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[[File:HTC Vive (16).jpg|thumb|A person wearing virtual reality headset]]
'''Virtual reality''' ('''VR''') typically refers to [[computer]] technologies that use [[software]] to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment. VR has been defined as "...a realistic and immersive simulation of a [[three-dimensional]] environment, created using interactive software and [[computer hardware|hardware]], and experienced or controlled by movement of the body"<ref>http://www.dictionary.com/browse/virtual--reality</ref> or as an "immersive, interactive experience generated by a computer".<ref>Pimentel and Texeira, cited in Steven Tötösy de Zepetnek, Irene Sywenky.''The systemic and empirical approach to literature and culture as theory and application''. University of Alberta. Research Institute for Comparative Literature and Cross-Cultural Studies
Research Institute for Comparative Literature and Cross-Cultural Studies, University of Alberta, 1997, p. 122.</ref>

A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a [[Flatscreen TV|screen]] or in goggles. Most 2016-era virtual realities are displayed either on a [[computer monitor]], a [[projector screen]], or with a [[virtual reality headset]] (also called [[head-mounted display]] or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.

Advanced [[haptic technology|haptic]] systems in the 2010s may include tactile information, generally known as [[force feedback]] in medical, [[video gaming]] and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the [[game controller]]. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through [[telepresence]] and [[telexistence]] or the use of a [[virtual artifact]] (VA). The immersive environment can be similar to the real world in order to create a [[lifelike experience]] or it can differ significantly from reality where gamers can use fictional powers.

==Etymology and terminology==
[[File:Linux kernel and gaming input-output latency.svg|thumb|500px|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]]. Furthermore, a pixel persistence lower than 3&nbsp;[[millisecond|ms]] is required, because if not, users will feel sick when moving their head around.]]
In 1938, [[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, ''[[:fr:Le Théâtre et son double|Le Théâtre et son double]]''. The English translation of this book, published in 1958 as ''[[The Theater and its Double]]'',<ref>[[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 used in ''The Judas Mandala'', a 1982 science fiction novel by [[Damien Broderick]].
"[[Virtual (philosophy)|Virtual]]" has had the meaning "being something in essence or effect, though not actually or in fact" since the mid-1400s, "...probably via sense of "capable of producing a certain effect" (early 1400s)".<ref name="etymonline.com">http://www.etymonline.com/index.php?allowed_in_frame=0&search=virtual+</ref> The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.<ref name="etymonline.com"/>

Virtual reality is also called "virtual realities", "immersive multimedia", "artificial reality"<ref>Myron Krueger. Artificial Reality 2, Addison-Wesley Professional, 1991. ISBN 0-201-52260-8</ref> or "computer-simulated reality". A dictionary definition for "[[cyberspace]]" states that this word is a synonym for "virtual reality", but the two terms are fundamentally different (something that is "virtual" does not necessarily need to rely on a network, for instance).<ref>http://www.dictionary.com/browse/cyberspace</ref>

Virtual reality shares some elements with "augmented reality" (or AR). 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 way the real surroundings look in some way. Some AR systems use a camera to capture the user's surroundings or some type of display screen which the user looks at (e.g., Microsoft's [[HoloLens]], [[Magic Leap]]).

== History ==

=== Before the 1950s ===
[[File:Sensorama-morton-heilig-virtual-reality-headset.jpg|thumb|The Sensorama was released in the 1950s.]]
[[File:View-Master with Reel.jpg|thumb|[[View-Master]], a stereoscopic visual simulator, was introduced in 1939.]]
The first references to the concept of virtual reality came from [[science fiction]]. [[Stanley G. Weinbaum]]'s 1935 short story "Pygmalion's Spectacles"<ref name="gutenberg.org">{{cite web|url=http://www.gutenberg.org/ebooks/22893|title=Pygmalion's Spectacles|work=Project Gutenberg|accessdate=21 September 2014}}</ref> describes a goggle-based virtual reality system with holographic recording of fictional experiences, including smell and touch.

=== 1950–1970 ===
[[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]]. Around the same time, [[Douglas Engelbart]] used computer screens as both input and output devices. In 1968, [[Ivan Sutherland]], with the help of his student [[Bob Sproull]], created what is widely considered to be the first virtual reality and [[augmented reality]] (AR) [[head-mounted display]] (HMD) system. It was primitive both in terms of [[user interface]] and [[realism (arts)|realism]], and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. 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 ===
[[File:Musée Mécanique 205.JPG|200px|right|thumb|[[Battlezone (1980 video game)|Battlezone]], an arcade video game from 1980, used 3D vector graphics to immerse the player in a VR world.(Atari).]]
Also notable among the earlier [[hypermedia]] and virtual reality systems was the [[Aspen Movie Map]], which was created at [[Massachusetts Institute of Technology|MIT]] in 1978. The program was a crude virtual simulation of [[Aspen, Colorado]] in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city. Atari founded a research lab for virtual reality in 1982, but the lab was closed after two years due to Atari Shock ([[North American video game crash of 1983]]). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR-related technologies. By the 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 Data Glove, the Eye Phone, and the Audio Sphere. VPL licensed the Data Glove technology to Mattel, which used it to make an accessory known as the Power Glove. While the Power Glove was hard to use and not popular, at US$75, it was early affordable VR device.

During this time, virtual reality was not well known, though it did receive media coverage in the late 1980s. Most of its popularity came from marginal cultures, like [[cyberpunk]]s, who viewed the technology as a potential means for social change, and the [[recreational drug]] subculture, who praised virtual reality not only as a new art form, but as an entirely new frontier.<ref name=":0" /> Some drug users consume drugs while using VR technologies.<ref>http://www.techradar.com/news/wearables/what-it-s-like-to-take-drugs-with-virtual-reality-1318460</ref> The concept of virtual reality was popularized in mass media by movies such as ''[[Brainstorm (1983 film)|Brainstorm]]'' (1983) and ''[[The Lawnmower Man (film)|The Lawnmower Man]]''. The VR research boom of the 1990s was accompanied by the non-fiction book ''Virtual Reality'' (1991) by [[Howard Rheingold]].<ref name="Rh">{{cite book | title = Virtual Reality | year = 1991 | isbn = 0-262-68121-8 | url = http://www.rheingold.com/howard/ |first=Howard |last=Rheingold}}</ref> The book served to demystify the subject, making it more accessible to researchers outside of the computer sphere and sci-fi enthusiasts.

Once the industry began to attract media coverage, some even compared the innovations in virtual reality to the Wright Brothers' pioneering invention of the airplane.<ref name=":1" /> In 1990, Jonathan Waldern, a VR Ph.D, demonstrates "[[Virtuality (gaming)|Virtuality]]" at the Computer Graphics 90 exhibition staged at London's Alexandra Palace. This new system was an arcade machine that would use a [[virtual reality headset]] to immerse players. ''CyberEdge'' and ''PCVR'', two VR industry magazines, started to publish in the early 1990s. However, most ideas about VR remained theoretical due to the limited computing power available at the time. The extremely high cost of the technology made it impossible for consumers to adopt. When the Internet became widely available, this became the technology focus for most people. The VR industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990. {{Citation needed|date=November 2016}}

=== 1990–2000 ===
{{synthesis|section|date=February 2015}}
[[File:VPL DataSuit 1.jpg|200px|right|thumb|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]]
In 1991, [[Sega]] announced the [[Sega VR]] headset for [[arcade game]]s and the [[Mega Drive]] console. It used [[Liquid crystal display|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|accessdate=21 August 2010|archiveurl=https://web.archive.org/web/20100114191355/http://sega-16.com/feature_page.php?id=5&title=Sega%20VR:%20Great%20Idea%20or%20Wishful%20Thinking?|archivedate=2010-01-14}}</ref> In the same year, [[Virtuality (gaming)|Virtuality]] launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at [[Embarcadero Center]] in [[San Francisco]]. 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|work=YouTube|accessdate=21 September 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. The system, termed "Computer-Simulated Teleoperation" as published by Rand, is an extension of virtual reality.<ref>{{cite journal |author= Gonzales, D. (editor)|title= Automation and Robotics for the Space Exploration Initiative: Results from Project Outreach|url=https://www.rand.org/content/dam/rand/pubs/notes/2009/N3284.pdf|volume=92 |issue=17897 |page=35 |year=1991}}</ref>

In 1991, [[Carolina Cruz-Neira]], [[Daniel J. Sandin]] and [[Thomas A. DeFanti]] from the [[Electronic Visualization Laboratory]] created the [[Cave automatic virtual environment|first cubic immersive room]], replacing goggles by a multi-projected environment where people can see their body and other people around. In that same year, ''[[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 | accessdate=4 July 2014 | author=Engler, Craig E. | page=80}}</ref> By 1994, Sega released the [[Sega VR]]-1 motion simulator [[Arcade game|arcade attraction]],<ref>{{cite web|url=http://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/|title=Arcade Heroes Sega's Wonderful Simulation Games Over The Years – Arcade Heroes|work=Arcade Heroes|accessdate=20 October 2015}}</ref><ref>{{cite web|url=http://system16.com/hardware.php?id=845&page=1#2866|title=System 16 – Sega Medium Scale Attractions Hardware (Sega)|work=system16.com|accessdate=20 October 2015}}</ref> in [[SegaWorld]] [[amusement arcade]]s. It was able to track head movement and featured [[3D computer graphics|3D polygon graphics]] in [[Stereoscopic video game|stereoscopic 3D]], powered by the [[Sega Model 1]] [[arcade system board]].<ref>{{cite web|url=https://archive.org/stream/nextgen-issue-006/Next_Generation_Issue_006_June_1995#page/n23/mode/2up|title=NEXT Generation Issue #6 June 1995|work=archive.org|accessdate=20 October 2015}}</ref> Also in 1994 Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas.

A year later, the artist [[Maurice Benayoun]] created the first VR artwork connecting in real time 2 continents: the "Tunnel under the Atlantic" between the [[Pompidou Centre]] in Paris and the Museum of Contemporary Art in [[Montreal]]. The installation included dynamic real time 3d modeling, video chat, spatialized sound and AI content management. A non-VR system called the [[Virtual Boy]] was created by [[Nintendo]] and was released in Japan on July 21, 1995 and in North America on August 15, 1995.<ref>{{cite web |url=http://www.theverge.com/products/virtual-boy/1672 |title=Nintendo Virtual Boy on theverge.com}}</ref>
Also in 1995, 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 web |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 – LA Times.}}</ref> Then in 1996 the same system was shown in tradeshow exhibits sponsored by [[Netscape]] Communications, and championed by Jim Barksdale, for the first time showing VR connected to the Internet with World Wide Web content feeds embedded in [[VRML]] 3D virtual world models. Forte released the [[VFX1 Headgear|VFX1]], a PC-powered virtual reality headset in 1995, which was supported by games including ''[[Descent (video game)|Descent]]'', ''[[Star Wars: Dark Forces]]'', ''[[System Shock]]'' and ''[[Quake (video game)|Quake]]''. In 1999, entrepreneur [[Philip Rosedale]] formed [[Linden Lab]] with an initial focus on the development of hardware that would enable computer users to be fully immersed in a 360 degree virtual reality experience. 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.<ref>Au, Wagner James. ''The Making of Second Life'', pg. 19. New York: Collins. ISBN 978-0-06-135320-8.</ref> That vision soon morphed into the software-based, 3D virtual world [[Second Life]].

[[File:Oculus Rift - Developer Version - Front.jpg|thumb|A 2013 developer version of [[Oculus Rift]] from [[Oculus VR]], the company [[Facebook]] acquired in 2014 for $2 billion]]

=== 2000–present ===
[[File:Google-Cardboard.jpg|thumb|The affordable and accessible [[Google Cardboard]] standard.]]
In 2001, SAS3 or SAS Cube became the first PC based cubic room, developed by Z-A Production ([[Maurice Benayoun]], David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack. By 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}}</ref> In 2010, [[Palmer Luckey]], who later went on to found [[Oculus VR]], 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. This initial design would later serve as a basis from which the later designs came.<ref>Rubin,Peter. (2014). Oculus Rift. ''Wired,'' ''22''(6), 78.</ref>

In 2013, 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 blog: 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 July 2013, Guild Software's [[Vendetta Online]] was widely reported as the first [[MMORPG]] to support the Oculus Rift,<ref>{{cite web|url=http://www.pcgamer.com/vendetta-online-is-the-first-mmo-to-get-oculus-rift-support/|title=Vendetta Online is the first MMO to get Oculus Rift support|work=PCGamer|date=July 23, 2013}}</ref><ref>{{cite web|url=http://www.polygon.com/2013/7/24/4552076/vendetta-online-takes-its-digital-galaxies-to-oculus-rift|title=Vendetta Online takes its digital galaxies to the Oculus Rift|work=Polygon|date=July 24, 2013}}</ref> making it potentially the first persistent online world with native support for a consumer virtual reality headset. Since 2013, there have been several virtual reality devices that seek to enter the market to complement Oculus Rift to enhance the game experience. One, [[Virtuix Omni]], is based on the ability to move in a three dimensional environment through an [[omnidirectional treadmill]].

