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[[File:HTC Vive (16).jpg|thumb|A person wearing a virtual reality headset.]]
'''Virtual reality''' ('''VR''') typically refers to [[computer]] technologies that use virtual reality headsets to generate the realistic images, sounds and other sensations that replicate a real environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. VR has been defined as "a realistic and immersive simulation of a [[three-dimensional]] 360-degree environment, created using interactive software and [[computer hardware|hardware]], and experienced or controlled by movement of the body"<ref>{{Cite news|url=http://www.thehindu.com/features/metroplus/virtual-reality-now-a-reality/article5982819.ece|title=Virtual reality now a reality|last=Nagubandi|first=Ayyappa|work=The Hindu|access-date=2017-03-13|language=en}}</ref><ref>{{cite web|url=http://www.dictionary.com/browse/virtual--reality|title=the definition of virtual reality|publisher=}}</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 able to "look around" the artificial world, and with high quality VR move about in it, and interact with features or items depicted in the headset. Virtual reality is displayed with a [[virtual reality headset]]. VR headsets are 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 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 through 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]] grounded in reality or sci-fi.

==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">{{cite web|url=http://www.etymonline.com/index.php?allowed_in_frame=0&search=virtual|title=Online Etymology Dictionary|publisher=}}</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"/>

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>{{cite web|url=http://www.dictionary.com/browse/cyberspace|title=the definition of cyberspace|publisher=}}</ref>

Virtual reality shares some elements with "augmented reality" (or AR).<ref>Myron Krueger. Artificial Reality 2, Addison-Wesley Professional, 1991. ISBN 0-201-52260-8</ref> AR is a type of virtual reality technology that blends what the user sees in their ''real'' surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. 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]]).

==Technology==
The [[VRML|Virtual Reality Modelling Language]] (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.<ref name="W3 VRML archive">{{cite web|title=VRML Virtual Reality Modeling Language|url=https://www.w3.org/MarkUp/VRML/|website=www.w3.org|accessdate=20 March 2017}}</ref> The [[Web3D]] consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed [[X3D]] from the VRML framework as an archival, [[open-source]] standard for web-based distribution of VR content.<ref name="W3D Brutzman 2016">{{cite web|last1=Brutzman|first1=Don|title=X3D Graphics and VR|url=http://www.web3d.org/sites/default/files/presentations/X3D%20Graphics%20and%20VR/X3dGraphicsVirtualRealityW3cWorkshop2016October18.pdf|website=web3D.org|publisher=Web3D Consortium|accessdate=20 March 2017|date=October 2016}}</ref>
All modern VR displays are based on technology developed for [[smartphones]] including: [[gyroscopes]] and motion sensors for tracking head, hand, and body positions; small HD screens for [[stereoscopic]] displays; and small, lightweight and fast [[processors]]. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift kickstarter offering the first independently developed VR headset.<ref name="Wired Magic Leap Apr2016" />

Independent production of VR images and video has increased by the development of [[omnidirectional camera]]s, also known as 360-degree cameras or [[VR photography|VR cameras]], that have the ability to record in all directions, although at low-resolutions or in highly compressed formats for online streaming.<ref name="CNET May 2016">{{cite web|last1=Orellana|first1=Vanessa Hand|title=10 things I wish I knew before shooting 360 video|url=https://www.cnet.com/how-to/360-cameras-comparison-video-things-to-know-before-you-buy/|website=CNET|accessdate=20 March 2017|language=en|date=31 May 2016}}</ref> In contrast, [[photogrammetry]] is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.<ref name="RE7 80.lv">{{cite web|title=Resident Evil 7: The Use of Photogrammetry for VR|url=https://80.lv/articles/resident-evil-7-the-use-of-photogrammetry-for-vr/|website=80.lv|accessdate=20 March 2017}}</ref><ref name="otherboard March 2016">{{cite web|last1=Johnson|first1=Leif|title=Forget 360 Videos, Photogrammetric Virtual Reality Is Where It's At - Motherboard|url=https://motherboard.vice.com/en_us/article/forget-360-videos-photogrammetric-virtual-reality-is-where-its-at|website=Motherboard|accessdate=20 March 2017|language=en-us|date=13 March 2016}}</ref>

== 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 exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.<ref>{{cite web| url=http://www.theverge.com/a/virtual-reality/intro | title=Seeing is Believing: The State of Virtual Reality | author=Matthew Schnipper | publisher= The Verge | access-date= 7 March 2017}}</ref> Elements of virtual reality have surfaced as early as the 1860s with French playwright [[Antonin Artaud]] who used avant-garde work to blur illusion and reality to be one and the same. He argued that a theatre audience should suspend their disbelief and consider the performance to be reality.<ref>{{cite web| url=https://www.vrs.org.uk/virtual-reality/beginning.html | title=How did virtual reality begin? | publisher=Virtual Reality Society | access-date=7 March 2017}}</ref> The first references to the more modern 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]]. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes".<ref>{{cite web| url=http://www.techradar.com/news/wearables/forgotten-genius-the-man-who-made-a-working-vr-machine-in-1957-1318253/2 | title=Forgotten genius: the man who made a working VR machine in 1957 | author=Holly Brockwell | date=3 April 2016 | publisher=Tech Radar | access-date=7 March 2017}}</ref>

Around the same time, [[Douglas Engelbart]] used computer screens both as input and output devices. In 1968, [[Ivan Sutherland]], with the help of his student [[Bob Sproull]], created what was 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 the 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 an early affordable VR device.

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 ===
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]], ''The Cave''. Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the [[holodeck]], allowing people to see their own bodies in relation to others in the room.<ref>{{cite web|last1=Goad|first1=Angela|title=Carolina Cruz-Neira {{!}} Introductions Necessary|url=http://introductionsnecessary.com/2016/01/18/carolina-cruz-neira/|website=Introductions Necessary|accessdate=28 March 2017}}</ref><ref name="Arkansas Online Niera">{{cite news|last1=Smith|first1=David|title=Engineer envisions sci-fi as reality|url=http://www.arkansasonline.com/news/2014/nov/24/engineer-envisions-sci-fi-as-reality-20/?print|accessdate=28 March 2017|work=Arkansas Online|date=November 24, 2014}}</ref>

[[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]]
The 1990s saw the first widespread commercial releases of consumer headsets. 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.<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, ''[[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 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> The same system was shown in 1996 in tradeshow exhibits sponsored by [[Netscape]] Communications.{{citation needed|date=March 2017}} 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 VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world [[Second Life]].<ref>Au, Wagner James. ''The Making of Second Life'', pg. 19. New York: Collins. ISBN 978-0-06-135320-8.</ref>

