" class="mbox-small plainlinks sistersitebox" style="background-color:#f9f9f9;border:1px solid #aaa;color:#000"> <tbody><tr> <td class="mbox-image"><img alt="" src="/upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/30px-Commons-logo.svg.png" decoding="async" width="30" height="40" class="noviewer" srcset="/upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/45px-Commons-logo.svg.png 1.5x, /upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/59px-Commons-logo.svg.png 2x" data-file-width="1024" data-file-height="1376" /></td> <td class="mbox-text plainlist">Wikimedia Commons has media related to <span style="font-weight: bold; font-style: italic;"><a href="https://commons.wikimedia.org/wiki/Category:Virtual_reality" class="extiw" title="commons:Category:Virtual reality">Virtual reality</a></span>.</td></tr> </tbody></table> <style data-mw-deduplicate="TemplateStyles:r1048617464">.mw-parser-output .infobox-subbox{padding:0;border:none;margin:-3px;width:auto;min-width:100%;font-size:100%;clear:none;float:none;background-color:transparent}.mw-parser-output .infobox-3cols-child{margin:auto}</style><table class="infobox" style="width: 300px; float: right; clear: right; margin:0 0 1.5em 1.5em"><tbody><tr><th colspan="2" class="infobox-above" style="font-size:115%">External video</th></tr><tr><td colspan="2" class="infobox-full-data" style="text-align: left"><img alt="video icon" src="/upwiki/wikipedia/commons/thumb/1/1b/Nuvola_apps_kaboodle.svg/16px-Nuvola_apps_kaboodle.svg.png" decoding="async" width="16" height="16" srcset="/upwiki/wikipedia/commons/thumb/1/1b/Nuvola_apps_kaboodle.svg/24px-Nuvola_apps_kaboodle.svg.png 1.5x, /upwiki/wikipedia/commons/thumb/1/1b/Nuvola_apps_kaboodle.svg/32px-Nuvola_apps_kaboodle.svg.png 2x" data-file-width="128" data-file-height="128" /> <a rel="nofollow" class="external text" href="https://archive.org/details/virtualreali">Virtual Reality</a>, <i><a href="/enwiki/wiki/Computer_Chronicles" title="Computer Chronicles">Computer Chronicles</a></i> (1992)</td></tr></tbody></table> <ul><li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite id="CITEREFIsaac2016" class="citation web cs1">Isaac, Joseph (2016). <a rel="nofollow" class="external text" href="https://www.completegate.com/2016070154/blog/virtual-reality-explained">"Step into a new world – Virtual Reality (VR)"</a><span class="reference-accessdate">. Retrieved <span class="nowrap">2 July</span> 2016</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Abook&amp;rft.genre=unknown&amp;rft.btitle=Step+into+a+new+world+%E2%80%93+Virtual+Reality+%28VR%29&amp;rft.date=2016&amp;rft.aulast=Isaac&amp;rft.aufirst=Joseph&amp;rft_id=https%3A%2F%2Fwww.completegate.com%2F2016070154%2Fblog%2Fvirtual-reality-explained&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span> Basic Concepts of Virtual Reality along with Research Challenges explained in simple words.</li> <li><a href="https://commons.wikimedia.org/wiki/File:Mixed_Reality_Scale.png" class="extiw" title="commons:File:Mixed Reality Scale.png">Mixed Reality Scale</a> – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.</li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite id="CITEREFDrummond2014" class="citation web cs1">Drummond, Katie (2014). <a rel="nofollow" class="external text" href="https://www.theverge.com/a/virtual-reality/">"The Rise and Fall and Rise of Virtual Reality"</a>. <i><a href="/enwiki/wiki/The_Verge" title="The Verge">The Verge</a></i><span class="reference-accessdate">. Retrieved <span class="nowrap">15 November</span> 2014</span>.</cite><span title="ctx_ver=Z39.88-2004&amp;rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&amp;rft.genre=unknown&amp;rft.jtitle=The+Verge&amp;rft.atitle=The+Rise+and+Fall+and+Rise+of+Virtual+Reality&amp;rft.date=2014&amp;rft.aulast=Drummond&amp;rft.aufirst=Katie&amp;rft_id=https%3A%2F%2Fwww.theverge.com%2Fa%2Fvirtual-reality%2F&amp;rfr_id=info%3Asid%2Fen.wikipedia.org%3AVirtual+reality" class="Z3988"></span> Interviews on the history and future of virtual reality by leaders in the field.</li> <li><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r999302996"/><cite class="citation web cs1"><a rel="nofollow" class="external text" href="http://www.dguv.de/ifa/fachinfos/virtuelle-realitaet/index-2.jsp">"Virtual reality in human-system interaction"</a>.