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>

On March 25, 2014, [[Facebook]] purchased Oculus VR for $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 |accessdate=March 27, 2014}}</ref> In that same month, [[Sony]] announced Project Morpheus (its code name for [[PlayStation VR]]), a virtual reality headset for the [[PlayStation 4]] video game console.<ref>{{cite web |url=http://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}}</ref> Google announces [[Google Cardboard|Cardboard]], a do-it-yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head. In 2015, the Kickstarter campaign for Gloveone, a pair of gloves providing 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>

In February–March 2015, [[HTC]] partnered with [[Valve Corporation]] announced their virtual reality headset [[HTC Vive]] and controllers, along with their tracking technology called Lighthouse, which utilizes "base stations" mounted to the wall above the user's head in the corners of a room for positional tracking of the Vive headset and its motion controllers using infrared light.<ref name=engadget-steamvr>{{cite web|title=Valve is making a VR headset and its own Steam Machine|url=http://www.engadget.com/2015/02/23/steamvr-valve-virtual-reality-gdc/|website=Engadget|accessdate=1 March 2015}}</ref><ref name=verge-gdcsteamvr>{{cite web|title=Valve showing off new virtual reality hardware and updated Steam controller next week|url=http://www.theverge.com/2015/2/23/8094817/valve-virtual-reality-hardware-gdc-2015|website=The Verge|accessdate=1 March 2015}}</ref><ref name=verge-valvevr>{{cite web|title=Valve's VR headset revealed with Oculus-like features|url=http://www.theverge.com/2014/6/3/5775220/valve-vr-headset-pictures-concept-features|website=The Verge|accessdate=1 March 2015}}</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}}</ref> The company announced its plans to release the Vive to the public in April 2016 on December 8, 2015.<ref>{{cite web|last1=Gaudiosi|first1=John|title=Why the HTC Vive Delayed Launch is Good News for Oculus|url=http://fortune.com/2015/12/11/htc-vive-ships-in-april/|website=fortune.com|publisher=Fortune|accessdate=7 January 2016|date=11 December 2015}}</ref><ref>{{cite web|url=http://blog.htc.com/2015/12/htc-vive-update/|title=HTC Vive Update - HTC Blog|date=2015-12-08|website=HTC Blog|language=en-US|access-date=2016-06-19}}</ref> Units began shipping on April 5, 2016.<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>

In July 2015, [[OnePlus]] became the first company to launch a product using virtual reality.<ref>{{cite web|url=http://tech.firstpost.com/news-analysis/oneplus-2-to-be-revealed-on-27-july-via-worlds-first-vr-product-launch-271834.html|title=OnePlus 2 to be revealed on 27 July via world's first VR product launch|work=Tech2|accessdate=20 October 2015}}</ref> They used VR as the platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play Store,<ref>{{cite web|url=https://play.google.com/store/apps/details?id=net.oneplus.two.vrlaunch&hl=en|title=OnePlus 2 Launch – Android Apps on Google Play|author=OnePlus Ltd.|work=google.com|accessdate=20 October 2015}}</ref> then on YouTube.<ref>{{cite av media|url=https://www.youtube.com/watch?v=y02aDqOqcmg|title=OnePlus 2: World's First Product Launch in VR|date=27 July 2015|work=YouTube|accessdate=20 October 2015}}</ref> The launch was viewable using OnePlus Cardboard, based on the Google's own Cardboard platform. The whole VR launch had a runtime of 33 minutes, and was viewable in all countries. Also in 2015, [[Jaunt (Company)|Jaunt]], a startup company developing cameras and a [[Cloud computing|cloud]] distribution platform, whose content will be accessible using an [[Mobile app|app]], reached $100 million in funding from such sources as [[The Walt Disney Company|Disney]] and [[The Madison Square Garden Company|Madison Square Garden]].<ref>{{cite journal|title=Banking on Virtual Reality|last=Baumgartner|first=Jeff|work=[[Broadcasting & Cable]]|date=28 September 2015|page=10}}</ref> On April 27, 2016, [[Mojang]] announced that [[Minecraft]] is now playable on the [[Samsung Gear VR|Gear VR]].<ref>{{cite web|url=https://mojang.com/2016/04/minecraft-arrives-on-gear-vr-today/|title=Minecraft arrives on Gear VR today|date=27 April 2016|work=Mojang|accessdate=31 May 2016}}</ref> Minecraft is still being developed for the Oculus Rift headset but a separate version was released to the Oculus Store for use with the Gear VR. This version is similar to the Pocket Edition of Minecraft.

== Use ==

===Media===

Media companies such as [[Paramount Pictures]], and [[Disney]] have applied VR into marketing campaigns creating interactive forms of media. In October 2014 Paramount Pictures, in collaboration with the media production company [[Framestore]], created a VR experience utilizing the [[Oculus]] DK2. The experience was dubbed a "time sensitive adventure in space" that took place in a portion of the Endurance space ship from the film "Interstellar." The experience was available to the public at limited AMC theater locations.<ref>{{cite news|url=http://search.proquest.com/docview/1648221081?accountid=14512|title=WSJ.D Technology: Oculus VR Seeks to Go Beyond Games — Facebook Unit to Create Lab to Help Studios Create Films Using Virtual Reality Technology|date=Jan 27, 2015|publisher=Wall Street Journal|last1=Rusli|first1=Evelyn|accessdate=8 June 2016}}</ref><ref>{{cite web|url=http://www.framestore.com/work/interstellar-vr-experience|title=Framestore Works|website=Framestore|accessdate=8 June 2016}}</ref> In May 2016, Disney released a VR experience titled Disney Movies VR on Valve Corporation's [[Steam]] software, free for download. The experience allows users to interact with the characters and worlds from the Disney, Marvel, and Lucasfilm universes.<ref>{{cite web|title=Disney Movie VRl=http://store.steampowered.com/app/469650/|website=Steam Powered|accessdate=8 June 2016}}</ref>

Many companies, including [[GoPro]], [[Nokia]], [[Samsung]], [[Ricoh]] and [[Nikon]], develop [[omnidirectional camera]]s, also known as 360-degree cameras or VR cameras, that have the ability to record in all directions.<ref>{{cite web|url=http://www.pocket-lint.com/news/137301-360-degree-cameras-the-best-vr-cams-no-matter-your-budget|title=360-degree cameras: The best VR cams, no matter your budget|website=Pocket-lint|last1=Betters|first1=Elyse|accessdate=6 June 2016}}</ref> These cameras are used to create images and videos that can be viewed in VR. (See [[VR photography]].) Films produced for VR permit the audience to view the entire environment in every scene, creating an interactive viewing experience. Production companies, such as [[Fox Searchlight Pictures]] and [[Skybound]], utilize VR cameras to produce films that are interactive in VR.
Fox Searchlight, Oculus and Samsung Gear VR collaborated on a project titled "Wild – The Experience", starring Reese Witherspoon. The VR film was presented at the [[Consumer Electronics Show]] as well as the [[Sundance Film Festival]] in January 2015.<ref>{{cite news|url=http://www.nytimes.com/2014/12/15/business/media/virtual-reality-wild-trek-with-reese-witherspoon.html?_r=0|title=Virtual Reality 'Wild' Trek, With Reese Witherspoon|publisher=New York Times|last1=Cieply|first1=Michael|website=www.nytimes.com|accessdate=8 June 2016}}</ref> On December 8, 2015, the production company [[Skybound Entertainment|Skybound]] announced their VR thriller titled "Gone". In collaboration with the VR production company WEVR, and Samsung Gear VR, the 360-degree video series was released on January 20, 2016.<ref>{{cite web|url=http://www.engadget.com/2015/12/04/gone-vr-thriller/|title='Gone' is a VR thriller from 'Walking Dead' team and Samsung|website=Engadget|last1=Lee|first1=Nicole|accessdate=26 May 2016}}</ref><ref>{{cite web|url=http://www.imdb.com/title/tt4876244/|title=Gone: VR 360|website=IMDB|accessdate=26 May 2016}}</ref>

Non-profit organisations such as [[Amnesty International]], [[UNICEF]], and [[World Wide Fund for Nature]] (WWF) have started using virtual reality to bring potential supporters closer to their work, effectively bringing distant social, political and environmental issues and projects to members of the public in immersive ways not possible with traditional media. Panoramic 360 views of conflict in Syria<ref>http://www.unicef360.com/</ref> and face to face encounters with CGI tigers in Nepal<ref>http://www.wwf.org.uk/adoption/virtual-tiger/?utm_source=web1&utm_medium=ftf&utm_campaign=vrtiger&pc=AQF407096</ref> have been used in experiential activations and shared online to both educate and gain financial support for such charitable work.

Pornographic studios such as [[Naughty America]], [[BaDoinkVR]] and [[Kink.com|Kink]] have applied VR into their products since late 2015 or early 2016. The clips and videos are shot from an angle that resembles POV-style porn.<ref>{{cite web|url=http://www.businesswire.com/news/home/20160310006584/en/Naughty-America-Invites-Experience-Virtual-Reality-Adult|title=Naughty America Invites You to Experience Virtual Reality Adult Entertainment During South by Southwest|website=Business Wire|publisher=Business Wire|accessdate=July 31, 2016}}</ref><ref>{{cite web|url=http://www.irishtimes.com/business/technology/virtual-reality-porn-the-end-of-civilisation-as-we-know-it-1.2720457|title=Virtual reality porn: the end of civilisation as we know it?|website=The Irish Times|publisher=The Irish Times|last1=Holden|first1=John|accessdate=July 31, 2016}}</ref>

In September 2016, Agon announced that the upcoming [[World Chess Championship]] match between [[Magnus Carlsen]] and [[Sergey Karjakin]], scheduled for that November, would be "the first in any sport to be broadcast in 360-degree virtual reality."<ref>[https://www.chess.com/news/virtual-reality-to-be-added-to-world-champs-viewing-experience-5943 Virtual reality to be added to World Champs Viewing Experience] (Chess.com)</ref>

[[Fox Sports (United States)|Fox Sports]] unveiled ''Fox Sports VR'', a series of virtual reality broadcasts consisting mainly of ''[[Fox College Football]]'' broadcasts, in September 2016. The telecasts (which use roughly 180 degrees of rotation) were made available through smartphone apps and head-mounted displays, with [[TV Everywhere]] authentication required. The first VR telecast, which featured [[Oklahoma Sooners football|Oklahoma]] hosting [[Ohio State Buckeyes football|Ohio State]], took place September 17.<ref>{{cite web|url=http://variety.com/2016/digital/news/fox-sports-college-football-vr-1201858653/|title=Fox Sports Streams College Football Match in Virtual Reality|last=Rœttgers|first=Janko|date=September 13, 2016|work=Variety|accessdate=October 26, 2016}}</ref><ref>{{cite web|url=http://www.si.com/college-football/2016/10/07/texas-oklahoma-virtual-reality-stream-fox-sports|title=Fox Sports streaming Red River Rivalry live in virtual reality|date=October 7, 2016|publisher=Sports Illustrated|work=SI.com|accessdate=October 26, 2016}}</ref>