[[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]]

=== 2000–2015 ===
[[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]] 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 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> This purchase occurred before any of the devices ordered through Oculus' 2012 [[Kickstarter]] had shipped.<ref name="Wired Oculus Mar2014">{{cite web|last1=Metz|first1=Cade|title=Facebook Buys VR Startup Oculus for $2 Billion|url=https://www.wired.com/2014/03/facebook-acquires-oculus/|website=WIRED|accessdate=13 March 2017}}</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]] and [[Valve Corporation]] announced the virtual reality headset [[HTC Vive]] and controllers. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking 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>

===2015–present===
By 2016 there were at least 230 companies developing VR-related products. Facebook has 400 employees focused on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic [[3D audio effect|binaural audio]] was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame-rate that images were still identifiable as virtual.<ref name="Wired Magic Leap Apr2016">{{cite web|last1=kelly|first1=kevin|title=The Untold Story of Magic Leap, the World’s Most Secretive Startup|url=https://www.wired.com/2016/04/magic-leap-vr/|website=WIRED|accessdate=13 March 2017|date=April 2016}}</ref> On April 5, 2016, HTC shipped its first units of the HTC VIVE SteamVR headset.<ref>{{cite web|url=http://blog.htcvive.com/us/2016/04/vive-shipment-updates/|title=Vive Shipment Updates - VIVE Blog|date=2016-04-07|website=VIVE Blog|language=en-US|access-date=2016-06-19}}</ref> This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.<ref name="Wareable Vive Aug2016">{{cite web|last1=Prasuethsut|first1=Lily|title=HTC Vive: Everything you need to know about the SteamVR headset|url=https://www.wareable.com/vr/htc-vive-vr-headset-release-date-price-specs-7929|website=Wareable|accessdate=13 March 2017|date=August 2, 2016}}</ref>

In early 2017, a patent filed by [[Sony]] showed they were developing a similar location tracking technology to the VIVE for PlayStation VR, with the potential for the development of a wireless headset.<ref name="DT SonyVR Feb2017">{{cite web|last1=Martindale|first1=Jon|title=Vive-like sensor spotted in new Sony patent could make its way to PlayStation VR|url=http://www.digitaltrends.com/virtual-reality/sony-psvr-patent-sensor/|website=Digital Trends|accessdate=13 March 2017|date=15 February 2017}}</ref>

== Use ==
{{Advert section|date=March 2017}}

=== 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.]]

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.{{citation needed|date=March 2017}}

Commercial tethered headsets released for VR gaming include the Oculus Rift and 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> Systems in development include Sony's PlayStation VR, requiring a PlayStation instead of a PC to run; the [[StarVR]]; [[FOVE]];<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> and the [[Magic Leap]].<ref name="Wired Magic Leap Apr2016" />

Following the widespread release of commercial VR headsets in the mid-2010s, several VR-specific and VR versions of popular videogames have been released. 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]]. On April 27, 2016, [[Mojang]] announced that the popular children's video game [[Minecraft]] was 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> A separate version was released to the Oculus Store for use with the Gear VR, similar to the Pocket Edition of Minecraft.

Some companies are adapting VR for fitness by using [[gamification]] concepts to encourage 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>

===Cinema and entertainment===

Films produced for VR permit the audience to view a 360 degree environment in every scene. Production companies, such as [[Fox Searchlight Pictures]] and [[Skybound]], utilize VR cameras to produce films and series that are interactive in VR.<ref>{{cite news|url=https://www.nytimes.com/2014/12/15/business/media/virtual-reality-wild-trek-with-reese-witherspoon.html?_r=0|title=Virtual Reality 'Wild' Trek, With Reese Witherspoon|publisher=New York Times|last1=Cieply|first1=Michael|website=www.nytimes.com|accessdate=8 June 2016}}</ref><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> 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, two announcements were made for broadcast of sporting events in VR. 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> This title was taken by [[Fox Sports (United States)|Fox Sports]]' ''Fox Sports VR'', a series of virtual reality broadcasts consisting mainly of ''[[Fox College Football]]'' broadcasts. The telecasts (which use roughly 180 degrees of rotation) were made available through smartphone apps and head-mounted displays, through a [[TV Everywhere]] [[paywall]]. 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>

Since 2015, virtual reality has been installed onto a number of roller coasters and [[theme parks]], 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.{{citation needed|date=March 2017}} [[The Void (virtual reality)|The Void]] is a virtual reality theme park in [[Pleasant Grove, Utah]] that has attractions where, by using virtual reality, AR and customized mechanical rooms, an illusion of tangible reality is created by the use of multiple senses.<ref name="Wired Magic Leap Apr2016" />

=== Healthcare and clinical therapies ===
According to a recent report from [[Goldman Sachs]], healthcare could be one of the next markets that VR/AR disrupts.<ref>{{Cite web|url=http://www.goldmansachs.com/our-thinking/pages/virtual-and-augmented-reality-report.html|title=Goldman Sachs {{!}} Our Thinking - Virtual & Augmented Reality: The Next Big Computing Platform?|website=Goldman Sachs|language=en-US|access-date=2017-03-16}}</ref> Already, VR devices are being used in clinical therapy, and the results are significant.

==== Anxiety disorder treatment ====
[[Virtual reality exposure therapy|Virtual Reality Exposure Therapy]] (VRET) is a form of [[exposure therapy]] for treating [[anxiety disorder]]s such as [[Posttraumatic stress disorder|post traumatic stress disorder]] (PTSD) and [[phobia]]s. Studies have indicated that when VRET is combined with other forms of [[Behaviour therapy|behavioral therapy]], patients experience a reduction of symptoms.<ref>{{Cite journal|last=Reger|first=Greg M.|last2=Holloway|first2=Kevin M.|last3=Candy|first3=Colette|last4=Rothbaum|first4=Barbara O.|last5=Difede|first5=JoAnn|last6=Rizzo|first6=Albert A.|last7=Gahm|first7=Gregory A.|date=2011-02-01|title=Effectiveness of virtual reality exposure therapy for active duty soldiers in a military mental health clinic|url=http://onlinelibrary.wiley.com/doi/10.1002/jts.20574/abstract|journal=Journal of Traumatic Stress|language=en|volume=24|issue=1|pages=93–96|doi=10.1002/jts.20574|issn=1573-6598}}</ref><ref>{{Cite journal|last=Gonçalves|first=Raquel|last2=Pedrozo|first2=Ana Lúcia|last3=Coutinho|first3=Evandro Silva Freire|last4=Figueira|first4=Ivan|last5=Ventura|first5=Paula|date=2012-12-27|title=Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review|url=http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0048469|journal=PLOS ONE|volume=7|issue=12|pages=e48469|doi=10.1371/journal.pone.0048469|issn=1932-6203|pmc=3531396|pmid=23300515}}</ref> In some cases, patients no longer meet the [[DSM V|DSM-V]] criteria for PTSD after a series of treatments with VRET.<ref>{{Cite journal|last=Difede|first=JoAnn|last2=Hoffman|first2=Hunter G.|date=2002-12-01|title=Virtual reality exposure therapy for World Trade Center Post-traumatic Stress Disorder: a case report|journal=Cyberpsychology & Behavior: The Impact of the Internet, Multimedia and Virtual Reality on Behavior and Society|volume=5|issue=6|pages=529–535|doi=10.1089/109493102321018169|issn=1094-9313|pmid=12556115}}</ref>