</cite><span 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class="mw-redirect" title="Network protocol">Network protocol</a></li> <li><a href="/enwiki/wiki/Networking_hardware" title="Networking hardware">Network components</a></li> <li><a href="/enwiki/wiki/Network_scheduler" title="Network scheduler">Network scheduler</a></li> <li><a href="/enwiki/wiki/Network_performance" title="Network performance">Network performance evaluation</a></li> <li><a href="/enwiki/wiki/Network_service" title="Network service">Network service</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Software organization</th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Interpreter_(computing)" title="Interpreter (computing)">Interpreter</a></li> <li><a href="/enwiki/wiki/Middleware" title="Middleware">Middleware</a></li> <li><a href="/enwiki/wiki/Virtual_machine" title="Virtual machine">Virtual machine</a></li> <li><a href="/enwiki/wiki/Operating_system" title="Operating system">Operating system</a></li> <li><a href="/enwiki/wiki/Software_quality" title="Software quality">Software quality</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Programming_language_theory" title="Programming language theory">Software notations</a> and <a href="/enwiki/wiki/Programming_tool" title="Programming tool">tools</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Programming_paradigm" title="Programming paradigm">Programming paradigm</a></li> <li><a href="/enwiki/wiki/Programming_language" title="Programming language">Programming language</a></li> <li><a href="/enwiki/wiki/Compiler_construction" class="mw-redirect" title="Compiler construction">Compiler</a></li> <li><a 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class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Control_variable_(programming)" title="Control variable (programming)">Control variable</a></li> <li><a href="/enwiki/wiki/Software_development_process" title="Software development process">Software development process</a></li> <li><a href="/enwiki/wiki/Requirements_analysis" title="Requirements analysis">Requirements analysis</a></li> <li><a href="/enwiki/wiki/Software_design" title="Software design">Software design</a></li> <li><a href="/enwiki/wiki/Software_construction" title="Software construction">Software construction</a></li> <li><a href="/enwiki/wiki/Software_deployment" title="Software deployment">Software deployment</a></li> <li><a href="/enwiki/wiki/Software_maintenance" title="Software maintenance">Software maintenance</a></li> <li><a href="/enwiki/wiki/Programming_team" title="Programming team">Programming team</a></li> <li><a href="/enwiki/wiki/Open-source_software" title="Open-source software">Open-source model</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Theory_of_computation" title="Theory of computation">Theory of computation</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Model_of_computation" title="Model of computation">Model of computation</a></li> <li><a href="/enwiki/wiki/Formal_language" title="Formal language">Formal language</a></li> <li><a href="/enwiki/wiki/Automata_theory" title="Automata theory">Automata theory</a></li> <li><a href="/enwiki/wiki/Computability_theory" title="Computability theory">Computability theory</a></li> <li><a href="/enwiki/wiki/Computational_complexity_theory" title="Computational complexity theory">Computational complexity theory</a></li> <li><a href="/enwiki/wiki/Logic_in_computer_science" title="Logic in computer science">Logic</a></li> <li><a href="/enwiki/wiki/Semantics_(computer_science)" title="Semantics (computer science)">Semantics</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Algorithm" title="Algorithm">Algorithms</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Algorithm_design" class="mw-redirect" title="Algorithm design">Algorithm design</a></li> <li><a href="/enwiki/wiki/Analysis_of_algorithms" title="Analysis of algorithms">Analysis of algorithms</a></li> <li><a href="/enwiki/wiki/Algorithmic_efficiency" title="Algorithmic efficiency">Algorithmic efficiency</a></li> <li><a href="/enwiki/wiki/Randomized_algorithm" title="Randomized algorithm">Randomized algorithm</a></li> <li><a href="/enwiki/wiki/Computational_geometry" title="Computational geometry">Computational geometry</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Mathematics of computing</th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Discrete_mathematics" title="Discrete mathematics">Discrete mathematics</a></li> <li><a