=== Education and training ===
[[File:VR-Helm.jpg|thumb|[[United States Navy|U.S. Navy]] personnel using a VR parachute training simulator.]]
Research has been done on learning in virtual reality, as its immersive qualities may enhance learning. VR is used by trainers to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. [[Thomas A. Furness III]] was one of the first to develop the use of VR for military training when, in 1982, he presented the Air Force with his first working model of a virtual flight simulator he called the Visually Coupled Airborne Systems Simulator (VCASS). The second phase of his project, which he called the "Super Cockpit", was even more advanced, with high resolution graphics (for the time) and a responsive display. Furness is often credited as a pioneer in virtual reality for this research.<ref name=":0">{{cite web|url=http://cultronix.eserver.org/chesher/?utm_source=friendfeedlikes&utm_medium=twitter|title=Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality|last=Chesher|first=Chris|date=1994|website=|publisher=Cultronix|access-date=}}</ref> VR plays an important role in combat training for the military. It allows the recruits to train under a controlled environment where they are to respond to different types of combat situations. A fully immersive virtual reality that uses [[head-mounted display]] (HMD), data suits, [[wired glove|data glove]], and VR weapon are used to train for combat. This setup allows the training's reset time to be cut down, and allows more repetition in a shorter amount of time. The fully immersive training environment allows the soldiers to train through a wide variety of terrains, situations and scenarios.<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>
[[File:A soldier with the Royal Netherlands Army sits on the gunner station while training in the Training Support Activity Europe's Virtual Clearance Training Suite as part of the European Union's Battle group 140221-A-FS311-062.jpg|thumb|right|200px|A headscreen-wearing soldier sits at a gunner station while learning in a Virtual Training Suite.]]
VR is also used in flight simulation for the Air Force where people are trained to be pilots. The simulator would sit on top of a hydraulic lift system that reacts to the user inputs and events. When the pilot steer the aircraft, the module would turn and tilt accordingly to provide [[Haptic technology|haptic feedback]]. The flight simulator can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view. The most important reasons on using simulators over learning with a real aircraft are the reduction of transference time between land training and real flight, the safety, economy and absence of pollution.<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> By the same token, virtual driving simulations are used to train tank drivers on the basics before allowing them to operate the real vehicle.<ref name="Virtual Reality Training">{{cite web | url = http://science.howstuffworks.com/virtual-military1.htm | title = How Virtual Reality Military Applications Work}}</ref> Finally, the same goes for truck driving simulators, in which Belgian firemen are for example trained to drive in a way that prevents as much damage as possible. As these drivers often have less experience than other truck drivers, virtual reality training allows them to compensate this. In the near future, similar projects are expected for all drivers of priority vehicles, including the police.<ref>{{cite web|last=RDS|title=Nieuws Pivo en VDAB bundelen rijopleiding vrachtwagens|url=http://www.nieuwsblad.be/article/detail.aspx?articleid=DMF20131112_00836126|publisher=Het Nieuwsblad|accessdate=22 May 2014}}</ref>

Medical personnel are able to train through VR to deal with a wider variety of injuries.<ref name="Virtual reality combat training">{{cite web | url = http://www.vrs.org.uk/virtual-reality-military/combat-training.html | title = Virtual reality combat training}}</ref> An experiment was performed by sixteen surgical residents where eight of them went through [[Cholecystectomy|laparoscopic cholecystectomy]] through VR training. They then came out 29% faster at [[gallbladder]] dissection than the controlled group.<ref name="Virtual Reality Training2">{{cite journal | title = Virtual Reality Training Improves Operating Room Performance | pmc=1422600 | pmid=12368674 | doi=10.1097/01.SLA.0000028969.51489.B4 | volume=236 | year=2002 | journal=Ann. Surg. | pages=458–63; discussion 463–4 | last1 = Seymour | first1 = NE | last2 = Gallagher | first2 = AG | last3 = Roman | first3 = SA | last4 = O'Brien | first4 = MK | last5 = Bansal | first5 = VK | last6 = Andersen | first6 = DK | last7 = Satava | first7 = RM}}</ref> With the increased commercial availability of certified training programs for basic skills training in VR environments, students have the ability to familiarize themselves with necessary skills in a corrective and repetitive environment; VR is also proven to help students familiarize themselves with skills not specific to any particular procedure.<ref>{{Cite journal|last=Van Bruwaene|first=Siska|last2=Schijven|first2=Marlies P.|last3=Napolitano|first3=Daniel|last4=De Win|first4=Gunter|last5=Miserez|first5=Marc|date=2015-05-01|title=Porcine Cadaver Organ or Virtual-Reality Simulation Training for Laparoscopic Cholecystectomy: A Randomized, Controlled Trial|url=http://www.sciencedirect.com/science/article/pii/S1931720414003171|journal=Journal of Surgical Education|volume=72|issue=3|pages=483–490|doi=10.1016/j.jsurg.2014.11.015}}</ref> Hard skills are not the only educational application for medical personnel. In an experiment conducted by Pr. [[Marianne Schmid Mast|Schmid Mast]], virtual medical visit were simulated to identify efficient communication styles and train doctors accordingly.<ref>Disentangling physician sex and physician communication style: their effects on patient satisfaction in a virtual medical visit MS Mast, JA Hall, DL Roter - Patient education and counseling, 2007</ref> VR application was used to train road crossing skills in children. It proved to be rather successful. However some students with autistic spectrum disorders after such training might be unable to distinguish virtual from real. As a result, they may attempt quite dangerous road crossings.<ref>{{cite journal|url=http://ntv.ifmo.ru/en/article/11182/proshloe_i_buduschee_3-D_tehnologiy_virtualnoy_realnosti_.htm|title=PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY) TECHNOLOGY|author=N. Foreman, L. Korallo|journal=Scientific and Technical Journal of Information Technologies, Mechanics and Optics|volume=14|issue=6|year=2014}}</ref>

=== Video games ===
[[File:PlaystationVR (29014205246).jpg|thumb|[[PlayStation VR]] headset used in video games]]
[[File:HAPTIKA .jpg|thumb|left|170px|A person wearing haptic feedback devices, which enable him to feel elements in the virtual world.]]

The use of graphics, sound and input technology in [[video game]]s can be incorporated into VR. Several Virtual Reality head mounted displays (HMD) were released for gaming during the early-mid 1990s. These included the [[Virtual Boy]] developed by [[Nintendo]], the iGlasses developed by Virtual I-O, the Cybermaxx developed by Victormaxx and the [[VFX1 Headgear]] developed by [[Forte Technologies]]. Other modern examples of narrow VR for gaming include the [[Wii Remote]], the [[Kinect]], and the [[PlayStation Move]]/[[PlayStation Eye]], all of which track and send motion input of the players to the game console somewhat accurately.

Several companies were working on a new generation of VR headsets, which were released on March 28, 2016: [[Oculus Rift]] is a head-mounted display for gaming purposes developed by Oculus VR, an American technology company that was acquired for US$2 billion by [[Facebook]] in 2014. One of its rivals was named by Sony as PlayStation VR (codenamed Morpheus), which requires a PS4 instead of a PC to run. In 2015, [[Valve Corporation]] announced their partnership with [[HTC]] to make a VR headset capable of tracking the exact position of its user in a 4.5 by 4.5 meters area, the [[HTC Vive]].<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|work=Data Reality|accessdate=15 August 2015}}</ref> All these virtual reality headsets are tethered headsets that use special lenses to magnify and stretch a 5.7-inch screen (in the case of Morpheus) across the field of vision. There are more gaming VR headsets in development, each with its own special abilities. [[StarVR]] offers a 210° field of view, whereas [[FOVE]] tracks the position of human eyes as an input method.<ref>{{cite web|url=http://data-reality.com/virtual-reality-headsets-comparison/|title=Virtual reality headset comparison|work=Data Reality|accessdate=15 August 2015}}</ref>

===Fine arts===
[[David Em]] was the first fine artist to create navigable virtual worlds 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, PA|page=203}}</ref> His early work was done on mainframes at [[Information International, Inc.]], [[Jet Propulsion Laboratory]], and [[California Institute of Technology]]. [[Jeffrey Shaw]] explored the potential of VR in fine arts with early works like ''Legible City'' (1989), ''Virtual Museum'' (1991), and ''Golden Calf'' (1994). Canadian artist [[Char Davies]] created immersive VR art pieces ''Osmose'' (1995) and ''Ephémère'' (1998). [[Maurice Benayoun]]'s work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like ''Is God Flat?'' (1994), "Is the Devil Curved?" (1995), ''[[Maurice Benayoun|The Tunnel under the Atlantic]]'' (1995), and ''World Skin, a Photo Safari in the Land of War'' (1997). Other pioneering artists working in VR have include [[Knowbotic Research]], [[Rebecca Allen (artist)|Rebecca Allen]] and [[Perry Hoberman]].<ref>{{cite web|url=https://www.digitalartarchive.at/nc/home.html|title=Database of Virtual Art|last=|first=|date=|website=|publisher=|access-date=}}</ref> In 2016 the first project in Poland called ''[[The Abakanowicz Art Room]]'' was realized – it was documentation of the art office professor [[Magdalena Abakanowicz]] made by [[Jarosław Pijarowski]] and Paweł Komorowski.<ref name="Information about The Abakanowicz Art Room">{{cite web|title=Information about The Abakanowicz Art Room|url=http://www.kulturalna.warszawa.pl/wydarzenia,1,168854.html?locale=pl_PL&b=1|website=kulturalna.warszawa.pl|accessdate=22 January 2017}}</ref>

=== Engineering ===
The use of 3D [[computer-aided design]] (CAD) data was limited by 2D monitors and paper printouts until the mid-to-late 1990s, when video projectors, 3D tracking, and computer technology enabled a renaissance in the use 3D CAD data in virtual reality environments. With the use of active shutter glasses and multi-surface projection units immersive engineering was made possible by companies like VRcom and [[:de:ICIDO|IC.IDO]]. Virtual reality has been used in automotive, aerospace, and ground transportation original equipment manufacturers (OEMs) in their product engineering and manufacturing engineering . Virtual reality adds more dimensions to [[virtual prototyping]], product building, assembly, service, performance use-cases. This enables engineers from different disciplines to view their design as its final product. Engineers can view the virtual bridge, building or other structure from any angle. As well, some computer models allow engineers to test their structure's resistance to winds, weight, and other elements. Immersive VR engineering systems enable engineers, management and investors to see virtual prototypes prior to the availability of any physical prototypes.

=== Heritage and archaeology ===
The first use of a VR presentation in a heritage application was in 1994, when a museum visitor interpretation provided an interactive "walk-through" of a 3D reconstruction of [[Dudley Castle]] in England as it was in 1550. This consisted of a computer controlled laserdisc-based system designed by British-based engineer Colin Johnson. The system was featured in a conference held by the British Museum in November 1994, and in the subsequent technical paper, ''Imaging the Past – Electronic Imaging and Computer Graphics in Museums and Archaeology''.<ref>Higgins, T., Main, P. & Lang, J. (1996). [https://books.google.no/books?id=PopiQgAACAAJ "Imaging the Past: Electronic Imaging and Computer Graphics in Museums and Archaeology"], Volume 114 of Occasional paper, London: British Museum. {{ISSN|0142-4815}}.</ref> Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.<ref>Pimentel, K., & Teixeira, K. (1993). Virtual reality. New York: McGraw-Hill. ISBN 978-0-8306-4065-2</ref> The original sites are often inaccessible to the public or, due to the poor state of their preservation, hard to picture.<ref>Pletinckx, D.; Callebaut, D.; Killebrew, A.E.; Silberman, N.A. (2000). [http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=848427&isnumber=18442 "Virtual-reality heritage presentation at Ename"], "On-site VR" paragraph, in MultiMedia, IEEE , vol.7, no.2, pp.45-48</ref> This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.<ref>[http://news.bbc.co.uk/2/hi/programmes/click_online/4385006.stm "Architecture's Virtual Shake-Up"] Tayfun King, ''Click'', BBC World News (2005-10-28)</ref>

=== Architectural design ===
[[File:A visitor at Mozilla Berlin Hackshibition trying Oculus Rift virtual reality experience.gif|thumb|A visitor at Mozilla Berlin Hackshibition trying Oculus Rift virtual reality experience on Firefox.]]
One of the first recorded uses of virtual reality in architecture was in the late 1980s when the University of North Carolina modeled its Sitterman Hall, home of its computer science department, in a virtual environment.<ref name=":1">{{cite web|url=https://w2.eff.org/Misc/Publications/John_Perry_Barlow/HTML/being_in_nothingness.html|title=Being in Nothingness: Virtual Reality and the Pioneers of Cyberspace|last=Barlow|first=John Perry|date=1990|website=Electronic Frontiers Foundation|publisher=|access-date=}}</ref> Several companies, including IrisVR and Floored, Inc., provide software or services that allow architectural design firms and various clients in the real estate industry to tour virtual models of proposed building designs. IrisVR currently provides software that allows users to convert design files created in CAD programs like SketchUp and Revit into files viewable with an Oculus Rift, HTC Vive, or a smartphone "in one click", without the need for complex tiered workflows or knowledge of game engines such as Unity3D.<ref>{{cite web|title = Home|url = http://www.irisvr.com/|website = IrisVR - Virtual Reality for Architecture, Engineering, Design|access-date = 2016-02-15}}</ref> Floored, meanwhile, manually constructs and refines Rift-viewable 3D models in-house from either CAD files for un-built designs or physical scans of already built, brick-and-mortar buildings, and provides clients with access to its own viewing software, which can be used with either an Oculus Rift or a standard 2D web browser, afterward.<ref>{{cite web|title = 3D Services|url = http://www.floored.com/3d-services/|website = Floored|access-date = 2016-02-16}}</ref>

VR software products like these can provide a number of benefits to architects and their clients. During the design process, architects can use VR to experience the designs they are working on before they are built. Seeing a design in VR can give architect a correct sense of scale and proportion.<ref>{{cite web
| url = https://labs.chaosgroup.com/index.php/cg-garage-podcast/cg-garage-podcast-61-shane-scranton-irisvr/
| title = CG Garage Podcast #61 {{!}} Shane Scranton – IrisVR – Chaos Group Labs
| website = labs.chaosgroup.com
| access-date = 2016-02-26
}}</ref> Having an interactive VR model also eliminates the need to make physical miniatures to demonstrate a design to clients or the public. Later on, after a building is constructed, developers and owners can create a VR model of a space that allows potential buyers or tenants to tour a space in VR, even if real-life circumstances make a physical tour unfeasible. For instance, if the owner of an apartment building has a VR model of a space while the building is under construction, she can begin showing and renting the units before they are even ready to be occupied. Furthermore, this sort of showing can be conducted over any distance, as long as the potential customer has access to a VR setup (or, even, with the help of [[Google Cardboard]] or a similar phone-based VR headset, nothing but a smartphone.)