==== Pain management ====
Immersive VR has been studied for acute pain management, on the theory that it may distract people, reducing their experience of pain.<ref>{{cite journal|last=Gold|first=Jeffrey I.|author2=Belmont, Katharine A. |author3=Thomas, David A. |title=The Neurobiology of Virtual Reality Pain Attenuation|journal=CyberPsychology & Behavior|date=August 2007|volume=10|issue=4|pages=536–544|doi=10.1089/cpb.2007.9993}}</ref><ref name=":2">{{Cite journal|last=Jones|first=Ted|last2=Moore|first2=Todd|last3=Choo|first3=James|date=2016-12-20|title=The Impact of Virtual Reality on Chronic Pain|url=http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0167523|journal=PLOS ONE|volume=11|issue=12|pages=e0167523|doi=10.1371/journal.pone.0167523|issn=1932-6203|pmc=5172565|pmid=27997539}}</ref> Researchers theorize that immersive VR helps with pain reduction by distracting the mind and flooding sensories with a positive experience.<ref name=":2" /><ref>{{Cite journal|last=Sharar|first=Sam R|last2=Miller|first2=William|last3=Teeley|first3=Aubriana|last4=Soltani|first4=Maryam|last5=Hoffman|first5=Hunter G|last6=Jensen|first6=Mark P|last7=Patterson|first7=David R|date=2017-03-17|title=Applications of virtual reality for pain management in burn-injured patients|journal=Expert review of neurotherapeutics|volume=8|issue=11|pages=1667–1674|doi=10.1586/14737175.8.11.1667|issn=1473-7175|pmc=2634811|pmid=18986237}}</ref><ref>{{Cite journal|last=Li|first=Angela|last2=Montaño|first2=Zorash|last3=Chen|first3=Vincent J|last4=Gold|first4=Jeffrey I|date=2017-03-17|title=Virtual reality and pain management: current trends and future directions|journal=Pain management|volume=1|issue=2|pages=147–157|doi=10.2217/pmt.10.15|issn=1758-1869|pmc=3138477|pmid=21779307}}</ref>

=== Education and training ===
[[File:VR-Helm.jpg|thumb|[[United States Navy|U.S. Navy]] personnel using a VR parachute training simulator.]]
VR is used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing.

====Military uses====
[[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|Air Force]] with a working model of his virtual flight simulator the Visually Coupled Airborne Systems Simulator (VCASS).{{Citation needed|date=March 2017}} 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.{{Citation needed|date=March 2017}} Furness III 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> The [[Ministry of Defence (United Kingdom)|Ministry of Defense]] in the United Kingdom has been using VR in military training since the 1980s.<ref>{{Cite news|url=https://www.wareable.com/vr/how-vr-is-training-the-perfect-soldier-1757|title=How VR is training the perfect soldier|work=Wareable|access-date=2017-03-16|language=en}}</ref> The United States military announced the Dismounted Soldier Training System in 2012.<ref>{{Cite news|url=https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded|title=DSTS: First immersive virtual training system fielded|work=www.army.mil|access-date=2017-03-16|language=en}}</ref> It was cited as the first fully immersive military VR training system.<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>

==== Space training ====
[[NASA]] has used VR technology for twenty years.<ref>{{Cite news|url=http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/|title=NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story - TechRepublic|work=TechRepublic|access-date=2017-03-15|language=en}}</ref> Most notable is their use of immersive VR to train astronauts while they are still on Earth. Such applications of VR simulations include exposure to zero-gravity work environments and training on how to spacewalk.<ref>{{Cite news|url=http://www.roadtovr.com/a-look-at-nasas-hybrid-reality-astronaut-training-system-powered-by-htc-vive/|title=A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR|last=James|first=Paul|date=2016-04-19|work=Road to VR|access-date=2017-03-15|language=en-US}}</ref><ref>{{Cite news|url=https://unimersiv.com/how-nasa-is-using-virtual-and-augmented-reality-to-train-astronauts-37/|title=How NASA is Using Virtual and Augmented Reality to Train Astronauts|date=2016-04-11|work=Unimersiv|access-date=2017-03-15|language=en-US}}</ref> Astronauts can even simulate what it is like to work with tools in space while using low cost 3D printed mock up tools.<ref>{{Cite news|url=https://blogs.nvidia.com/blog/2016/08/01/astronauts-next-steps-journey-space-will-virtual/|title=Hybrid Reality Astronaut Training Will NASA Prepare Astronauts {{!}} NASA Blog|date=2016-08-01|work=The Official NVIDIA Blog|access-date=2017-03-15|language=en-US}}</ref>

==== Flight and vehicular applications ====
[[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.]]