href="/enwiki/wiki/Probability" title="Probability">Probability</a></li> <li><a href="/enwiki/wiki/Statistics" title="Statistics">Statistics</a></li> <li><a href="/enwiki/wiki/Mathematical_software" title="Mathematical software">Mathematical software</a></li> <li><a href="/enwiki/wiki/Information_theory" title="Information theory">Information theory</a></li> <li><a href="/enwiki/wiki/Mathematical_analysis" title="Mathematical analysis">Mathematical analysis</a></li> <li><a href="/enwiki/wiki/Numerical_analysis" title="Numerical analysis">Numerical analysis</a></li> <li><a href="/enwiki/wiki/Theoretical_computer_science" title="Theoretical computer science">Theoretical computer science</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Information_system" title="Information system">Information systems</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Database" title="Database">Database management system</a></li> <li><a href="/enwiki/wiki/Computer_data_storage" title="Computer data storage">Information storage systems</a></li> <li><a href="/enwiki/wiki/Enterprise_information_system" title="Enterprise information system">Enterprise information system</a></li> <li><a href="/enwiki/wiki/Social_software" title="Social software">Social information systems</a></li> <li><a href="/enwiki/wiki/Geographic_information_system" title="Geographic information system">Geographic information system</a></li> <li><a href="/enwiki/wiki/Decision_support_system" title="Decision support system">Decision support system</a></li> <li><a href="/enwiki/wiki/Process_control" title="Process control">Process control system</a></li> <li><a href="/enwiki/wiki/Multimedia_database" title="Multimedia database">Multimedia information system</a></li> <li><a href="/enwiki/wiki/Data_mining" title="Data mining">Data mining</a></li> <li><a href="/enwiki/wiki/Digital_library" title="Digital library">Digital library</a></li> <li><a href="/enwiki/wiki/Computing_platform" title="Computing platform">Computing platform</a></li> <li><a href="/enwiki/wiki/Digital_marketing" title="Digital marketing">Digital marketing</a></li> <li><a href="/enwiki/wiki/World_Wide_Web" title="World Wide Web">World Wide Web</a></li> <li><a href="/enwiki/wiki/Information_retrieval" title="Information retrieval">Information retrieval</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Computer_security" title="Computer security">Security</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Cryptography" title="Cryptography">Cryptography</a></li> <li><a href="/enwiki/wiki/Formal_methods" title="Formal methods">Formal methods</a></li> <li><a href="/enwiki/wiki/Security_service_(telecommunication)" title="Security service (telecommunication)">Security services</a></li> <li><a href="/enwiki/wiki/Intrusion_detection_system" title="Intrusion detection system">Intrusion detection system</a></li> <li><a href="/enwiki/wiki/Computer_security_compromised_by_hardware_failure" title="Computer security compromised by hardware failure">Hardware security</a></li> <li><a href="/enwiki/wiki/Network_security" title="Network security">Network security</a></li> <li><a href="/enwiki/wiki/Information_security" title="Information security">Information security</a></li> <li><a href="/enwiki/wiki/Application_security" title="Application security">Application security</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Human%E2%80%93computer_interaction" title="Human–computer interaction">Human–computer interaction</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Interaction_design" title="Interaction design">Interaction design</a></li> <li><a href="/enwiki/wiki/Social_computing" title="Social computing">Social computing</a></li> <li><a href="/enwiki/wiki/Ubiquitous_computing" title="Ubiquitous computing">Ubiquitous computing</a></li> <li><a href="/enwiki/wiki/Visualization_(graphics)" title="Visualization (graphics)">Visualization</a></li> <li><a href="/enwiki/wiki/Computer_accessibility" title="Computer accessibility">Accessibility</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Concurrency_(computer_science)" title="Concurrency (computer science)">Concurrency</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Concurrent_computing" title="Concurrent computing">Concurrent computing</a></li> <li><a href="/enwiki/wiki/Parallel_computing" title="Parallel computing">Parallel computing</a></li> <li><a href="/enwiki/wiki/Distributed_computing" title="Distributed computing">Distributed