=== Urban design ===
[[File:A Coved land development.JPG|thumb|A land development plan using Prefurbia, a 4th generation design system.]]
In 2010, 3D virtual reality was beginning to be used for urban regeneration, planning and transportation projects.<ref>Roudavski, S. (2010). [http://www.academia.edu/231381/Virtual_Environments_as_Situated_Techno-Social_Performances_Virtual_West_Cambridge_Case-Study Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study], in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp. 477-486</ref> In 2007, development began on a virtual reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans. The item list contained a set of controls for [[3D rendering]], such as water reflective surfaces or building height. The land surface in software to create a contour map uses a digital terrain model (DTM). By 2010, prototype software was developed for LandMentor, a technology to automate the process leading from design to virtualization.
[[File:A Coved Streetscape.JPG|thumb|A streetscape with homes, showing architectural shaping and blending]]

=== Therapy ===
{{Main article|Virtual reality therapy}}

The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, including [[phobia]] treatments.

Furthermore, the use of VR as a distraction during medical procedures has been studied as well, mostly in children. The reasoning behind this is inspired by the [[gate control theory of pain]].

===Theme parks===

Since 2015, virtual reality has been installed onto a number of roller coasters, including [[Galactica (roller coaster)|Galactica]] at [[Alton Towers]], [[The New Revolution (roller coaster)|The New Revolution]] at [[Six Flags Magic Mountain]] and [[Alpenexpress]] at [[Europa-Park|Europapark]], amongst others.
[[The Void (virtual reality)|The Void]] is a virtual reality theme park in [[Pleasant Grove, Utah]] that has attractions where, by using virtual reality and other new technologies that haven't yet hit the market, you can play the game as if you were inside it. An illusion created by more than one of our senses, in this park, you can see, smell and even touch what is happening in the game.

===Concerts===
[[File:Assembled Google Cardboard VR mount.jpg|alt=Virtual Reality|thumb|Assembled Google Cardboard VR]]
In [[Oslo Spektrum]] on May the 3rd 2016, Norwegian pop band [[a-ha]] cleared away their normal stage-production to give room for a very different concert performance in collaboration with Void, a [[Norway|Norwegian]] [[computational]] design studio working in the intersection between [[design]], [[architecture]], [[art]] and [[technology]]. The collaboration resulted in a unique one-of-a-kind concert with advanced [[scenography]] using 360 virtual reality technology. [[Stereo camera|3D cameras]], 20000 lines of codes, 1000 square meters of projection film and massive projectors was set up into a visual show that made the [[Oslo Spektrum]] arena in [[Oslo]], [[Norway]] into a light installation and visual experience that unfolded live for the audience instead of a pre programmed sequence. The stereoscopic VR-experience was made available for Android users directly through a YouTube app and also made available for iPhone users and other platforms.<ref>https://www.youtube.com/watch?v=vDh-4ySTC7I</ref><ref>http://a-ha.com/news/articles/preparing-for-afterglow/</ref><ref>http://a-ha.com/news/articles/afterglow/</ref>

===Retail===

[[Lowe's]], [[IKEA]] and [[Wayfair]] and other retailers have developed systems that allow their products to be seen in virtual reality, to give consumers a better idea of how the product will fit into their home, or to allow the consumer to get a better look at the product from home.<ref>{{cite web | url=http://www.bostonglobe.com/business/2016/05/05/adding-level-reality-online-shopping/wXRlzWBdGIo7j5LO8sOg5K/story.html | title=Adding a level of reality to online shopping | work=The Boston Globe | date=May 5, 2016 | accessdate=May 23, 2016 | author=Kirsner, Scott}}</ref> Consumers looking at digital photos of the products can "turn" the product around virtually, and see it from the side or the back. The retail travel industry such as Cruise About and [[Flight Centre]] have been adopting VR to enable customer in their stores to view cruise cabins, tourism content, and hotel rooms prior to booking.

===Exercise and fitness===
Certain companies are using VR to target the fitness industry by using [[gamification]] concepts from video games to distract from the tedium of exercise.<ref>{{cite news | title=Virtual reality apps aim to make exercise less tedious | work=Tyler Morning Telegraph | date=August 21, 2016 | author=Kim, Meeri | pages=A1, A11}}</ref>

=== Marketing ===
Virtual Reality has the potential to completely replace many forms of digital marketing.<ref>http://www.onitdigital.com/the-future-is-now-virtual-reality-and-digital-marketing/</ref> Marketing strategies in small and middle sized enterprises, ever more frequently include virtual reality in their ad concepts, POS material and budgets. Virtual Reality presents a unique opportunity for advertisers to reach a completely immersed audience.<ref>http://www.convinceandconvert.com/digital-marketing/virtual-reality-for-marketers/</ref>

== In fiction ==
{{Multiple issues|
{{unreferenced section|date=July 2010}}
{{Split section|date=January 2017}}|section=yes}}
Many [[science fiction]] books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles"<ref name="gutenberg.org" /> by [[Stanley G. Weinbaum]]. A more modern work to use this idea was [[Daniel F. Galouye]]'s novel ''[[Simulacron-3]]'', which was made into a German teleplay titled ''Welt am Draht'' ("World on a Wire") in 1973. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating [[virtual world]]s in which one may escape from Earth. [[Stanisław Lem]]'s 1961 story "I ({{not a typo|Profesor}}<!-- this is Polish spelling, not a typo --> Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I",<ref>{{cite web|url=http://www.isfdb.org/cgi-bin/pe.cgi?23841|title=Ijon Tichy – Series Bibliography|publisher=|accessdate=21 September 2014}}</ref> dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise ''[[Summa Technologiae]]''. The [[Piers Anthony]] novel ''[[Killobyte]]'' follows the story of a paralyzed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player slowly succumbing to insulin shock.

A number of other popular fictional works use the concept of virtual reality. These include [[William Gibson]]'s 1984 ''[[Neuromancer]]'', which defined the concept of cyberspace, and his 1994 ''[[Virtual Light]]'', where a presentation viewable in VR-like goggles was the [[MacGuffin]]. Other examples are [[Neal Stephenson]]'s ''[[Snow Crash]]'', in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and [[Rudy Rucker]]'s ''[[The Hacker and the Ants]]'', in which programmer Jerzy Rugby uses VR for robot design and testing. The [[Otherland]] series of 4 novels by [[Tad Williams]], published from 1996 to 2001 and set in the 2070s, shows a world where the [[Internet]] has become accessible via virtual reality. The ''[[Doctor Who]]'' serial "[[The Deadly Assassin]]", first broadcast in 1976, introduced a dream-like computer-generated reality, known as [[Matrix (Doctor Who)|the Matrix]]. British BBC2 sci-fi series ''[[Red Dwarf]]'' featured a virtual reality game titled "Better Than Life", in which the main characters had spent many years connected. [[Saban Capital Group|Saban]]'s syndicated superhero television series ''[[VR Troopers]]'' also made use of the concept. The [[holodeck]] featured in ''[[Star Trek: The Next Generation]]'' is one of the best known examples of virtual reality in popular culture, including the ability for users to interactively modify scenarios in real time with a natural language interface. The depiction differs from others in the use of a physical room rather than a neural interface or headset.

The ''[[.hack]]'' multimedia franchise is based on a virtual reality [[Massively multiplayer online role-playing game|MMORPG]] dubbed "[[The World (.hack)|The World]]". The French animated series ''[[Code Lyoko]]'' is based on the virtual world of ''[[Code Lyoko|Lyoko]]'' and the [[Internet]]. In 2009, British [[digital radio]] station [[BBC Radio 4 Extra|BBC Radio 7]] broadcast ''[[Planet B]]'', a science-fiction drama set in a virtual world. ''Planet B'' was the largest ever commission for an original drama programme.<ref>{{cite news|last=Hemley|first=Matthew|url=http://www.thestage.co.uk/news/newsstory.php/21930/bbc-radio-launches-major-cross-station-sci-fi|title=BBC radio launches major cross-station sci-fi season|publisher=[[The Stage]]|date=2008-09-30|accessdate=2009-04-09}}</ref> The 2012 series ''[[Sword Art Online]]'' involves the concept of a virtual reality MMORPG of the same name, with the possibility of dying in real life when a player dies in the game. Also, in its 2014 sequel, ''Sword Art Online II'', the idea of bringing a virtual character into the real world via mobile cameras is posed; this concept is used to allow a bedridden individual to attend public school for the first time.''[[Accel World]]'' (2012) expands the concept of virtual reality using the game ''Brain Burst'', a game which allows players to gain and receive points to keep accelerating; accelerating is when an individual's brain perceives the images around them 1000 times faster, heightening their sense of awareness.

In October 2016, television series ''[[Halcyon (TV series)|Halcyon]]'' was released as a "virtual reality series", where some episodes are broadcast on conventional television, some as VR content for interfaces like Oculus Rift. The show, itself, is a crime drama following the world's first "VR Crimes Unit" in 2048.

=== Motion pictures ===

[[File:Worldskin-01.jpg|thumb|World Skin (1997), [[Maurice Benayoun]]'s virtual reality interactive installation]]
* [[Rainer Werner Fassbinder]]'s 1973 film ''[[Welt am Draht]]'', based on Daniel F. Galouye's novel Simulacron-3, shows a virtual reality simulation ''inside'' another virtual reality simulation
* In 1983, the [[Natalie Wood]] / [[Christopher Walken]] film ''[[Brainstorm (1983 film)|Brainstorm]]'' revolved around the production, use, and misuse of a VR device.
* ''[[Total Recall (1990 film)|Total Recall]]'', directed by Paul Verhoeven and based on the [[Philip K. Dick]] story "We Can Remember It for You Wholesale"
* A VR-like system, used to record and play back dreams, figures centrally in [[Wim Wenders]]' 1991 film ''[[Until the End of the World]]''.
* The 1992 film ''[[The Lawnmower Man (film)|The Lawnmower Man]]'' tells the tale of a research scientist who uses a VR system to jumpstart the mental and physical development of his mentally handicapped gardener.
* The 1993 film ''[[Arcade (film)|Arcade]]'' is centered around a new virtual reality game (from which the film gets its name) that actively traps those who play it inside its world.
* The 1995 film ''[[Strange Days (film)|Strange Days]]'' is a science-fiction thriller about a fictional virtual reality trend in which users buy illegal VR recordings of criminal offences recorded from the offender's [[point of view (philosophy)|point of view]] (POV).
* The 1995 film ''[[Johnny Mnemonic (film)|Johnny Mnemonic]]'' has the main character Johnny (played by [[Keanu Reeves]]) use virtual reality goggles and [[brain–computer interface]]s to access the Internet and extract encrypted information in his own brain.
* The 1995 film ''[[Virtuosity]]'' has [[Russell Crowe]] as a virtual reality [[serial killer]] name SID 6.7 (Sadistic, Intelligent and Dangerous) who is used in a simulation to train real-world [[police officer]], but manages to escape into the real world.
* The 1999 film ''[[The Thirteenth Floor]]'' is an adaptation of Daniel F. Galouye's novel ''Simulacron-3'', and tells about two virtual reality simulations, one in another.
* In 1999, ''[[The Matrix]]'' and later sequels explored the possibility that our world is actually a vast virtual reality (or more precisely, [[simulated reality]]) created by artificially intelligent machines.
* ''[[eXistenZ]]'' (1999), by David Cronenberg, in which level switches occur so seamlessly and numerously that at the end of the movie it is difficult to tell whether the main characters are back in "reality".
* In the film ''[[Avatar (2009 film)|Avatar]]'', the humans are hooked up via advanced technologies with [[avatar]]s, enabling the avatars to remotely perform the actions of the humans.
* ''[[Surrogates]]'' (2009) is based on a [[brain–computer interface]] that allows people to control realistic humanoid robots, giving them full sensory feedback.
* The 2010 [[science fiction film|science fiction]] [[thriller film|thriller]] film ''[[Inception (film)|Inception]]'' is about a professional thief who [[corporate espionage|steals information]] by infiltrating the subconscious. He creates artificial thoughts that are so realistic that once they are implanted in a person's mind, the person thinks these are his own thoughts.<ref name="synop">{{Cite web|url=http://screenrant.com/inception-plot-synopsis-deatails-mikee-58124/|title=Updated 'Inception' Synopsis Reveals More|publisher=Screen Rant|date=May 5, 2010|accessdate=July 18, 2010|first=Mike|last=Eisenberg|quote=One last job could give him his life back but only if he can accomplish the impossible—inception.}}</ref>