[[Flight simulators]] are a form of VR pilot training. They can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view.<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> Similar principles are applied in truck driving simulators for specialized vehicles such as firetrucks. As these drivers often have less opportunity for real-world experience, VR training provides additional training time.<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 training====
VR technology has many useful applications in the medical field.<ref>{{Cite news|url=http://www.tgdaily.com/technology/virtual-reality-revolution-in-medicine|title=Virtual Reality Revolution In Medicine|access-date=2017-03-16|language=en}}</ref> Simulated surgeries allow surgeons to practice their technical skills without any risk to patients. Numerous studies have shown that physicians who receive surgical training via VR simulations improve dexterity and performance in the operating room significantly more than control groups.<ref>{{Cite journal|title=Virtual Reality Training Improves Operating Room Performance... : Annals of Surgery|url=http://journals.lww.com/annalsofsurgery/Abstract/2002/10000/Virtual_Reality_Training_Improves_Operating_Room.8.aspx|journal=LWW|language=en-US}}</ref><ref>{{Cite journal|last=Ahlberg|first=Gunnar|last2=Enochsson|first2=Lars|last3=Gallagher|first3=Anthony G.|last4=Hedman|first4=Leif|last5=Hogman|first5=Christian|last6=McClusky III|first6=David A.|last7=Ramel|first7=Stig|last8=Smith|first8=C. Daniel|last9=Arvidsson|first9=Dag|date=2007-06-01|title=Proficiency-based virtual reality training significantly reduces the error rate for residents during their first 10 laparoscopic cholecystectomies|url=http://www.sciencedirect.com/science/article/pii/S0002961007000712|journal=The American Journal of Surgery|volume=193|issue=6|pages=797–804|doi=10.1016/j.amjsurg.2006.06.050}}</ref><ref>{{Cite journal|last=Colt|first=Henri G.|last2=Crawford|first2=Stephen W.|last3=Galbraith|first3=III ,Oliver|date=2001-10-01|title=Virtual reality bronchoscopy simulation*: A revolution in procedural training|url=http://dx.doi.org/10.1378/chest.120.4.1333|journal=Chest|volume=120|issue=4|pages=1333–1339|doi=10.1378/chest.120.4.1333|issn=0012-3692}}</ref> Through VR, medical students and novice surgeons have the ability to view and experience complex surgeries without stepping into the operating room. On April 14, 2016, [[Shafi Ahmed]] was the first surgeon to broadcast an operation in virtual reality; viewers followed the surgery in real time from the surgeon's perspective.<ref>{{Cite news|url=http://www.wired.co.uk/article/wired-health-virtual-reality-surgery-shafi-ahmed|title=What's next for virtual reality surgery?|last=Volpicelli|first=Gian|work=WIRED UK|access-date=2017-03-16|language=en-GB}}</ref> The VR technology allowed viewers to explore the full range of activities in the operating room as it was streamed by a 4K 360fly camera.<ref>{{Cite web|url=http://www.cnbc.com/2016/07/26/now-you-can-watch-surgeries-live-in-virtual-reality.html|title=Now you can watch surgeries live in virtual reality|last=Graham|first=Luke|date=2016-07-26|website=CNBC|access-date=2017-03-16}}</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).

''Virtopia'' was the first VR Artwork to be premièred at a film festival. Created by artist/researcher [[Jacquelyn Ford Morie]] with researcher Mike Goslin, it debuted at the 1992 [[Florida Film Festival]]. Subsequent screenings of a more developed version of the project were at the 1993 Florida Film Festival and at [[SIGGRAPH]] 1994's emerging tech venue, The Edge. Morie was one of the first artists to focus on emotional content in VR experiences.<ref>Goslin, M and Morie, J F (1996) Virtopia: Emotional Experiences in Virtual Environments with Mike Goslin. Leonardo Journal, Vol 29, no. 2, 1996. MIT Press.</ref><ref>Reichhardt, Tony (1994) Virtual Worlds without End. American Way Magazine, 27 (22). November 1994</ref>

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 [[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>

Some museums have begun making some of their content virtual reality accessible including the [[British Museum]]<ref>{{cite web|url=http://mw2016.museumsandtheweb.com/paper/virtual-reality-at-the-british-museum-what-is-the-value-of-virtual-reality-environments-for-learning-by-children-and-young-people-schools-and-families/|title=Virtual reality at the British Museum: What is the value of virtual reality environments for learning by children and young people, schools, and families? - MW2016: Museums and the Web 2016|publisher=}}</ref> and the [[Solomon R. Guggenheim Museum|Guggenheim]].<ref>{{cite web|url=https://www.guggenheim.org/blogs/checklist/extending-the-museum-experience-with-virtual-reality|title=Extending the Museum Experience with Virtual Reality|date=18 March 2016|publisher=}}</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 to see virtual prototypes prior to the availability of any physical prototypes.

=== Virtual reality in occupational safety and health ===
VR simulates real workplaces for occupational safety and health purposes. Information and projection technology are used to produce a virtual, three-dimensional, dynamic work environment. Within work scenarios for example some parts of a machine move of their own accord while others can be moved by human operators. Perspective, angle of view, and acoustic and haptic properties change according to where the person is standing and how he or she moves relative to the environment. VR technology allows human information processing close to real life situations.
VR enables all phases of a product life cycle, from design, through use, up to disposal, to be simulated, analysed and optimised. VR can be used for OSH purposes to:
* Review and improve the usability of products and processes whilst their development and design are still in progress. This enables errors in development and the need for subsequent modifications to be avoided.
* Systematically and empirically review design solutions for the human-system interfaces and their influence upon human behaviour. This reduces the need for physical modifications to machinery, and for extensive field studies.
* Safely test potentially hazardous products, processes and safety concepts. This avoids actual hazards during the study of human-system interaction.
* Identify cause-effect relationships following accidents on and involving products. This saves material, personnel, time and financial outlay associated with in-situ testing.

=== 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 and urban 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>

[[File:A Coved land development.JPG|thumb|A land development plan using Prefurbia, a 4th generation design system.]]
By 2010, VR programs were developed 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>

===Music and concerts===
[[File:Assembled Google Cardboard VR mount.jpg|alt=Virtual Reality|thumb|Assembled Google Cardboard VR]]
VR has the possibility of changing how we view live music<ref>{{cite web|url=http://www.nbcnews.com/mach/innovation/how-virtual-reality-redefining-live-music-n687786|title=How virtual reality is redefining live music|publisher=}}</ref> by allowing the audience to be right up front their band or to attend virtual concerts like [[Coachella Valley Music and Arts Festival|Coachella]].<ref>{{cite web|url=https://www.forbes.com/sites/cheriehu/2016/04/23/virtual-reality-in-the-music-industry-needs-to-be-a-tool-not-just-an-experience/#5e8146216147|title=Virtual Reality In The Music Industry Needs To Be A Tool, Not Just An Experience|first=Cherie|last=Hu|publisher=}}</ref> Virtual reality can also transform [[music video]]s by making them more intense and powerful.<ref>{{cite web|url=http://www.bbc.com/news/business-38795190|title=How virtual reality is shaking up the music industry|first=Nicola K.|last=Smith|date=31 January 2017|publisher=|via=www.bbc.com}}</ref> [[Music visualization]] also has the potential to be changed by VR with multiple apps being created for the Oculus and the HTC Vive although some people dubious as to how popular these will be.<ref>{{cite web|url=http://www.theverge.com/2015/12/28/10675270/gear-vr-virtual-reality-music-visualizer-groovr|title=Does anybody really want a virtual reality music visualizer?|first=Adi|last=Robertson|date=28 December 2015|publisher=}}</ref> Virtual reality is also used in [[visual music]] applications.<ref>{{cite web|url=http://www.bostonglobe.com/arts/music/2013/04/01/inventor-updates-creation-bring-vision-music/4KRSQ8c35h4ejqSU2Zk4EO/story.html|title=Inventor updates ’70s creation to bring 3-D vision to music - The Boston Globe|publisher=}}</ref>