computing</a></li> <li><a href="/enwiki/wiki/Multithreading_(computer_architecture)" title="Multithreading (computer architecture)">Multithreading</a></li> <li><a href="/enwiki/wiki/Multiprocessing" title="Multiprocessing">Multiprocessing</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Artificial_intelligence" title="Artificial intelligence">Artificial intelligence</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Natural_language_processing" title="Natural language processing">Natural language processing</a></li> <li><a href="/enwiki/wiki/Knowledge_representation_and_reasoning" title="Knowledge representation and reasoning">Knowledge representation and reasoning</a></li> <li><a href="/enwiki/wiki/Computer_vision" title="Computer vision">Computer vision</a></li> <li><a href="/enwiki/wiki/Automated_planning_and_scheduling" title="Automated planning and scheduling">Automated planning and scheduling</a></li> <li><a href="/enwiki/wiki/Mathematical_optimization" title="Mathematical optimization">Search methodology</a></li> <li><a href="/enwiki/wiki/Control_theory" title="Control theory">Control method</a></li> <li><a href="/enwiki/wiki/Philosophy_of_artificial_intelligence" title="Philosophy of artificial intelligence">Philosophy of artificial intelligence</a></li> <li><a href="/enwiki/wiki/Distributed_artificial_intelligence" title="Distributed artificial intelligence">Distributed artificial intelligence</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Machine_learning" title="Machine learning">Machine learning</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Supervised_learning" title="Supervised learning">Supervised learning</a></li> <li><a href="/enwiki/wiki/Unsupervised_learning" title="Unsupervised learning">Unsupervised learning</a></li> <li><a href="/enwiki/wiki/Reinforcement_learning" title="Reinforcement learning">Reinforcement learning</a></li> <li><a href="/enwiki/wiki/Multi-task_learning" title="Multi-task learning">Multi-task learning</a></li> <li><a href="/enwiki/wiki/Cross-validation_(statistics)" title="Cross-validation (statistics)">Cross-validation</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Computer_graphics" title="Computer graphics">Graphics</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Computer_animation" title="Computer animation">Animation</a></li> <li><a href="/enwiki/wiki/Rendering_(computer_graphics)" title="Rendering (computer graphics)">Rendering</a></li> <li><a href="/enwiki/wiki/Photo_manipulation" class="mw-redirect" title="Photo manipulation">Image manipulation</a></li> <li><a href="/enwiki/wiki/Graphics_processing_unit" title="Graphics processing unit">Graphics processing unit</a></li> <li><a href="/enwiki/wiki/Mixed_reality" title="Mixed reality">Mixed reality</a></li> <li><a class="mw-selflink selflink">Virtual reality</a></li> <li><a href="/enwiki/wiki/Image_compression" title="Image compression">Image compression</a></li> <li><a href="/enwiki/wiki/Solid_modeling" title="Solid modeling">Solid modeling</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Applied computing</th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/E-commerce" title="E-commerce">E-commerce</a></li> <li><a href="/enwiki/wiki/Enterprise_software" title="Enterprise software">Enterprise software</a></li> <li><a href="/enwiki/wiki/Computational_mathematics" title="Computational mathematics">Computational mathematics</a></li> <li><a href="/enwiki/wiki/Computational_physics" title="Computational physics">Computational physics</a></li> <li><a href="/enwiki/wiki/Computational_chemistry" title="Computational chemistry">Computational chemistry</a></li> <li><a href="/enwiki/wiki/Computational_biology" title="Computational biology">Computational biology</a></li> <li><a href="/enwiki/wiki/Computational_social_science" title="Computational social science">Computational social science</a></li> <li><a href="/enwiki/wiki/Computational_engineering" title="Computational engineering">Computational engineering</a></li> <li><a href="/enwiki/wiki/Health_informatics" title="Health informatics">Computational healthcare</a></li> <li><a href="/enwiki/wiki/Digital_art" title="Digital art">Digital art</a></li> <li><a href="/enwiki/wiki/Electronic_publishing" title="Electronic publishing">Electronic publishing</a></li> <li><a href="/enwiki/wiki/Cyberwarfare" title="Cyberwarfare">Cyberwarfare</a></li> <li><a href="/enwiki/wiki/Electronic_voting" title="Electronic