== Concerns and challenges ==
{{Main article|Virtual reality sickness}}
There are certain health and safety considerations of virtual reality. For example, 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.
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=one>{{cite journal|last1=LaViola|first1=J. J. Jr|title=A discussion of cybersickness in virtual environments|journal=ACM SIGCHI Bulletin|date=2000|volume=32|pages=47–56|doi=10.1145/333329.333344}}</ref> The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.<ref name=two>{{cite web|last1=Kolasinski|first1=E. M.|title=Simulator sickness in virtual environments (ARI 1027)|url=http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA295861|website=www.dtic.mil|publisher=U.S. Army Research Institute for the Behavioral and Social Sciences|accessdate=22 July 2014}}</ref> Other symptoms include [[postural instability]] and retching.<ref name=two /> Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed.<ref name=one /> It is also different from [[simulator sickness]]; non-virtual reality simulator sickness tends to be characterized by [[oculomotor]] disturbances, whereas virtual reality sickness tends to be characterized by disorientation.<ref name=three>{{cite journal|last1=Stanney|first1=K. M.|last2=Kennedy|first2=R. S.|last3=Drexler|first3=J. M.|title=Cybersickness is not simulator sickness|journal=Proceedings of the Human Factors and Ergonomics Society Annual Meeting|date=1997|volume=41|pages=1138–1142|doi=10.1177/107118139704100292}}</ref>

In addition, there are social, 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. In the book ''The Metaphysics of Virtual Reality'' by [[Michael R. Heim]], seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, [[telepresence]], [[Immersion (virtual reality)|full-body immersion]], and network communication. There has been an increase in interest in the potential social impact of new technologies, such as virtual reality. In the book '' Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, '' Blascovich and Bailenson review the literature on the psychology and sociology behind life in virtual reality. Mychilo S. Cline's book ''Power, Madness, and Immortality: The Future of Virtual Reality'', argues that virtual reality will lead to a number of important changes in human life and activity.<ref>{{cite book|url=https://books.google.com/?id=7OxbJWzIaVEC&printsec=frontcover&dq=power+madness+and+immortality&q=|title=Power, Madness, & Immortality: the Future of Virtual Reality |publisher=Virtualreality.universityvillagepress.com |accessdate=2009-10-28|author1=Cline, Mychilo Stephenson|year=2005}}</ref> He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. Another such speculation has been written up on how to reach ultimate happiness via virtual reality.<ref>{{cite web|url=http://www.boloji.com/index.cfm?md=Content&sd=Articles&ArticleID=3247 |title=Virtual Reality and Nirvana by Dr. Anil Rajvanshi |publisher=Boloji.com |date=2005-04-10 |accessdate=2013-06-14}}</ref> He also argues that techniques will be developed to influence human behavior, [[interpersonal communication]], and [[cognition]].<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 |accessdate=2009-10-28}}</ref> As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.<ref>Castranova, E. (2007). Exodus to the Virtual World: How online fun is changing reality. New York: Palgrave Macmillan.</ref> Philosophical implications of VR are discussed in books, including [[Philip Zhai]]'s ''Get Real: A Philosophical Adventure in Virtual Reality'' (1998) and ''Digital Sensations: Space, Identity and Embodiment in Virtual Reality'' (1999), written by Ken Hillis.

Virtual reality technology faces a number of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. In January 2014, [[Michael Abrash]] gave a talk on VR at Steam Dev Days.<ref>{{cite web |url=http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf |title=Abrash Dev Days}}</ref> He listed all the requirements necessary to establish [[Immersion (virtual reality)#Presence|presence]] and concluded that a great VR system will be available in 2015 or soon after. While the visual aspect of VR is close to being solved, he stated that there are other areas of VR that need solutions, such as 3D audio, haptics, body tracking, and input. However, [[3D audio effect]]s exist in games and simulate the [[head-related transfer function]] of the listener (especially using headphones). Examples include [[Environmental Audio Extensions]] (EAX), [[DirectSound]] and [[OpenAL]]. VR audio developer [[Varun Nair]] points out that from a design perspective, sound for VR is still very much an open book. Many of the game audio design principles, especially those related to [[First-person shooter|FPS]] games, crumble in virtual reality. He encourages more [[sound designer]]s to get involved in virtual reality audio to experiment and push VR audio forward.<ref>{{cite web |url=http://www.asoundeffect.com/exploring-new-sonic-worlds-sound-for-virtual-reality/ |title=Exploring New Sonic Worlds: Sound for Virtual Reality}}</ref> There have been rising concerns that with the advent of virtual reality, some users may experience [[virtual reality addiction]].<ref>{{cite web|url=http://www.wareable.com/vr/vr-and-vice-9232|title=VR and vice: Are we heading for mass addiction to virtual reality fantasies|website=Wareable|access-date=2016-06-19}}</ref>

== Pioneers and notables ==
{{Prose|section|date=January 2016}}
{{div col}}
* [[Thomas A. Furness III]]
* [[Maurice Benayoun]]
* [[Mark Bolas]]
* [[Fred Brooks]]
* [[Anshe Chung]]
* [[Edmond Couchot]]
* [[James H. Clark]]
* [[Doug Church]]
* [[Char Davies]]
* [[Thomas A. DeFanti|Tom DeFanti]]
* [[David Em]]
* [[Scott Fisher (technologist)|Scott Fisher]]
* [[William Gibson]]
* [[Morton Heilig]]
* [[Eric Howlett]]
* [[Myron W. Krueger|Myron Krueger]]
* [[Knowbotic Research]]
* [[Jaron Lanier]]
* [[Brenda Laurel]]
* [[Palmer Luckey]]
* [[Michael Naimark]]
* [[Randy Pausch]]
* [[Mark Pesce]]
* [[Warren Robinett]]
* [[Philip Rosedale]]
* [[Louis Rosenberg (writer)|Louis Rosenberg]]<ref>Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993.</ref><ref>Rosenberg, "Virtual Haptic Overlays Enhance Performance in Telepresence Tasks," Dept. of Mech. Eng., Stanford Univ., 1994.</ref><ref name="autogenerated1">Rosenberg, "Virtual Fixtures: Perceptual Overlays Enhance Operator Performance in Telepresence Tasks," Ph.D. Dissertation, Stanford University.</ref>
* [[Daniel J. Sandin|Dan Sandin]]
* [[Susumu Tachi]]
* [[Ivan Sutherland]]
{{div col end}}

== Commercial industries ==
{{prose|section|date=February 2015}}
{{see|Comparison of retail head-mounted displays}}
The companies working in the virtual reality sector fall broadly into three categories of involvement: hardware (making headsets and input devices specific to VR), software (producing software for interfacing with the hardware or for delivering content to users) and content creation (producing content, whether interactive or passive storylines, games, and artificial worlds, for consumption and exploration with VR hardware).
{{div col}}
;HMD devices

* [[Facebook]] ([[Oculus Rift]])
* [[Google]] ([[Google Cardboard]], [[Google Daydream]])
* [[HTC]] & [[Valve Corporation|Valve]] ([[HTC Vive]])
* [[Microsoft]] ([[Microsoft HoloLens]])
* [[Razer Inc.|Razer]] ([[OSVR Hacker Dev Kit]])
* [[Samsung]] ([[Samsung Gear VR]])
* [[Sony Computer Entertainment]] ([[PS VR]])
* [[Starbreeze Studios]] ([[StarVR]])

;Input devices
* [[Cyberith Virtualizer]]
* [[Intugine]]
* [[Leap Motion]]
* [[Nokia]] ([[Nokia OZO camera]])
* [[Sixense]]
* [[uSens]]
* [[Virtuix Omni]]
* [[ZSpace (company)]]

;Software
* [[VREAM]]
* [[vorpX]]
* [[Dacuda]]

;Content
* [[Framestore]]
* [[iClone]]
* [[Innervision]]
* [[Moving Picture Company]]
* [[Reel FX]]
* [[xRes]]

; Emerging technologies
* [[360 degree video]]
* [[Augmented reality]]
* [[HoloLens]]
* [[Intel RealSense]]
* [[Magic Leap]]
* [[Mixed reality]]

; Companies
* [[Google]]
* [[Facebook]]
* [[Apple Inc.|Apple]]
* [[HTC]]
* [[Valve Corporation|Valve]]
* [[Samsung]]
* [[Microsoft]]
* [[Intel]]
* [[Campustours]]
* [[Sketchfab]]
* [[Space Designer 3D]]

;Artists
* [[Rebecca Allen (artist)|Rebecca Allen]]
* [[Maurice Benayoun]]
* [[Sheldon Brown (artist)|Sheldon Brown]]
* [[Char Davies]]
* [[David Em]]
* [[Myron W. Krueger|Myron Krueger]]
* [[Jaron Lanier]]
* [[Brenda Laurel]]
* [[Michael Naimark]]
* [[Jeffrey Shaw]]
* [[Nicole Stenger]]
* [[Tamiko Thiel]]
{{div col end}}

== See also ==
{{portal|Computer Science|Information technology}}
{{div col|3}}
* [[AlloSphere]]
* [[Computer-mediated reality]]
* [[Diorama]]
* [[Extended reality]]
* [[Haptic technology]]
* [[Holographic universe]]
* [[Methods of virtual reality]]
* [[Reality–virtuality continuum]]
* [[Virtual body]]
* [[Virtual globe]]
* [[Virtual machining]]
* [[Virtual taste]]
* [[WebVR]]
{{div col end}}

== Notes ==

{{reflist|30em}}

== References ==

===General references===
*Choi, SangSu, Kiwook Jung, and Sang Do Noh. "Virtual reality applications in manufacturing industries: Past research, present findings, and future directions." Concurrent Engineering (2015): 1063293X14568814.