On May 3, 2016, Norwegian pop band [[a-ha]] gave a multimedia performance in collaboration with Void, a [[Norway|Norwegian]] [[computational]] design studio. 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>{{cite web|url=https://www.youtube.com/watch?v=vDh-4ySTC7I|title=The technology behind A-ha Afterglow - HYDRO|first=|last=Norsk Hydro|date=3 May 2016|publisher=|via=YouTube}}</ref><ref>{{cite web|url=http://a-ha.com/news/articles/preparing-for-afterglow/|title=Preparing for Afterglow. News. The Official Website of a-ha|publisher=}}</ref><ref>{{cite web|url=http://a-ha.com/news/articles/afterglow/|title=a-ha Afterglow. News. The Official Website of a-ha|publisher=}}</ref>

=== Marketing ===
Virtual reality presents a unique opportunity for advertisers to reach a completely immersed audience.<ref>{{cite web|url=http://www.convinceandconvert.com/digital-marketing/virtual-reality-for-marketers/|title=What the Rise of Virtual Reality Means for Marketers|publisher=}}</ref> Companies such as [[Paramount Pictures]], [[Coca-Cola]], [[McDonald's]] and [[The Walt Disney Company|Disney]] have applied VR into marketing campaigns.<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=https://program-ace.com/press-room/articles/virtual-reality-and-marketing-top-3-strategies|title=Virtual Reality and Marketing: The Top 3 Strategies}}</ref> Non-profit organizations such as [[Amnesty International]], [[UNICEF]], and [[World Wide Fund for Nature]] (WWF) have used 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>{{cite web|url=http://www.unicef360.com/|title=Unicef 360°|publisher=}}</ref> and face to face encounters with CGI tigers in Nepal<ref>{{cite web|url=http://www.wwf.org.uk/adoption/virtual-tiger/?utm_source=web1&utm_medium=ftf&utm_campaign=vrtiger&pc=AQF407096|title=See WWF's virtual tiger|publisher=}}</ref> have been used in experiential activations and shared online for educational and fundraising purposes.

[[Lowe's]], [[IKEA]], [[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.

Several companies develop software or services that allow architectural design firms and real estate clients to tour virtual models of proposed building designs. 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> VR models can replace physical miniatures to demonstrate a design to clients or the public. Developers and owners can create VR model of built spaces that allow potential buyers or tenants to tour a space in VR, even if real-life circumstances make a physical tour unfeasible.

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> This was for their second flagship device the OnePlus 2, first viewable using OnePlus Cardboard, based on Google Cardboard platform. It was accessed through an app released on 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>

== In fiction and popular culture==
{{Main|Virtual reality in fiction}}

There have been many novels that reference and describe forms of virtual reality. [[Neal Stephenson]]'s ''[[Snow Crash]]'' (1992) and [[Ernest Cline]]'s ''[[Ready Player One]]'' (2011) are novels that have been influential for VR engineers working in the early 21st century.<ref name="Wired Magic Leap Apr2016" />

In the 1980s and 1990s, [[Cyberpunk]]s viewed the technology as a potential means for social change. The [[recreational drug]] subculture praised virtual reality not only as a new art form, but as an entirely new frontier.<ref name=":0" />

== Concerns and challenges ==
Virtual reality technology faces a number of challenges, including health and safety, privacy and technical issues. Long-term effects of virtual reality on vision and neurological development are unknown; 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; navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. 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>

===Health and safety===
There are many health and safety considerations of virtual reality. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.<ref name="Oculus Rift Warnings">{{cite web|title=Oculus Rift Health and Safety Notice|url=https://static.oculus.com/documents/310-30023-01_Rift_HealthSafety_English.pdf|accessdate=13 March 2017}}</ref>

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. [[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 /> Estimates for susceptibility range from one in every thirty to one in every two people.<ref name="Wired Magic Leap Apr2016" /><ref name="SN Jan2017">{{cite web|last1=Mason|first1=Betsy|title=Virtual reality raises real risk of motion sickness|url=https://www.sciencenews.org/article/virtual-reality-raises-real-risk-motion-sickness|website=Science News|accessdate=13 March 2017|language=en|date=11 January 2017}}</ref> For women, rates are as high as four in five.<ref name="SN Mar2017">{{cite web|last1=Mason|first1=Betsy|title=Virtual reality has a motion sickness problem|url=https://www.sciencenews.org/article/virtual-reality-has-motion-sickness-problem|website=Science News|accessdate=13 March 2017|language=en|date=8 March 2017}}</ref> 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> A 2016 publication assessed the effects of exposure to 2D vs 3D dissection videos on nine pathology resident physicians, using self-reported physiologic symptoms. Watching the content in 3D vs 2D did not increase simulator sickness. Although the average simulator sickness questionnaire score did increase with time, statistical analysis does not suggest significance.<ref name=four>{{cite journal|last1=Madrigal|first1=E.|last2=Prajapati|first2=S.|last3=Hernandez-Prera|first3=J.C.|title=Introducing a Virtual Reality Experience in Anatomic Pathology Education.|journal=American Journal of Clinical Pathology|date=2016|volume=146|pages=462–468|doi=10.1093/ajcp/aqw133}}</ref>

In the mid-2010s, greater attention was paid to the effects of VR headsets on vision and the brain. Research at [[UCLA]] by neuroscientist [[Mayank Mehta]] discovered that in rats exposed to VR environments, the [[hippocampus]] did not create a "mental map" of the virtual space as it would for a real world environment.<ref name="LS Feb2015">{{cite web|last1=Lewis|first1=Tanya|title=Samsung Gear VR: Virtual Reality Tech May Have Nasty Side Effects|url=http://www.livescience.com/49669-virtual-reality-health-effects.html|website=Live Science|accessdate=13 March 2017|date=3 February 2015}}</ref><ref name="LS Dec2014">{{cite web|last1=Lewis|first1=Tanya|title=Virtual Reality Affects Brain's 'GPS Cells'|url=http://www.livescience.com/49021-virtual-reality-brain-maps.html|website=Live Science|accessdate=13 March 2017|date=5 December 2014}}</ref>