voting">Electronic voting</a></li> <li><a href="/enwiki/wiki/Video_game" title="Video game">Video games</a></li> <li><a href="/enwiki/wiki/Word_processor" title="Word processor">Word processing</a></li> <li><a href="/enwiki/wiki/Operations_research" title="Operations research">Operations research</a></li> <li><a href="/enwiki/wiki/Educational_technology" title="Educational technology">Educational technology</a></li> <li><a href="/enwiki/wiki/Document_management_system" title="Document management system">Document management</a></li></ul> </div></td></tr><tr><td class="navbox-abovebelow" colspan="3"><div> <ul><li><img alt="Category" src="/upwiki/wikipedia/en/thumb/9/96/Symbol_category_class.svg/16px-Symbol_category_class.svg.png" decoding="async" title="Category" width="16" height="16" class="noviewer" srcset="/upwiki/wikipedia/en/thumb/9/96/Symbol_category_class.svg/23px-Symbol_category_class.svg.png 1.5x, /upwiki/wikipedia/en/thumb/9/96/Symbol_category_class.svg/31px-Symbol_category_class.svg.png 2x" data-file-width="180" data-file-height="185" /> <b><a href="/enwiki/wiki/Category:Computer_science" title="Category:Computer science">Category</a></b></li> <li><img alt="Outline" src="/upwiki/wikipedia/commons/thumb/4/41/Global_thinking.svg/10px-Global_thinking.svg.png" decoding="async" title="Outline" width="10" height="16" class="noviewer" srcset="/upwiki/wikipedia/commons/thumb/4/41/Global_thinking.svg/15px-Global_thinking.svg.png 1.5x, /upwiki/wikipedia/commons/thumb/4/41/Global_thinking.svg/21px-Global_thinking.svg.png 2x" data-file-width="130" data-file-height="200" /> <b><a href="/enwiki/wiki/Outline_of_computer_science" title="Outline of computer science">Outline</a></b></li> <li><img alt="WikiProject" src="/upwiki/wikipedia/commons/thumb/3/37/People_icon.svg/16px-People_icon.svg.png" decoding="async" title="WikiProject" width="16" height="16" class="noviewer" srcset="/upwiki/wikipedia/commons/thumb/3/37/People_icon.svg/24px-People_icon.svg.png 1.5x, /upwiki/wikipedia/commons/thumb/3/37/People_icon.svg/32px-People_icon.svg.png 2x" data-file-width="100" data-file-height="100" /><b><a href="/enwiki/wiki/Wikipedia:WikiProject_Computer_science" title="Wikipedia:WikiProject Computer science">WikiProject</a></b></li> <li><img alt="Commons page" src="/upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/12px-Commons-logo.svg.png" decoding="async" title="Commons page" width="12" height="16" class="noviewer" srcset="/upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/18px-Commons-logo.svg.png 1.5x, /upwiki/wikipedia/en/thumb/4/4a/Commons-logo.svg/24px-Commons-logo.svg.png 2x" data-file-width="1024" data-file-height="1376" /> <b><a href="https://commons.wikimedia.org/wiki/Category:Computer_science" class="extiw" title="commons:Category:Computer science">Commons</a></b></li></ul> </div></td></tr></tbody></table></div> <div role="navigation" class="navbox" aria-labelledby="Mixed_and_virtual_reality" style="padding:3px"><table class="nowraplinks mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><link rel="mw-deduplicated-inline-style" href="mw-data:TemplateStyles:r1054937957"/><div class="navbar plainlinks hlist navbar-mini"><ul><li class="nv-view"><a href="/enwiki/wiki/Template:Mixed_reality" title="Template:Mixed reality"><abbr title="View this template" style=";;background:none transparent;border:none;box-shadow:none;padding:0;">v</abbr></a></li><li class="nv-talk"><a href="/enwiki/wiki/Template_talk:Mixed_reality" title="Template talk:Mixed reality"><abbr title="Discuss this template" style=";;background:none transparent;border:none;box-shadow:none;padding:0;">t</abbr></a></li><li class="nv-edit"><a class="external text" href="https://en.wikipedia.org/enwiki/w/index.php?title=Template:Mixed_reality&amp;action=edit"><abbr title="Edit this template" style=";;background:none transparent;border:none;box-shadow:none;padding:0;">e</abbr></a></li></ul></div><div id="Mixed_and_virtual_reality" style="font-size:114%;margin:0 4em"><a href="/enwiki/wiki/Mixed_reality" title="Mixed reality">Mixed</a> and <a class="mw-selflink selflink">virtual reality</a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">Concepts</th><td class="navbox-list navbox-odd hlist" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Applications_of_virtual_reality" class="mw-redirect" title="Applications of virtual reality">Applications of virtual reality</a></li> <li><a