===Inline citations===
* Kulkarni, S.D.; Minor, M.A.; Deaver, M.W.; Pardyjak, E.R.; Hollerbach, J.M.[http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=5729830 Design, Sensing, and Control of a Scaled Wind Tunnel for Atmospheric Display], Mechatronics, IEEE/ASME Transactions on, vol.17, no.4, pp.&nbsp;635–645, Aug. 2012
* Blascovich, J Bailenson, J. [http://www.infinitereality.org/ Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution], Harper Collins, 2011.
* TechCast Article Series, Mateo Fernandez, [http://www.techcast.org/Upload/PDFs/633352349732661250_TCMateo.pdf Metaverse]
* TechCast Article Series, Aaron Druck, [http://www.techcast.org/Upload/PDFs/061026231112TC%20%20Aaron.pdf When will Virtual Reality become reality?]
* {{cite journal | last1 = Brooks Jr | first1 = F. P. | authorlink = Fred Brooks | year = 1999 | title = What's Real About Virtual Reality? | url = http://www.cs.unc.edu/~brooks/WhatsReal.pdf| journal = IEEE Computer Graphics And Applications | volume = 19 | issue = 6| page = 16 | doi=10.1109/38.799723}}
* Burdea, G. and P. Coffet (2003). ''Virtual Reality Technology, Second Edition''. Wiley-IEEE Press.
* Genovese, Paolo Vincenzo (2005). ''Dalla Decostruzione alla Cyber-Architettura e oltre. L'uso del computer nella progettazione degli spazi non-euclidei''. Liguori Editore, Napoli. In Italian.
* {{cite journal | last1 = Goslin | first1 = M | last2 = Morie | first2 = J. F. | year = 1996 | title = Virtopia" Emotional experiences in Virtual Environments | url = | journal = Leonardo | volume = 29 | issue = 2| pages = 95–100 | doi=10.2307/1576338}}
* [[Oliver Grau]], (2003) [http://leonardo.info/isast/leobooks/books/grau.html ''Virtual Art: From Illusion to Immersion''] (Leonardo Book Series). Cambridge/Massachusetts: MIT-Press.
* Hayward V, Astley OR, Cruz-Hernandez M, Grant D, Robles-De-La-Torre G. [https://web.archive.org/web/20060718011328/http://www.roblesdelatorre.com/gabriel/VH-OA-MC-DG-GR-04.pdf Haptic interfaces and devices]. Sensor Review 24(1), pp.&nbsp;16–29 (2004).
* Hillis, Ken (1999). ''Digital Sensations: Space, Identity and Embodiment in Virtual Reality''. University of Minnesota Press, Minneapolis, Minnesota.
* Kalawsky, R. S. (1993). ''The Science of Virtual Reality and Virtual Environments: A Technical, Scientific and Engineering Reference on Virtual Environments'', Addison-Wesley, Wokingham, England ; Reading, Massachusetts
* Kelly, K., A. Heilbrun and B. Stacks (1989). "Virtual Reality; an Interview with [[Jaron Lanier]]", ''[[Whole Earth Review]]'', Fall 1989, no. 64, pp.&nbsp;108(12)
* Klein. D, D. Rensink, H. Freimuth, G.J. Monkman, S. Egersdörfer, H. Böse, & M. Baumann&nbsp;— Modelling the Response of a Tactile Array using an Electrorheological Fluids – ''Journal of Physics D: Applied Physics'', vol 37, no. 5, pp794–803, 2004
* Klein. D, H. Freimuth, G.J. Monkman, S. Egersdörfer, A. Meier, H. Böse M. Baumann, H. Ermert & O.T. Bruhns&nbsp;— Electrorheological Tactile Elements. ''Mechatronics'' – Vol 15, No 7, pp883–897 – Pergamon, September 2005.
* [[Myron W. Krueger|Krueger, Myron]] (1991). ''[[Artificial reality|Artificial Reality]] II'', Addison-Wesley, Reading, Massachusetts
* {{cite journal | last1 = Lanier | first1 = Jaron | authorlink = Jaron Lanier | last2 = Biocca | first2 = F. | year = 1992 | title = An Insider's View of the Future of Virtual Reality | url = | journal = Journal of Communication | volume = 42 | issue = 4| page = 150 | doi=10.1111/j.1460-2466.1992.tb00816.x}}
* Monkman. G.J. ‑ An Electrorheological Tactile Display ‑ ''Presence'' (''Journal of Teleoperators and Virtual Environments'') ‑ Vol. 1, issue 2, pp.&nbsp;219–228, MIT Press, July 1992.
* Monkman. G.J. - 3D Tactile Image Display – ''Sensor Review'' – Vol 13, issue 2, pp.&nbsp;27–31, MCB University Press, April 1993.
* [[Joseph Nechvatal]], ''Immersive Ideals / Critical Distances''. [[VDM Publishing|LAP Lambert Academic Publishing]]. 2009
* [[Howard Rheingold|Rheingold, Howard]] (1992). ''Virtual Reality'', Simon & Schuster, New York, N.Y.
* {{cite journal | last1 = Robinett | first1 = Warren | authorlink = Warren Robinett | year = 1994 | title = Interactivity and Individual Viewpoint in Shared [[Virtual world]]s: The Big Screen vs. Networked Personal Displays | url = | journal = Computer Graphics | volume = 28 | issue = 2| page = 127 | doi=10.1145/178951.178969}}
* Robles-De-La-Torre G. [http://www.roblesdelatorre.com/gabriel/GR-IEEE-MM-2006.pdf The Importance of the Sense of Touch in Virtual and Real Environments]. IEEE Multimedia 13(3), Special issue on Haptic User * Interfaces for Multimedia Systems, pp.&nbsp;24–30 (2006).
* Roudavski, S. (2010). [http://unimelb.academia.edu/StanislavRoudavski/Papers/166228/Virtual_Environments_as_Situated_Techno-Social_Performances_Virtual_West_Cambridge_Case-Study Virtual Environments as Techno-Social Performances: Virtual West Cambridge Case-Study], in CAADRIA2010: New Frontiers, the 15th International Conference on Computer Aided Architectural Design Research in Asia, ed. by Bharat Dave, Andrew I-kang Li, Ning Gu and Hyoung-June Park, pp.&nbsp;477–486
* Mel Slater and Martin Usoh (1993). "The Influence of a Virtual Body on Presence in Immersive Virtual Environments" ''Virtual Reality International 93'', Proceedings of the Third Annual Conference on Virtual Reality, London, April 1993, pages 34–42. Meckler, 1993
* Stanney, K. M. ed. (2002). ''Handbook of Virtual Environments: Design, Implementation, and Applications''. Lawrence Erlbaum Associates, Inc., Mahwah, New Jersey
* {{cite journal | last1 = Sutherland | first1 = Ivan | authorlink = Ivan Sutherland | year = 1965 | title = The Ultimate Display | url = http://www.informatik.umu.se/~jwworth/The%20Ultimate%20Display.pdf | format = PDF | journal = Proceedings of [[International Federation for Information Processing|IFIP]] 65 | volume = 2 | issue = | pages = 506–508 }}
* [[Kevin Warwick|Warwick, K.]], Gray, J. and Roberts, D. eds. (1993). ''Virtual Reality in Engineering'', Peter Peregrinus.
* [[Philip Zhai|Zhai, Philip]]. (1998). ''Get Real: A Philosophical adventure in Virtual Reality'', Rowman & Littlefield Publishers, New York and Oxford.

== 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)|accessdate=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]]|accessdate=15 November 2014|date=2014|url=http://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=New Trends In Virtual Reality|url=http://onlinecmag.com/category/computer-technologies/virtual-reality/ }}

{{Computer science}}
{{Mixed reality}}

{{Authority control}}

[[Category:Virtual reality]]
[[Category:Science fiction themes]]
[[Category:User interface techniques]]
[[Category:American inventions]]
[[Category:Reality by type]]
[[Category:New media]]
[[Category:Video games]]
[[Category:Educational technology]]
[[Category:Training]]

Revision as of 20:32, 1 February 2017

A person wearing virtual reality headset

Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment. VR has been defined as "...a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body"[1] or as an "immersive, interactive experience generated by a computer".[2]

A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.

Advanced haptic systems in the 2010s may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA). The immersive environment can be similar to the real world in order to create a lifelike experience or it can differ significantly from reality where gamers can use fictional powers.

Etymology and terminology

Paramount for the sensation of immersion into virtual reality are a high frame rate (at least 95 fps), as well as a low latency. Furthermore, a pixel persistence lower than 3 ms is required, because if not, users will feel sick when moving their head around.

In 1938, Antonin Artaud described the illusory nature of characters and objects in the theatre as "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,[3] is the earliest published use of the term "virtual reality". The term "artificial reality", coined by Myron Krueger, has been in use since the 1970s. The term "virtual reality" was used in The Judas Mandala, a 1982 science fiction novel by Damien Broderick. "Virtual" has had the meaning "being something in essence or effect, though not actually or in fact" since the mid-1400s, "...probably via sense of "capable of producing a certain effect" (early 1400s)".[4] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[4]

Virtual reality is also called "virtual realities", "immersive multimedia", "artificial reality"[5] or "computer-simulated reality". A dictionary definition for "cyberspace" states that this word is a synonym for "virtual reality", but the two terms are fundamentally different (something that is "virtual" does not necessarily need to rely on a network, for instance).[6]

Virtual reality shares some elements with "augmented reality" (or AR). 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 way the real surroundings look in some way. Some AR systems use a camera to capture the user's surroundings or some type of display screen which the user looks at (e.g., Microsoft's HoloLens, Magic Leap).

History

Before the 1950s

File:Sensorama-morton-heilig-virtual-reality-headset.jpg
The Sensorama was released in the 1950s.
View-Master, a stereoscopic visual simulator, was introduced in 1939.

The first references to the concept of virtual reality came from science fiction. Stanley G. Weinbaum's 1935 short story "Pygmalion's Spectacles"[7] describes a goggle-based virtual reality system with holographic recording of fictional experiences, including smell and touch.

1950–1970

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 mechanical device. Around the same time, Douglas Engelbart used computer screens as both input and output devices. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what is widely considered to be the first virtual reality and augmented reality (AR) head-mounted display (HMD) system. It was primitive both in terms of user interface and realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling. 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.

1970–1990

Battlezone, an arcade video game from 1980, used 3D vector graphics to immerse the player in a VR world.(Atari).

Also notable among the earlier hypermedia and virtual reality systems was the Aspen Movie Map, which was created at MIT in 1978. The program was a crude virtual simulation of Aspen, Colorado in which users could wander the streets in one of three modes: summer, winter, and polygons. The first two were based on photographs—the researchers actually photographed every possible movement through the city's street grid in both seasons—and the third was a basic 3-D model of the city. Atari founded a research lab for virtual reality in 1982, but the lab was closed after two years due to Atari Shock (North American video game crash of 1983). However, its hired employees, such as Tom Zimmerman, Scott Fisher, Jaron Lanier and Brenda Laurel, kept their research and development on VR-related technologies. By the 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 Data Glove, the Eye Phone, and the Audio Sphere. VPL licensed the Data Glove technology to Mattel, which used it to make an accessory known as the Power Glove. While the Power Glove was hard to use and not popular, at US$75, it was early affordable VR device.

During this time, virtual reality was not well known, though it did receive media coverage in the late 1980s. Most of its popularity came from marginal cultures, like cyberpunks, who viewed the technology as a potential means for social change, and the recreational drug subculture, who praised virtual reality not only as a new art form, but as an entirely new frontier.[8] Some drug users consume drugs while using VR technologies.[9] The concept of virtual reality was popularized in mass media by movies such as Brainstorm (1983) and The Lawnmower Man. The VR research boom of the 1990s was accompanied by the non-fiction book Virtual Reality (1991) by Howard Rheingold.[10] The book served to demystify the subject, making it more accessible to researchers outside of the computer sphere and sci-fi enthusiasts.

Once the industry began to attract media coverage, some even compared the innovations in virtual reality to the Wright Brothers' pioneering invention of the airplane.[11] In 1990, Jonathan Waldern, a VR Ph.D, demonstrates "Virtuality" at the Computer Graphics 90 exhibition staged at London's Alexandra Palace. This new system was an arcade machine that would use a virtual reality headset to immerse players. CyberEdge and PCVR, two VR industry magazines, started to publish in the early 1990s. However, most ideas about VR remained theoretical due to the limited computing power available at the time. The extremely high cost of the technology made it impossible for consumers to adopt. When the Internet became widely available, this became the technology focus for most people. The VR industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990. [citation needed]

1990–2000

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

In 1991, Sega announced the Sega VR headset for arcade games and the Mega Drive console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to track and react to the movements of the user's head.[12] In the same year, Virtuality launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system. It was released in many countries, including a dedicated VR arcade at Embarcadero Center in San Francisco. 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.[13] 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. The system, termed "Computer-Simulated Teleoperation" as published by Rand, is an extension of virtual reality.[14]

In 1991, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, replacing goggles by a multi-projected environment where people can see their body and other people around. In that same year, Computer Gaming World predicted "Affordable VR by 1994".[15] By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[16][17] in SegaWorld amusement arcades. It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D, powered by the Sega Model 1 arcade system board.[18] Also in 1994 Apple released QuickTime VR, which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360 photographic panoramas.

A year later, the artist Maurice Benayoun created the first VR artwork connecting in real time 2 continents: the "Tunnel under the Atlantic" between the Pompidou Centre in Paris and the Museum of Contemporary Art in Montreal. The installation included dynamic real time 3d modeling, video chat, spatialized sound and AI content management. A non-VR system called the Virtual Boy was created by Nintendo and was released in Japan on July 21, 1995 and in North America on August 15, 1995.[19] Also in 1995, a group in Seattle created public demonstrations of a "CAVE-like" 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[20] Then in 1996 the same system was shown in tradeshow exhibits sponsored by Netscape Communications, and championed by Jim Barksdale, for the first time showing VR connected to the Internet with World Wide Web content feeds embedded in VRML 3D virtual world models. Forte released the VFX1, a PC-powered virtual reality headset in 1995, which was supported by games including Descent, Star Wars: Dark Forces, System Shock and Quake. In 1999, entrepreneur Philip Rosedale formed Linden Lab with an initial focus on the development of hardware that would enable computer users to be fully immersed in a 360 degree virtual reality experience. 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.[21] That vision soon morphed into the software-based, 3D virtual world Second Life.

A 2013 developer version of Oculus Rift from Oculus VR, the company Facebook acquired in 2014 for $2 billion

2000–present

The affordable and accessible Google Cardboard standard.