In 3D [[stereoscopic]] headsets, negative effects on the [[vestibulo-ocular reflex]] and [[vergence-accommodation]] conflicts are of [[ophthalmology|ophthalmic]] concern. As of 2016, the visual space perception laboratory at [[UC Berkeley]] found that vision-based effects of 3D stereoscopic headsets were short-term, but that further research was needed on long-term effects.<ref name="Guardian Mar2017">{{cite web|last1=Davis|first1=Nicola|title=Long-term effects of virtual reality use need more research, say scientists|url=https://www.theguardian.com/technology/2016/mar/19/long-term-effects-of-virtual-reality-use-need-more-research-say-scientists|website=The Guardian|accessdate=13 March 2017|date=19 March 2016}}</ref> In 2015 Magic Leap's founder, [[Rony Abovitz]], claimed his digital light field technology carried none of the negative neurological effects of 3D stereoscopic displays; however, no research had been published to support the company's claims.<ref name="WP March 2015">{{cite web|last1=McFarland|first1=Matt|title=Why not to fear the impact of virtual reality goggles on your long-term health|url=https://www.washingtonpost.com/news/innovations/wp/2015/03/04/why-not-to-fear-the-impact-of-virtual-reality-goggles-on-your-long-term-health/|website=Washington Post|accessdate=13 March 2017|date=4 March 2015}}</ref>

===Privacy===
The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [[surveillance]]. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.<ref name="Wired Magic Leap Apr2016" />

===Conceptual and philosophical concerns===
In addition, there are conceptual, and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. [[Mychilo S. Cline]] argued in 2005 that through virtual reality techniques will be developed to influence human behavior, [[interpersonal communication]], and [[cognition]].<ref>{{cite book|url=https://books.google.com/?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><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><ref>{{cite web|title=Power, Madness and Immortality {{!}} KurzweilAI|url=http://www.kurzweilai.net/power-madness-and-immortality|website=www.kurzweilai.net|accessdate=28 March 2017}}</ref> 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. As we spend more and more time in virtual space, there could 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.

== Pioneers and notables ==
{{Prose|section|date=January 2016}}
{{div col}}
* [[Thomas A. Furness III]]
* [[Maurice Benayoun]]
* [[Mark Bolas]]
* [[Fred Brooks]]
* [[Anshe Chung]]
* [[Edmond Couchot]]
* [[Carolina Cruz-Neira]]
* [[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]]
* [[Jacquelyn Ford Morie]]
* [[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]], [[Windows Mixed Reality]])
* [[Razer Inc.|Razer]] ([[OSVR Hacker Dev Kit]])
* [[Samsung Electronics|Samsung]] ([[Samsung Gear VR]])
* [[Sony Computer Entertainment]] ([[PS VR]])
* [[Starbreeze Studios]] ([[StarVR]])

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

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

;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 Electronics|Samsung]]
* [[Microsoft]]
* [[Intel]]
* [[Campustours]]
* [[Sketchfab]]
* [[Sony Computer Entertainment|Sony]]

;Artists
* [[Rebecca Allen (artist)|Rebecca Allen]]
* [[Maurice Benayoun]]
* [[Sheldon Brown (artist)|Sheldon Brown]]
* [[Char Davies]]
* [[David Em]]
* [[Myron W. Krueger|Myron Krueger]]
* [[Jaron Lanier]]
* [[Jacquelyn Ford Morie]]
* [[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]]
* [[Mixed 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/ }}
* {{cite web|title=Virtual reality in human-system interaction|url=http://www.dguv.de/ifa/fachinfos/virtuelle-realitaet/index-2.jsp }}

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

{{Authority control}}

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

Revision as of 09:39, 5 May 2017

A person wearing a virtual reality headset.

Virtual reality (VR) typically refers to computer technologies that use virtual reality headsets to generate the realistic images, sounds and other sensations that replicate a real environment or create an imaginary setting. VR also simulates a user's physical presence in this environment. VR has been defined as "a realistic and immersive simulation of a three-dimensional 360-degree environment, created using interactive software and hardware, and experienced or controlled by movement of the body"[1][2] or as an "immersive, interactive experience generated by a computer".[3]

A person using virtual reality equipment is able to "look around" the artificial world, and with high quality VR move about in it, and interact with features or items depicted in the headset. Virtual reality is displayed with a virtual reality headset. VR headsets are head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones.

Advanced haptic systems 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 through 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 grounded in reality or sci-fi.

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,[4] 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)".[5] The term "virtual" has been used in the computer sense of "not physically existing but made to appear by software" since 1959.[5]

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).[7] AR is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. 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).

Technology

The Virtual Reality Modelling Language (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[8] The Web3D consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed X3D from the VRML framework as an archival, open-source standard for web-based distribution of VR content.[9]

All modern VR displays are based on technology developed for smartphones including: gyroscopes and motion sensors for tracking head, hand, and body positions; small HD screens for stereoscopic displays; and small, lightweight and fast processors. These components led to relative affordability for independent VR developers, and lead to the 2012 Oculus Rift kickstarter offering the first independently developed VR headset.[10]

Independent production of VR images and video has increased by the development of omnidirectional cameras, also known as 360-degree cameras or VR cameras, that have the ability to record in all directions, although at low-resolutions or in highly compressed formats for online streaming.[11] In contrast, photogrammetry is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[12][13]

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 exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.[14] Elements of virtual reality have surfaced as early as the 1860s with French playwright Antonin Artaud who used avant-garde work to blur illusion and reality to be one and the same. He argued that a theatre audience should suspend their disbelief and consider the performance to be reality.[15] The first references to the more modern concept of virtual reality came from science fiction. Stanley G. Weinbaum's 1935 short story "Pygmalion's Spectacles"[16] 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. Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use...The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes".[17]

Around the same time, Douglas Engelbart used computer screens both as input and output devices. In 1968, Ivan Sutherland, with the help of his student Bob Sproull, created what was 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 the 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 an early affordable VR device.