href="/enwiki/wiki/Artificial_reality" class="mw-redirect" title="Artificial reality">Artificial reality</a></li> <li><a href="/enwiki/wiki/Augmented_reality" title="Augmented reality">Augmented reality</a></li> <li><a href="/enwiki/wiki/Computer-mediated_reality" title="Computer-mediated reality">Computer-mediated reality</a></li> <li><a href="/enwiki/wiki/Six_degrees_of_freedom" title="Six degrees of freedom">Degrees of freedom</a></li> <li><a href="/enwiki/wiki/Extended_reality" title="Extended reality">Extended reality (XR)</a></li> <li><a href="/enwiki/wiki/Hyperreality" title="Hyperreality">Hyperreality</a></li> <li><a href="/enwiki/wiki/Immersion_(virtual_reality)" title="Immersion (virtual reality)">Immersion</a></li> <li><a href="/enwiki/wiki/Metaverse" title="Metaverse">Metaverse</a></li> <li><a href="/enwiki/wiki/Projection_augmented_model" title="Projection augmented model">Projection augmented model</a></li> <li><a href="/enwiki/wiki/Real_life" title="Real life">Real life</a></li> <li><a href="/enwiki/wiki/Reality%E2%80%93virtuality_continuum" title="Reality–virtuality continuum">Reality–virtuality continuum</a></li> <li><a href="/enwiki/wiki/Room_scale" title="Room scale">Room-scale</a></li> <li><a href="/enwiki/wiki/Simulated_reality" title="Simulated reality">Simulated reality</a></li> <li><a href="/enwiki/wiki/Telexistence" title="Telexistence">Telexistence</a></li> <li><a href="/enwiki/wiki/Telepresence" title="Telepresence">Telepresence</a></li> <li><a href="/enwiki/wiki/Virtual_reality_sickness" title="Virtual reality sickness">Virtual reality sickness</a></li> <li><a href="/enwiki/wiki/Virtual_world" title="Virtual world">Virtual world</a> <ul><li><a href="/enwiki/wiki/Persistent_world" title="Persistent world">persistent</a></li></ul></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Immersive_technology" class="mw-redirect" title="Immersive technology">Technology</a></th><td class="navbox-list navbox-even hlist" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Omnidirectional_treadmill" title="Omnidirectional treadmill">Omnidirectional treadmill</a></li> <li><a href="/enwiki/wiki/Wearable_computer" title="Wearable computer">Wearable computer</a></li> <li><a href="/enwiki/wiki/Haptic_suit" title="Haptic suit">Haptic suit</a></li></ul> </div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Electronic_visual_display" title="Electronic visual display">Display</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/EyeTap" title="EyeTap">EyeTap</a></li> <li><a href="/enwiki/wiki/Head-mounted_display" title="Head-mounted display">Head-mounted display</a> <ul><li><a href="/enwiki/wiki/Optical_head-mounted_display" title="Optical head-mounted display">optical</a></li></ul></li> <li><a href="/enwiki/wiki/Head-up_display" title="Head-up display">Head-up display</a></li> <li><a href="/enwiki/wiki/Smartglasses" title="Smartglasses">Smartglasses</a></li> <li><a href="/enwiki/wiki/Virtual_retinal_display" title="Virtual retinal display">Virtual retinal display</a></li> <li><a href="/enwiki/wiki/Virtual_reality_headset" title="Virtual reality headset">Virtual reality headset</a> (<a href="/enwiki/wiki/Comparison_of_virtual_reality_headsets" title="Comparison of virtual reality headsets">comparison</a>)</li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/3D_interaction" class="mw-redirect" title="3D interaction">3D interaction</a></th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Positional_tracking" class="mw-redirect" title="Positional tracking">Positional tracking</a></li> <li><a href="/enwiki/wiki/Eye_tracking" title="Eye tracking">Eye tracking</a></li> <li><a href="/enwiki/wiki/Finger_tracking" title="Finger tracking">Finger tracking</a></li> <li><a href="/enwiki/wiki/Simultaneous_localization_and_mapping" title="Simultaneous localization and mapping">Simultaneous localization and mapping</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Software" title="Software">Software</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Asynchronous_reprojection" title="Asynchronous reprojection">Asynchronous reprojection</a></li> <li><a href="/enwiki/wiki/Foveated_rendering" title="Foveated rendering">Foveated rendering</a></li> <li><a href="/enwiki/wiki/Image-based_modeling_and_rendering" title="Image-based modeling and rendering">Image-based modeling and rendering</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Photography</th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Free_viewpoint_television" title="Free