In 2001, SAS3 or SAS Cube became the first PC based cubic room, developed by Z-A Production (Maurice Benayoun, David Nahon), Barco, Clarté, installed in Laval France in April 2001. The SAS library gave birth to Virtools VRPack. By 2007, Google introduced 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.[22] In 2010, Palmer Luckey, who later went on to found Oculus VR, 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. This initial design would later serve as a basis from which the later designs came.[23]

In 2013, Valve discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[24] This was adopted by Oculus and was used in all their future headsets.

In July 2013, Guild Software's Vendetta Online was widely reported as the first MMORPG to support the Oculus Rift,[25][26] making it potentially the first persistent online world with native support for a consumer virtual reality headset. Since 2013, there have been several virtual reality devices that seek to enter the market to complement Oculus Rift to enhance the game experience. One, Virtuix Omni, is based on the ability to move in a three dimensional environment through an omnidirectional treadmill.

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 lenses.[27][28]

On March 25, 2014, Facebook purchased Oculus VR for $2 billion.[29] In that same month, Sony announced Project Morpheus (its code name for PlayStation VR), a virtual reality headset for the PlayStation 4 video game console.[30] Google announces Cardboard, a do-it-yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head. In 2015, the Kickstarter campaign for Gloveone, a pair of gloves providing motion tracking and haptic feedback, was successfully funded, with over $150,000 in contributions.[31]

In February–March 2015, HTC partnered with Valve Corporation announced their virtual reality headset HTC Vive and controllers, along with their tracking technology called Lighthouse, which utilizes "base stations" mounted to the wall above the user's head in the corners of a room for positional tracking of the Vive headset and its motion controllers using infrared light.[32][33][34][35] The company announced its plans to release the Vive to the public in April 2016 on December 8, 2015.[36][37] Units began shipping on April 5, 2016.[38]

In July 2015, OnePlus became the first company to launch a product using virtual reality.[39] They used VR as the platform to launch their second flagship device the OnePlus 2, first viewable using an app on the Google Play Store,[40] then on YouTube.[41] The launch was viewable using OnePlus Cardboard, based on the Google's own Cardboard platform. The whole VR launch had a runtime of 33 minutes, and was viewable in all countries. Also in 2015, Jaunt, a startup company developing cameras and a cloud distribution platform, whose content will be accessible using an app, reached $100 million in funding from such sources as Disney and Madison Square Garden.[42] On April 27, 2016, Mojang announced that Minecraft is now playable on the Gear VR.[43] Minecraft is still being developed for the Oculus Rift headset but a separate version was released to the Oculus Store for use with the Gear VR. This version is similar to the Pocket Edition of Minecraft.

Use

Media

Media companies such as Paramount Pictures, and Disney have applied VR into marketing campaigns creating interactive forms of media. In October 2014 Paramount Pictures, in collaboration with the media production company Framestore, created a VR experience utilizing the Oculus DK2. The experience was dubbed a "time sensitive adventure in space" that took place in a portion of the Endurance space ship from the film "Interstellar." The experience was available to the public at limited AMC theater locations.[44][45] In May 2016, Disney released a VR experience titled Disney Movies VR on Valve Corporation's Steam software, free for download. The experience allows users to interact with the characters and worlds from the Disney, Marvel, and Lucasfilm universes.[46]

Many companies, including GoPro, Nokia, Samsung, Ricoh and Nikon, develop omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record in all directions.[47] These cameras are used to create images and videos that can be viewed in VR. (See VR photography.) Films produced for VR permit the audience to view the entire environment in every scene, creating an interactive viewing experience. Production companies, such as Fox Searchlight Pictures and Skybound, utilize VR cameras to produce films that are interactive in VR. Fox Searchlight, Oculus and Samsung Gear VR collaborated on a project titled "Wild – The Experience", starring Reese Witherspoon. The VR film was presented at the Consumer Electronics Show as well as the Sundance Film Festival in January 2015.[48] On December 8, 2015, the production company Skybound announced their VR thriller titled "Gone". In collaboration with the VR production company WEVR, and Samsung Gear VR, the 360-degree video series was released on January 20, 2016.[49][50]

Non-profit organisations such as Amnesty International, UNICEF, and World Wide Fund for Nature (WWF) have started using virtual reality to bring potential supporters closer to their work, effectively bringing distant social, political and environmental issues and projects to members of the public in immersive ways not possible with traditional media. Panoramic 360 views of conflict in Syria[51] and face to face encounters with CGI tigers in Nepal[52] have been used in experiential activations and shared online to both educate and gain financial support for such charitable work.

Pornographic studios such as Naughty America, BaDoinkVR and Kink have applied VR into their products since late 2015 or early 2016. The clips and videos are shot from an angle that resembles POV-style porn.[53][54]

In September 2016, Agon announced that the upcoming World Chess Championship match between Magnus Carlsen and Sergey Karjakin, scheduled for that November, would be "the first in any sport to be broadcast in 360-degree virtual reality."[55]

Fox Sports unveiled Fox Sports VR, a series of virtual reality broadcasts consisting mainly of Fox College Football broadcasts, in September 2016. The telecasts (which use roughly 180 degrees of rotation) were made available through smartphone apps and head-mounted displays, with TV Everywhere authentication required. The first VR telecast, which featured Oklahoma hosting Ohio State, took place September 17.[56][57]

Education and training

U.S. Navy personnel using a VR parachute training simulator.

Research has been done on learning in virtual reality, as its immersive qualities may enhance learning. VR is used by trainers to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. Thomas A. Furness III was one of the first to develop the use of VR for military training when, in 1982, he presented the Air Force with his first working model of a virtual flight simulator he called the Visually Coupled Airborne Systems Simulator (VCASS). The second phase of his project, which he called the "Super Cockpit", was even more advanced, with high resolution graphics (for the time) and a responsive display. Furness is often credited as a pioneer in virtual reality for this research.[8] VR plays an important role in combat training for the military. It allows the recruits to train under a controlled environment where they are to respond to different types of combat situations. A fully immersive virtual reality that uses head-mounted display (HMD), data suits, data glove, and VR weapon are used to train for combat. This setup allows the training's reset time to be cut down, and allows more repetition in a shorter amount of time. The fully immersive training environment allows the soldiers to train through a wide variety of terrains, situations and scenarios.[58]

A headscreen-wearing soldier sits at a gunner station while learning in a Virtual Training Suite.

VR is also used in flight simulation for the Air Force where people are trained to be pilots. The simulator would sit on top of a hydraulic lift system that reacts to the user inputs and events. When the pilot steer the aircraft, the module would turn and tilt accordingly to provide haptic feedback. The flight simulator can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view. The most important reasons on using simulators over learning with a real aircraft are the reduction of transference time between land training and real flight, the safety, economy and absence of pollution.[59] By the same token, virtual driving simulations are used to train tank drivers on the basics before allowing them to operate the real vehicle.[60] Finally, the same goes for truck driving simulators, in which Belgian firemen are for example trained to drive in a way that prevents as much damage as possible. As these drivers often have less experience than other truck drivers, virtual reality training allows them to compensate this. In the near future, similar projects are expected for all drivers of priority vehicles, including the police.[61]

Medical personnel are able to train through VR to deal with a wider variety of injuries.[62] An experiment was performed by sixteen surgical residents where eight of them went through laparoscopic cholecystectomy through VR training. They then came out 29% faster at gallbladder dissection than the controlled group.[63] With the increased commercial availability of certified training programs for basic skills training in VR environments, students have the ability to familiarize themselves with necessary skills in a corrective and repetitive environment; VR is also proven to help students familiarize themselves with skills not specific to any particular procedure.[64] Hard skills are not the only educational application for medical personnel. In an experiment conducted by Pr. Schmid Mast, virtual medical visit were simulated to identify efficient communication styles and train doctors accordingly.[65] VR application was used to train road crossing skills in children. It proved to be rather successful. However some students with autistic spectrum disorders after such training might be unable to distinguish virtual from real. As a result, they may attempt quite dangerous road crossings.[66]

Video games

File:PlaystationVR (29014205246).jpg
PlayStation VR headset used in video games
A person wearing haptic feedback devices, which enable him to feel elements in the virtual world.

The use of graphics, sound and input technology in video games can be incorporated into VR. Several Virtual Reality head mounted displays (HMD) were released for gaming during the early-mid 1990s. These included the Virtual Boy developed by Nintendo, the iGlasses developed by Virtual I-O, the Cybermaxx developed by Victormaxx and the VFX1 Headgear developed by Forte Technologies. Other modern examples of narrow VR for gaming include the Wii Remote, the Kinect, and the PlayStation Move/PlayStation Eye, all of which track and send motion input of the players to the game console somewhat accurately.

Several companies were working on a new generation of VR headsets, which were released on March 28, 2016: Oculus Rift is a head-mounted display for gaming purposes developed by Oculus VR, an American technology company that was acquired for US$2 billion by Facebook in 2014. One of its rivals was named by Sony as PlayStation VR (codenamed Morpheus), which requires a PS4 instead of a PC to run. In 2015, Valve Corporation announced their partnership with HTC to make a VR headset capable of tracking the exact position of its user in a 4.5 by 4.5 meters area, the HTC Vive.[67] All these virtual reality headsets are tethered headsets that use special lenses to magnify and stretch a 5.7-inch screen (in the case of Morpheus) across the field of vision. There are more gaming VR headsets in development, each with its own special abilities. StarVR offers a 210° field of view, whereas FOVE tracks the position of human eyes as an input method.[68]

Fine arts

David Em was the first fine artist to create navigable virtual worlds in the 1970s.[69] His early work was done on mainframes at Information International, Inc., Jet Propulsion Laboratory, and California Institute of Technology. Jeffrey Shaw explored the potential of VR in fine arts with early works like Legible City (1989), Virtual Museum (1991), and Golden Calf (1994). Canadian artist Char Davies created immersive VR art pieces Osmose (1995) and Ephémère (1998). Maurice Benayoun's work introduced metaphorical, philosophical or political content, combining VR, network, generation and intelligent agents, in works like Is God Flat? (1994), "Is the Devil Curved?" (1995), The Tunnel under the Atlantic (1995), and World Skin, a Photo Safari in the Land of War (1997). Other pioneering artists working in VR have include Knowbotic Research, Rebecca Allen and Perry Hoberman.[70] In 2016 the first project in Poland called The Abakanowicz Art Room was realized – it was documentation of the art office professor Magdalena Abakanowicz made by Jarosław Pijarowski and Paweł Komorowski.[71]

Engineering

The use of 3D computer-aided design (CAD) data was limited by 2D monitors and paper printouts until the mid-to-late 1990s, when video projectors, 3D tracking, and computer technology enabled a renaissance in the use 3D CAD data in virtual reality environments. With the use of active shutter glasses and multi-surface projection units immersive engineering was made possible by companies like VRcom and IC.IDO. Virtual reality has been used in automotive, aerospace, and ground transportation original equipment manufacturers (OEMs) in their product engineering and manufacturing engineering . Virtual reality adds more dimensions to virtual prototyping, product building, assembly, service, performance use-cases. This enables engineers from different disciplines to view their design as its final product. Engineers can view the virtual bridge, building or other structure from any angle. As well, some computer models allow engineers to test their structure's resistance to winds, weight, and other elements. Immersive VR engineering systems enable engineers, management and investors to see virtual prototypes prior to the availability of any physical prototypes.

Heritage and archaeology

The first use of a VR presentation in a heritage application was in 1994, when a museum visitor interpretation provided an interactive "walk-through" of a 3D reconstruction of Dudley Castle in England as it was in 1550. This consisted of a computer controlled laserdisc-based system designed by British-based engineer Colin Johnson. The system was featured in a conference held by the British Museum in November 1994, and in the subsequent technical paper, Imaging the Past – Electronic Imaging and Computer Graphics in Museums and Archaeology.[72] Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.[73] The original sites are often inaccessible to the public or, due to the poor state of their preservation, hard to picture.[74] This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.[75]

Architectural design

A visitor at Mozilla Berlin Hackshibition trying Oculus Rift virtual reality experience on Firefox.