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

In 1991, Carolina Cruz-Neira, Daniel J. Sandin and Thomas A. DeFanti from the Electronic Visualization Laboratory created the first cubic immersive room, The Cave. Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the holodeck, allowing people to see their own bodies in relation to others in the room.[18][19]

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

The 1990s saw the first widespread commercial releases of consumer headsets. 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.[20] 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.[21] 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.[22]

In 1991, Computer Gaming World predicted "Affordable VR by 1994".[23] By 1994, Sega released the Sega VR-1 motion simulator arcade attraction,[24][25] 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.[26] 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 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.[27] 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.[28] The same system was shown in 1996 in tradeshow exhibits sponsored by Netscape Communications.[citation needed] 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 VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world Second Life.[29]

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

2000–2015

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.[30]

In 2010, Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. This initial design would later serve as a basis from which the later designs came.[31]

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.[32] This was adopted by Oculus and was used in all their future headsets.

In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and fresnel lenses.[33][34]

On March 25, 2014, Facebook purchased Oculus VR for $2 billion.[35] This purchase occurred before any of the devices ordered through Oculus' 2012 Kickstarter had shipped.[36] 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.[37] 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.[38]

In February–March 2015, HTC and Valve Corporation announced the virtual reality headset HTC Vive and controllers. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.[39][40][41][42]

2015–present

By 2016 there were at least 230 companies developing VR-related products. Facebook has 400 employees focused on VR development; Google, Apple, Amazon, Microsoft, Sony and Samsung all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and frame-rate that images were still identifiable as virtual.[10] On April 5, 2016, HTC shipped its first units of the HTC VIVE SteamVR headset.[43] This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[44]

In early 2017, a patent filed by Sony showed they were developing a similar location tracking technology to the VIVE for PlayStation VR, with the potential for the development of a wireless headset.[45]

Use

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.

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.[citation needed]

Commercial tethered headsets released for VR gaming include the Oculus Rift and the HTC Vive.[46] Systems in development include Sony's PlayStation VR, requiring a PlayStation instead of a PC to run; the StarVR; FOVE;[47] and the Magic Leap.[10]

Following the widespread release of commercial VR headsets in the mid-2010s, several VR-specific and VR versions of popular videogames have been released. Guild Software's Vendetta Online was widely reported as the first MMORPG to support the Oculus Rift,[48][49] 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. On April 27, 2016, Mojang announced that the popular children's video game Minecraft was playable on the Gear VR.[50] A separate version was released to the Oculus Store for use with the Gear VR, similar to the Pocket Edition of Minecraft.

Some companies are adapting VR for fitness by using gamification concepts to encourage exercise.[51]

Cinema and entertainment

Films produced for VR permit the audience to view a 360 degree environment in every scene. Production companies, such as Fox Searchlight Pictures and Skybound, utilize VR cameras to produce films and series that are interactive in VR.[52][53] 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.[54][55]

In September 2016, two announcements were made for broadcast of sporting events in VR. 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."[56] This title was taken by Fox Sports' Fox Sports VR, a series of virtual reality broadcasts consisting mainly of Fox College Football broadcasts. The telecasts (which use roughly 180 degrees of rotation) were made available through smartphone apps and head-mounted displays, through a TV Everywhere paywall. The first VR telecast, which featured Oklahoma hosting Ohio State, took place September 17.[57][58]

Since 2015, virtual reality has been installed onto a number of roller coasters and theme parks, including Galactica at Alton Towers, The New Revolution at Six Flags Magic Mountain and Alpenexpress at Europapark, amongst others.[citation needed] The Void is a virtual reality theme park in Pleasant Grove, Utah that has attractions where, by using virtual reality, AR and customized mechanical rooms, an illusion of tangible reality is created by the use of multiple senses.[10]

Healthcare and clinical therapies

According to a recent report from Goldman Sachs, healthcare could be one of the next markets that VR/AR disrupts.[59] Already, VR devices are being used in clinical therapy, and the results are significant.

Anxiety disorder treatment

Virtual Reality Exposure Therapy (VRET) is a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder (PTSD) and phobias. Studies have indicated that when VRET is combined with other forms of behavioral therapy, patients experience a reduction of symptoms.[60][61] In some cases, patients no longer meet the DSM-V criteria for PTSD after a series of treatments with VRET.[62]

Pain management

Immersive VR has been studied for acute pain management, on the theory that it may distract people, reducing their experience of pain.[63][64] Researchers theorize that immersive VR helps with pain reduction by distracting the mind and flooding sensories with a positive experience.[64][65][66]

Education and training

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

VR is used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing.

Military uses

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 a working model of his virtual flight simulator the Visually Coupled Airborne Systems Simulator (VCASS).[citation needed] 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.[citation needed] Furness III is often credited as a pioneer in virtual reality for this research.[67] The Ministry of Defense in the United Kingdom has been using VR in military training since the 1980s.[68] The United States military announced the Dismounted Soldier Training System in 2012.[69] It was cited as the first fully immersive military VR training system.[70]

Space training

NASA has used VR technology for twenty years.[71] Most notable is their use of immersive VR to train astronauts while they are still on Earth. Such applications of VR simulations include exposure to zero-gravity work environments and training on how to spacewalk.[72][73] Astronauts can even simulate what it is like to work with tools in space while using low cost 3D printed mock up tools.[74]

Flight and vehicular applications

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

Flight simulators are a form of VR pilot training. They can range from a fully enclosed module to a series of computer monitors providing the pilot's point of view.[75] By the same token, virtual driving simulations are used to train tank drivers on the basics before allowing them to operate the real vehicle.[76] Similar principles are applied in truck driving simulators for specialized vehicles such as firetrucks. As these drivers often have less opportunity for real-world experience, VR training provides additional training time.[77]

Medical training

VR technology has many useful applications in the medical field.[78] Simulated surgeries allow surgeons to practice their technical skills without any risk to patients. Numerous studies have shown that physicians who receive surgical training via VR simulations improve dexterity and performance in the operating room significantly more than control groups.[79][80][81] Through VR, medical students and novice surgeons have the ability to view and experience complex surgeries without stepping into the operating room. On April 14, 2016, Shafi Ahmed was the first surgeon to broadcast an operation in virtual reality; viewers followed the surgery in real time from the surgeon's perspective.[82] The VR technology allowed viewers to explore the full range of activities in the operating room as it was streamed by a 4K 360fly camera.[83]

Fine arts

David Em was the first fine artist to create navigable virtual worlds in the 1970s.[84] 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).