viewpoint television">Free viewpoint television</a></li> <li><a href="/enwiki/wiki/360-degree_video" title="360-degree video">360-degree video</a></li> <li><a href="/enwiki/wiki/VR_photography" title="VR photography">VR photography</a></li> <li><a href="/enwiki/wiki/Omnidirectional_camera" class="mw-redirect" title="Omnidirectional camera">Omnidirectional camera</a></li></ul> </div></td></tr></tbody></table><div> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Peripherals</th><td class="navbox-list navbox-odd hlist" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Cyberith_Virtualizer" title="Cyberith Virtualizer">Cyberith Virtualizer</a></li> <li><a href="/enwiki/wiki/Oculus_Touch" title="Oculus Touch">Oculus Touch</a></li> <li><a href="/enwiki/wiki/Leap_Motion" title="Leap Motion">Leap Motion</a></li> <li><a href="/enwiki/wiki/PlayStation_Move" title="PlayStation Move">PlayStation Move</a></li> <li><a href="/enwiki/wiki/Razer_Hydra" title="Razer Hydra">Razer Hydra</a></li> <li><a href="/enwiki/wiki/Virtuix_Omni" title="Virtuix Omni">Virtuix Omni</a></li> <li><a href="/enwiki/wiki/Wired_glove" title="Wired glove">Wired glove</a></li> <li><a href="/enwiki/wiki/Wizdish_ROVR" title="Wizdish ROVR">Wizdish ROVR</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Immersive<br />devices</th><td class="navbox-list navbox-odd hlist" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="Current" scope="row" class="navbox-group" style="width:1%">Current</th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/Golden-i" title="Golden-i">Golden-i headsets</a></li> <li><a href="/enwiki/wiki/Google_Cardboard" title="Google Cardboard">Google Cardboard</a></li> <li><a href="/enwiki/wiki/HTC_Vive" title="HTC Vive">HTC Vive</a></li> <li><a href="/enwiki/wiki/Nintendo_Labo#VR_Kit" title="Nintendo Labo">Nintendo Labo VR Kit</a></li> <li><a href="/enwiki/wiki/Oculus_Go" title="Oculus Go">Oculus Go</a></li> <li><a href="/enwiki/wiki/Oculus_Quest" title="Oculus Quest">Oculus Quest</a> <ul><li><a href="/enwiki/wiki/Oculus_Quest_2" title="Oculus Quest 2">2</a></li></ul></li> <li><a href="/enwiki/wiki/Oculus_Rift" title="Oculus Rift">Oculus Rift</a> <ul><li><a href="/enwiki/wiki/Oculus_Rift_CV1" title="Oculus Rift CV1">CV1</a></li> <li><a href="/enwiki/wiki/Oculus_Rift_S" title="Oculus Rift S">Rift S</a></li></ul></li> <li><a href="/enwiki/wiki/Open_Source_Virtual_Reality" title="Open Source Virtual Reality">OSVR</a></li> <li><a href="/enwiki/wiki/Magic_Leap" title="Magic Leap">Magic Leap</a></li> <li><a href="/enwiki/wiki/Samsung_Gear_VR" title="Samsung Gear VR">Samsung Gear VR</a></li> <li><a href="/enwiki/wiki/PlayStation_VR" title="PlayStation VR">PlayStation VR</a></li> <li><a href="/enwiki/wiki/Pimax" title="Pimax">Pimax</a></li> <li><a href="/enwiki/wiki/Valve_Index" title="Valve Index">Valve Index</a></li> <li><a href="/enwiki/wiki/Vuzix" title="Vuzix">Vuzix Blade</a></li> <li><a href="/enwiki/wiki/Windows_Mixed_Reality" title="Windows Mixed Reality">Windows Mixed Reality</a></li> <li><a href="/enwiki/wiki/Microsoft_HoloLens" title="Microsoft HoloLens">Microsoft HoloLens</a> <ul><li><a href="/enwiki/wiki/HoloLens_2" title="HoloLens 2">2</a></li></ul></li> <li><a href="/enwiki/wiki/Google_Glass" title="Google Glass">Google Glass</a></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Legacy</th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/CastAR" title="CastAR">castAR</a></li> <li><a href="/enwiki/wiki/Google_Daydream" title="Google Daydream">Google Daydream</a></li> <li><a href="/enwiki/wiki/Liquid_Image" title="Liquid Image">Liquid Image</a></li> <li><a href="/enwiki/wiki/Sensorama" title="Sensorama">Sensorama</a></li> <li><a href="/enwiki/wiki/Sega_VR" title="Sega VR">Sega VR</a></li> <li><a href="/enwiki/wiki/SixthSense" title="SixthSense">SixthSense</a></li> <li><a href="/enwiki/wiki/The_Sword_of_Damocles_(virtual_reality)" title="The Sword of Damocles (virtual reality)">Sword of Damocles</a></li> <li><a href="/enwiki/wiki/VFX1_Headgear" title="VFX1 Headgear">VFX1 Headgear</a></li> <li><a href="/enwiki/wiki/Virtual_fixture" title="Virtual fixture">Virtual fixture</a></li> <li><a href="/enwiki/wiki/Virtuality_(product)" title="Virtuality (product)">Virtuality</a></li></ul> </div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Applications</th><td class="navbox-list navbox-even