One of the first recorded uses of virtual reality in architecture was in the late 1980s when the University of North Carolina modeled its Sitterman Hall, home of its computer science department, in a virtual environment.[11] Several companies, including IrisVR and Floored, Inc., provide software or services that allow architectural design firms and various clients in the real estate industry to tour virtual models of proposed building designs. IrisVR currently provides software that allows users to convert design files created in CAD programs like SketchUp and Revit into files viewable with an Oculus Rift, HTC Vive, or a smartphone "in one click", without the need for complex tiered workflows or knowledge of game engines such as Unity3D.[76] Floored, meanwhile, manually constructs and refines Rift-viewable 3D models in-house from either CAD files for un-built designs or physical scans of already built, brick-and-mortar buildings, and provides clients with access to its own viewing software, which can be used with either an Oculus Rift or a standard 2D web browser, afterward.[77]

VR software products like these can provide a number of benefits to architects and their clients. During the design process, architects can use VR to experience the designs they are working on before they are built. Seeing a design in VR can give architect a correct sense of scale and proportion.[78] Having an interactive VR model also eliminates the need to make physical miniatures to demonstrate a design to clients or the public. Later on, after a building is constructed, developers and owners can create a VR model of a space that allows potential buyers or tenants to tour a space in VR, even if real-life circumstances make a physical tour unfeasible. For instance, if the owner of an apartment building has a VR model of a space while the building is under construction, she can begin showing and renting the units before they are even ready to be occupied. Furthermore, this sort of showing can be conducted over any distance, as long as the potential customer has access to a VR setup (or, even, with the help of Google Cardboard or a similar phone-based VR headset, nothing but a smartphone.)

Urban design

A land development plan using Prefurbia, a 4th generation design system.

In 2010, 3D virtual reality was beginning to be used for urban regeneration, planning and transportation projects.[79] In 2007, development began on a virtual reality software which took design coordinate geometry used by land surveyors and civil engineers and incorporated precision spatial information created automatically by the lines and curves typically shown on subdivision plats and land surveying plans. The item list contained a set of controls for 3D rendering, such as water reflective surfaces or building height. The land surface in software to create a contour map uses a digital terrain model (DTM). By 2010, prototype software was developed for LandMentor, a technology to automate the process leading from design to virtualization.

A streetscape with homes, showing architectural shaping and blending

Therapy

The primary use of VR in a therapeutic role is its application to various forms of exposure therapy, including phobia treatments.

Furthermore, the use of VR as a distraction during medical procedures has been studied as well, mostly in children. The reasoning behind this is inspired by the gate control theory of pain.

Theme parks

Since 2015, virtual reality has been installed onto a number of roller coasters, including Galactica at Alton Towers, The New Revolution at Six Flags Magic Mountain and Alpenexpress at Europapark, amongst others. The Void is a virtual reality theme park in Pleasant Grove, Utah that has attractions where, by using virtual reality and other new technologies that haven't yet hit the market, you can play the game as if you were inside it. An illusion created by more than one of our senses, in this park, you can see, smell and even touch what is happening in the game.

Concerts

Virtual Reality
Assembled Google Cardboard VR

In Oslo Spektrum on May the 3rd 2016, Norwegian pop band a-ha cleared away their normal stage-production to give room for a very different concert performance in collaboration with Void, a Norwegian computational design studio working in the intersection between design, architecture, art and technology. The collaboration resulted in a unique one-of-a-kind concert with advanced scenography using 360 virtual reality technology. 3D cameras, 20000 lines of codes, 1000 square meters of projection film and massive projectors was set up into a visual show that made the Oslo Spektrum arena in Oslo, Norway into a light installation and visual experience that unfolded live for the audience instead of a pre programmed sequence. The stereoscopic VR-experience was made available for Android users directly through a YouTube app and also made available for iPhone users and other platforms.[80][81][82]

Retail

Lowe's, IKEA and Wayfair and other retailers have developed systems that allow their products to be seen in virtual reality, to give consumers a better idea of how the product will fit into their home, or to allow the consumer to get a better look at the product from home.[83] Consumers looking at digital photos of the products can "turn" the product around virtually, and see it from the side or the back. The retail travel industry such as Cruise About and Flight Centre have been adopting VR to enable customer in their stores to view cruise cabins, tourism content, and hotel rooms prior to booking.

Exercise and fitness

Certain companies are using VR to target the fitness industry by using gamification concepts from video games to distract from the tedium of exercise.[84]

Marketing

Virtual Reality has the potential to completely replace many forms of digital marketing.[85] Marketing strategies in small and middle sized enterprises, ever more frequently include virtual reality in their ad concepts, POS material and budgets. Virtual Reality presents a unique opportunity for advertisers to reach a completely immersed audience.[86]

In fiction

Many science fiction books and films have imagined characters being "trapped in virtual reality" or entering into virtual reality. A comprehensive and specific fictional model for virtual reality was published in 1935 in the short story "Pygmalion's Spectacles"[7] by Stanley G. Weinbaum. A more modern work to use this idea was Daniel F. Galouye's novel Simulacron-3, which was made into a German teleplay titled Welt am Draht ("World on a Wire") in 1973. Other science fiction books have promoted the idea of virtual reality as a partial, but not total, substitution for the misery of reality, or have touted it as a method for creating virtual worlds in which one may escape from Earth. Stanisław Lem's 1961 story "I (Profesor Corcoran)", translated in English as "Further Reminiscences of Ijon Tichy I",[87] dealt with a scientist who created a number of computer-simulated people living in a virtual world. Lem further explored the implications of what he termed "phantomatics" in his nonfictional 1964 treatise Summa Technologiae. The Piers Anthony novel Killobyte follows the story of a paralyzed cop trapped in a virtual reality game by a hacker, whom he must stop to save a fellow trapped player slowly succumbing to insulin shock.

A number of other popular fictional works use the concept of virtual reality. These include William Gibson's 1984 Neuromancer, which defined the concept of cyberspace, and his 1994 Virtual Light, where a presentation viewable in VR-like goggles was the MacGuffin. Other examples are Neal Stephenson's Snow Crash, in which he made extensive reference to the term avatar to describe one's representation in a virtual world, and Rudy Rucker's The Hacker and the Ants, in which programmer Jerzy Rugby uses VR for robot design and testing. The Otherland series of 4 novels by Tad Williams, published from 1996 to 2001 and set in the 2070s, shows a world where the Internet has become accessible via virtual reality. The Doctor Who serial "The Deadly Assassin", first broadcast in 1976, introduced a dream-like computer-generated reality, known as the Matrix. British BBC2 sci-fi series Red Dwarf featured a virtual reality game titled "Better Than Life", in which the main characters had spent many years connected. Saban's syndicated superhero television series VR Troopers also made use of the concept. The holodeck featured in Star Trek: The Next Generation is one of the best known examples of virtual reality in popular culture, including the ability for users to interactively modify scenarios in real time with a natural language interface. The depiction differs from others in the use of a physical room rather than a neural interface or headset.

The .hack multimedia franchise is based on a virtual reality MMORPG dubbed "The World". The French animated series Code Lyoko is based on the virtual world of Lyoko and the Internet. In 2009, British digital radio station BBC Radio 7 broadcast Planet B, a science-fiction drama set in a virtual world. Planet B was the largest ever commission for an original drama programme.[88] The 2012 series Sword Art Online involves the concept of a virtual reality MMORPG of the same name, with the possibility of dying in real life when a player dies in the game. Also, in its 2014 sequel, Sword Art Online II, the idea of bringing a virtual character into the real world via mobile cameras is posed; this concept is used to allow a bedridden individual to attend public school for the first time.Accel World (2012) expands the concept of virtual reality using the game Brain Burst, a game which allows players to gain and receive points to keep accelerating; accelerating is when an individual's brain perceives the images around them 1000 times faster, heightening their sense of awareness.

In October 2016, television series Halcyon was released as a "virtual reality series", where some episodes are broadcast on conventional television, some as VR content for interfaces like Oculus Rift. The show, itself, is a crime drama following the world's first "VR Crimes Unit" in 2048.

Motion pictures

World Skin (1997), Maurice Benayoun's virtual reality interactive installation
  • Rainer Werner Fassbinder's 1973 film Welt am Draht, based on Daniel F. Galouye's novel Simulacron-3, shows a virtual reality simulation inside another virtual reality simulation
  • In 1983, the Natalie Wood / Christopher Walken film Brainstorm revolved around the production, use, and misuse of a VR device.
  • Total Recall, directed by Paul Verhoeven and based on the Philip K. Dick story "We Can Remember It for You Wholesale"
  • A VR-like system, used to record and play back dreams, figures centrally in Wim Wenders' 1991 film Until the End of the World.
  • The 1992 film The Lawnmower Man tells the tale of a research scientist who uses a VR system to jumpstart the mental and physical development of his mentally handicapped gardener.
  • The 1993 film Arcade is centered around a new virtual reality game (from which the film gets its name) that actively traps those who play it inside its world.
  • The 1995 film Strange Days is a science-fiction thriller about a fictional virtual reality trend in which users buy illegal VR recordings of criminal offences recorded from the offender's point of view (POV).
  • The 1995 film Johnny Mnemonic has the main character Johnny (played by Keanu Reeves) use virtual reality goggles and brain–computer interfaces to access the Internet and extract encrypted information in his own brain.
  • The 1995 film Virtuosity has Russell Crowe as a virtual reality serial killer name SID 6.7 (Sadistic, Intelligent and Dangerous) who is used in a simulation to train real-world police officer, but manages to escape into the real world.
  • The 1999 film The Thirteenth Floor is an adaptation of Daniel F. Galouye's novel Simulacron-3, and tells about two virtual reality simulations, one in another.
  • In 1999, The Matrix and later sequels explored the possibility that our world is actually a vast virtual reality (or more precisely, simulated reality) created by artificially intelligent machines.
  • eXistenZ (1999), by David Cronenberg, in which level switches occur so seamlessly and numerously that at the end of the movie it is difficult to tell whether the main characters are back in "reality".
  • In the film Avatar, the humans are hooked up via advanced technologies with avatars, enabling the avatars to remotely perform the actions of the humans.
  • Surrogates (2009) is based on a brain–computer interface that allows people to control realistic humanoid robots, giving them full sensory feedback.
  • The 2010 science fiction thriller film Inception is about a professional thief who steals information by infiltrating the subconscious. He creates artificial thoughts that are so realistic that once they are implanted in a person's mind, the person thinks these are his own thoughts.[89]

Concerns and challenges

There are certain health and safety considerations of virtual reality. For example, a number of unwanted symptoms have been caused by prolonged use of virtual reality,[90] and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings. 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.[91] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[92] Other symptoms include postural instability and retching.[92] Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed.[91] It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by oculomotor disturbances, whereas virtual reality sickness tends to be characterized by disorientation.[93]

In addition, there are social, 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. In the book The Metaphysics of Virtual Reality by Michael R. Heim, seven different concepts of virtual reality are identified: simulation, interaction, artificiality, immersion, telepresence, full-body immersion, and network communication. There has been an increase in interest in the potential social impact of new technologies, such as virtual reality. In the book Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution, Blascovich and Bailenson review the literature on the psychology and sociology behind life in virtual reality. Mychilo S. Cline's book Power, Madness, and Immortality: The Future of Virtual Reality, argues that virtual reality will lead to a number of important changes in human life and activity.[94] He argues that virtual reality will be integrated into daily life and activity, and will be used in various human ways. Another such speculation has been written up on how to reach ultimate happiness via virtual reality.[95] He also argues that techniques will be developed to influence human behavior, interpersonal communication, and cognition.[96] As we spend more and more time in virtual space, there would be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.[97] Philosophical implications of VR are discussed in books, including Philip Zhai's Get Real: A Philosophical Adventure in Virtual Reality (1998) and Digital Sensations: Space, Identity and Embodiment in Virtual Reality (1999), written by Ken Hillis.

Virtual reality technology faces a number of challenges, most of which involve motion sickness and technical matters. Users might become disoriented in a purely virtual environment, causing balance issues; computer latency might affect the simulation, providing a less-than-satisfactory end-user experience; the complicated nature of head-mounted displays and input systems such as specialized gloves and boots may require specialized training to operate, and navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. In January 2014, Michael Abrash gave a talk on VR at Steam Dev Days.[98] He listed all the requirements necessary to establish presence and concluded that a great VR system will be available in 2015 or soon after. While the visual aspect of VR is close to being solved, he stated that there are other areas of VR that need solutions, such as 3D audio, haptics, body tracking, and input. However, 3D audio effects exist in games and simulate the head-related transfer function of the listener (especially using headphones). Examples include Environmental Audio Extensions (EAX), DirectSound and OpenAL. VR audio developer Varun Nair points out that from a design perspective, sound for VR is still very much an open book. Many of the game audio design principles, especially those related to FPS games, crumble in virtual reality. He encourages more sound designers to get involved in virtual reality audio to experiment and push VR audio forward.[99] There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.[100]

Pioneers and notables

Commercial industries

The companies working in the virtual reality sector fall broadly into three categories of involvement: hardware (making headsets and input devices specific to VR), software (producing software for interfacing with the hardware or for delivering content to users) and content creation (producing content, whether interactive or passive storylines, games, and artificial worlds, for consumption and exploration with VR hardware).

See also

Notes

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References

General references

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Inline citations

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External videos
video icon Virtual Reality, Computer Chronicles (1992)