Virtopia was the first VR Artwork to be premièred at a film festival. Created by artist/researcher Jacquelyn Ford Morie with researcher Mike Goslin, it debuted at the 1992 Florida Film Festival. Subsequent screenings of a more developed version of the project were at the 1993 Florida Film Festival and at SIGGRAPH 1994's emerging tech venue, The Edge. Morie was one of the first artists to focus on emotional content in VR experiences.[85][86]

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.[87] In 2016, the first project in Poland called The Abakanowicz Art Room was realized – it was documentation of the art office Magdalena Abakanowicz made by Jarosław Pijarowski and Paweł Komorowski.[88]

Some museums have begun making some of their content virtual reality accessible including the British Museum[89] and the Guggenheim.[90]

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 to see virtual prototypes prior to the availability of any physical prototypes.

Virtual reality in occupational safety and health

VR simulates real workplaces for occupational safety and health purposes. Information and projection technology are used to produce a virtual, three-dimensional, dynamic work environment. Within work scenarios for example some parts of a machine move of their own accord while others can be moved by human operators. Perspective, angle of view, and acoustic and haptic properties change according to where the person is standing and how he or she moves relative to the environment. VR technology allows human information processing close to real life situations. VR enables all phases of a product life cycle, from design, through use, up to disposal, to be simulated, analysed and optimised. VR can be used for OSH purposes to:

  • Review and improve the usability of products and processes whilst their development and design are still in progress. This enables errors in development and the need for subsequent modifications to be avoided.
  • Systematically and empirically review design solutions for the human-system interfaces and their influence upon human behaviour. This reduces the need for physical modifications to machinery, and for extensive field studies.
  • Safely test potentially hazardous products, processes and safety concepts. This avoids actual hazards during the study of human-system interaction.
  • Identify cause-effect relationships following accidents on and involving products. This saves material, personnel, time and financial outlay associated with in-situ testing.

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.[91] Virtual reality enables heritage sites to be recreated extremely accurately, so that the recreations can be published in various media.[92] The original sites are often inaccessible to the public or, due to the poor state of their preservation, hard to picture.[93] This technology can be used to develop virtual replicas of caves, natural environment, old towns, monuments, sculptures and archaeological elements.[94]

Architectural and urban 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.[95]

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

By 2010, VR programs were developed for urban regeneration, planning and transportation projects.[96]

Music and concerts

Virtual Reality
Assembled Google Cardboard VR

VR has the possibility of changing how we view live music[97] by allowing the audience to be right up front their band or to attend virtual concerts like Coachella.[98] Virtual reality can also transform music videos by making them more intense and powerful.[99] Music visualization also has the potential to be changed by VR with multiple apps being created for the Oculus and the HTC Vive although some people dubious as to how popular these will be.[100] Virtual reality is also used in visual music applications.[101]

On May 3, 2016, Norwegian pop band a-ha gave a multimedia performance in collaboration with Void, a Norwegian computational design studio. 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.[102][103][104]

Marketing

Virtual reality presents a unique opportunity for advertisers to reach a completely immersed audience.[105] Companies such as Paramount Pictures, Coca-Cola, McDonald's and Disney have applied VR into marketing campaigns.[106][107] Non-profit organizations such as Amnesty International, UNICEF, and World Wide Fund for Nature (WWF) have used 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[108] and face to face encounters with CGI tigers in Nepal[109] have been used in experiential activations and shared online for educational and fundraising purposes.

Lowe's, IKEA, 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.[110] Consumers looking at digital photos of the products can "turn" the product around virtually, and see it from the side or the back.

Several companies develop software or services that allow architectural design firms and real estate clients to tour virtual models of proposed building designs. 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.[111] VR models can replace physical miniatures to demonstrate a design to clients or the public. Developers and owners can create VR model of built spaces that allow potential buyers or tenants to tour a space in VR, even if real-life circumstances make a physical tour unfeasible.

In July 2015, OnePlus became the first company to launch a product using virtual reality.[112] This was for their second flagship device the OnePlus 2, first viewable using OnePlus Cardboard, based on Google Cardboard platform. It was accessed through an app released on Google Play Store,[113] then on YouTube.[114]

There have been many novels that reference and describe forms of virtual reality. Neal Stephenson's Snow Crash (1992) and Ernest Cline's Ready Player One (2011) are novels that have been influential for VR engineers working in the early 21st century.[10]

In the 1980s and 1990s, Cyberpunks viewed the technology as a potential means for social change. The recreational drug subculture praised virtual reality not only as a new art form, but as an entirely new frontier.[67]

Concerns and challenges

Virtual reality technology faces a number of challenges, including health and safety, privacy and technical issues. Long-term effects of virtual reality on vision and neurological development are unknown; 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; navigating the non-virtual environment (if the user is not confined to a limited area) might prove dangerous without external sensory information. There have been rising concerns that with the advent of virtual reality, some users may experience virtual reality addiction.[115]

Health and safety

There are many health and safety considerations of virtual reality. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[116]

A number of unwanted symptoms have been caused by prolonged use of virtual reality,[117] and these may have slowed proliferation of the technology. 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.[118] The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[119] Other symptoms include postural instability and retching.[119] Estimates for susceptibility range from one in every thirty to one in every two people.[10][120] For women, rates are as high as four in five.[121] 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.[118] 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.[122] A 2016 publication assessed the effects of exposure to 2D vs 3D dissection videos on nine pathology resident physicians, using self-reported physiologic symptoms. Watching the content in 3D vs 2D did not increase simulator sickness. Although the average simulator sickness questionnaire score did increase with time, statistical analysis does not suggest significance.[123]

In the mid-2010s, greater attention was paid to the effects of VR headsets on vision and the brain. Research at UCLA by neuroscientist Mayank Mehta discovered that in rats exposed to VR environments, the hippocampus did not create a "mental map" of the virtual space as it would for a real world environment.[124][125]

In 3D stereoscopic headsets, negative effects on the vestibulo-ocular reflex and vergence-accommodation conflicts are of ophthalmic concern. As of 2016, the visual space perception laboratory at UC Berkeley found that vision-based effects of 3D stereoscopic headsets were short-term, but that further research was needed on long-term effects.[126] In 2015 Magic Leap's founder, Rony Abovitz, claimed his digital light field technology carried none of the negative neurological effects of 3D stereoscopic displays; however, no research had been published to support the company's claims.[127]

Privacy

The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.[10]

Conceptual and philosophical concerns

In addition, there are conceptual, and philosophical considerations and implications associated with the use of virtual reality. What the phrase "virtual reality" means or refers to can be ambiguous. Mychilo S. Cline argued in 2005 that through virtual reality techniques will be developed to influence human behavior, interpersonal communication, and cognition.[128][129][130] 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. As we spend more and more time in virtual space, there could be a gradual "migration to virtual space", resulting in important changes in economics, worldview, and culture.[131] 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.

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