hlist" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/ARToolKit" title="ARToolKit">ARToolKit</a></li> <li><a href="/enwiki/wiki/ARCore" title="ARCore">ARCore</a></li> <li><a href="/enwiki/wiki/Interactive_art" title="Interactive art">Interactive art</a> <ul><li><a href="/enwiki/wiki/Virtual_graffiti" title="Virtual graffiti">Virtual graffiti</a></li></ul></li> <li><a href="/enwiki/wiki/List_of_augmented_reality_software" title="List of augmented reality software">List of augmented reality software</a></li> <li><a href="/enwiki/wiki/OpenVR" title="OpenVR">OpenVR</a></li> <li><a href="/enwiki/wiki/OpenXR" title="OpenXR">OpenXR</a></li> <li><a href="/enwiki/wiki/Pervasive_game" title="Pervasive game">Pervasive game</a></li> <li><a href="/enwiki/wiki/WebVR" title="WebVR">WebVR</a></li></ul> </div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="Games" scope="row" class="navbox-group" style="width:1%"><a href="/enwiki/wiki/Virtual_reality_game" title="Virtual reality game">Games</a></th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><a href="/enwiki/wiki/List_of_HTC_Vive_games" title="List of HTC Vive games">List of HTC Vive games</a></li> <li><a href="/enwiki/wiki/List_of_Oculus_Quest_games" title="List of Oculus Quest games">List of Oculus Quest games</a></li> <li><a href="/enwiki/wiki/List_of_Oculus_Rift_games" title="List of Oculus Rift games">List of Oculus Rift games</a></li> <li><a href="/enwiki/wiki/List_of_PlayStation_VR_games" title="List of PlayStation VR games">List of PlayStation VR games</a></li></ul> </div></td></tr></tbody></table><div> </div></td></tr></tbody></table></div> <div role="navigation" class="navbox authority-control" aria-labelledby="Authority_control_frameless_&amp;#124;text-top_&amp;#124;10px_&amp;#124;alt=Edit_this_at_Wikidata_&amp;#124;link=https&amp;#58;//www.wikidata.org/wiki/Q170519#identifiers&amp;#124;Edit_this_at_Wikidata" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Authority_control_frameless_&amp;#124;text-top_&amp;#124;10px_&amp;#124;alt=Edit_this_at_Wikidata_&amp;#124;link=https&amp;#58;//www.wikidata.org/wiki/Q170519#identifiers&amp;#124;Edit_this_at_Wikidata" style="font-size:114%;margin:0 4em"><a href="/enwiki/wiki/Help:Authority_control" title="Help:Authority control">Authority control</a> <a href="https://www.wikidata.org/wiki/Q170519#identifiers" title="Edit this at Wikidata"><img alt="Edit this at Wikidata" src="/upwiki/wikipedia/en/thumb/8/8a/OOjs_UI_icon_edit-ltr-progressive.svg/10px-OOjs_UI_icon_edit-ltr-progressive.svg.png" decoding="async" width="10" height="10" style="vertical-align: text-top" srcset="/upwiki/wikipedia/en/thumb/8/8a/OOjs_UI_icon_edit-ltr-progressive.svg/15px-OOjs_UI_icon_edit-ltr-progressive.svg.png 1.5x, /upwiki/wikipedia/en/thumb/8/8a/OOjs_UI_icon_edit-ltr-progressive.svg/20px-OOjs_UI_icon_edit-ltr-progressive.svg.png 2x" data-file-width="20" data-file-height="20" /></a></div></th></tr><tr><th scope="row" class="navbox-group" style="width:1%">National libraries</th><td class="navbox-list navbox-odd" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><span class="uid"><a rel="nofollow" class="external text" href="https://catalogue.bnf.fr/ark:/12148/cb12313763q">France</a> <a rel="nofollow" class="external text" href="https://data.bnf.fr/ark:/12148/cb12313763q">(data)</a></span></li> <li><span class="uid"><a rel="nofollow" class="external text" href="https://id.loc.gov/authorities/subjects/sh92000880">United States</a></span></li> <li><span class="uid"><a rel="nofollow" class="external text" href="https://id.ndl.go.jp/auth/ndlna/00806287">Japan</a></span></li></ul> </div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">Other</th><td class="navbox-list navbox-even" style="text-align:left;border-left-width:2px;border-left-style:solid;width:100%;padding:0px"><div style="padding:0em 0.25em"> <ul><li><span class="uid"><a rel="nofollow" class="external text" href="https://academic.microsoft.com/v2/detail/194969405">Microsoft Academic</a></span> <ul><li><span class="uid"><a rel="nofollow" class="external text" href="https://academic.microsoft.com/v2/detail/2776151687">2</a></span></li></ul></li> <li><span class="uid"><a rel="nofollow" class="external text" href="https://catalog.archives.gov/id/10675494">National Archives (US)</a></span></li></ul> </div></td></tr></tbody></table></div> '
Whether or not the change was made through a Tor exit node (tor_exit_node)
false
Unix timestamp of change (timestamp)
1636991103