Virtual reality applications
{{short description|Overview of the various applications that make use of virtual reality}}
File:ISS-59 Christina Koch works inside the Destiny module (1).jpg astronaut and Expedition 59 Flight Engineer Christina Koch wears a VR headset for the Vection study that is exploring how microgravity affects an astronaut's motion, orientation and distance perception in 2019]]
There are many applications of virtual reality (VR). Applications have been developed in a variety of domains, such as architectural and urban design, industrial designs, restorative nature experiences, healthcare and clinical therapies, digital marketing and activism, education and training, engineering and robotics, entertainment, virtual communities, fine arts, heritage and archaeology, occupational safety, as well as social science and psychology.
Virtual Reality (VR) is revolutionizing industries by enabling immersive, interactive simulations that greatly improve the work of professionals in these industries. VR is changing how experts approach problems and come up with creative solutions in a variety of fields, including architecture and urban planning, where it helps visualize intricate structures and simulate entire cities, and healthcare and surgery, where it enhances accuracy and patient safety. As evidenced by successful collaborative operations using VR platforms, advancements in VR enable surgeons to train in risk-free environments and sketch out treatments customized for particular patients.
VR applications promote technical proficiency, offer practical experience, and improve patient outcomes by decreasing errors and boosting productivity in medical education. Beyond healthcare, virtual reality (VR) plays a key role in improving education and training through realistic, interactive settings, designing safer workplaces, and producing calming nature experiences. These developments demonstrate VR's ability to revolutionize a variety of industries, but issues like affordability, usability, and realism still need to be addressed.
VR also extends its impact into the marketing world, where immersive 3D experiences engage customers in unique ways that get them excited about products. Additionally, VR’s role in mental health through therapies for PTSD and anxiety disorders demonstrates its psychological value.
Architecture and urban design
One of the first recorded uses of virtual reality in architecture was in the late 1990s when the University of North Carolina virtually modeled Sitterman Hall, home of its computer science department.{{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|archive-url=https://web.archive.org/web/20160120060227/https://w2.eff.org/Misc/Publications/John_Perry_Barlow/HTML/being_in_nothingness.html|archive-date=2016-01-20}} Designers wore a headset and used a hand controller to simulate moving around a virtual space. With an Autodesk Revit model, they could "walk through" a schematic. VR enables architects to better understand the details of a project, such as the transition of materials, sightlines, or visual displays of wall stress, wind loads, solar heat gain, or other engineering factors.{{Cite web|url=https://www.rejournals.com/a-virtual-revolution-how-vr-can-enhance-design,-for-architect-and-client-20190417|title=A virtual revolution: How VR can enhance design, for architect and client|work=RE Journals |date=17 April 2019}} By 2010, VR programs had been developed for urban regeneration, planning and transportation projects.Roudavski, S. (2010). [https://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 Entire cities were simulated in VR.{{Cite web|url=https://www.digitalistmag.com/digital-economy/2016/11/18/virtual-reality-revolutionising-town-planning-04670711|title=How Virtual Reality Is Revolutionising Town Planning|website=www.digitalistmag.com|language=en-US|access-date=2019-08-30|archive-date=2022-08-10|archive-url=https://web.archive.org/web/20220810062849/https://www.digitalistmag.com/digital-economy/2016/11/18/virtual-reality-revolutionising-town-planning-04670711/|url-status=dead}}
Industrial design
Virtual reality and artificial intelligence are used by automotive firms like Porsche and BMW to optimize their production chains.{{Cite web |title=Industry 4.0 and the Automotive Industry |url=https://www.assemblymag.com/articles/96568-industry-40-and-the-automotive-industry |archive-url=https://web.archive.org/web/20211103081356/https://www.assemblymag.com/articles/96568-industry-40-and-the-automotive-industry |archive-date=2021-11-03 |access-date=2021-11-03 |website=www.assemblymag.com |language=en}} Software developers are building VR solutions to skip redundant design workflow phases and meet end-user expectations faster and more accurately.{{Cite web|date=2021-10-27|title=Industry 4.0 design: What does it mean for my design workflow?|url=https://www.flyingshapes.com/industry-4-0-design|access-date=2021-11-11|website=flyingshapes|language=en-US}}{{unreliable source?|date=November 2021|reason=The cited article is an advertisement.}}
Restorative nature experiences
File:Mountain nature landscape made with Unity.jpg
Studies on exposure to nature environments show how they are able to help individuals relax, recover attention capacity and cognitive function, reduce stress and stimulate positive moods.{{Cite journal|last1=Depledge|first1=M. H.|last2=Stone|first2=R. J.|last3=Bird|first3=W. J.|date=2011|title=Can natural and virtual environments be used to promote improved human health and wellbeing?|journal=Environmental Science & Technology|volume=45|issue=11|pages=4660–4665|doi=10.1021/es103907m|pmid=21504154|bibcode=2011EnST...45.4660D}}{{cite journal |last1=White |first1=M. |last2=Smith |first2=A. |last3=Humphryes |first3=K. |last4=Pahl |first4=S. |last5=Snelling |first5=D. |last6=Depledge |first6=M. |date=2010 |title=Blue space: The importance of water for preference, affect, and restorativeness ratings of natural and built scenes |journal=Journal of Environmental Psychology |volume=30 |issue=4 |pages=482–493 | doi=10.1016/j.jenvp.2010.04.004}}{{Cite journal|last=Kaplan|first=S.|date=1995|title=The restorative benefits of nature: Toward an integrative framework|journal=Journal of Environmental Psychology|volume=16|issue=3|pages=169–182|doi=10.1016/0272-4944(95)90001-2|s2cid=4993000 }} The Attention Restoration Theory and Stress Recovery Theory{{Cite book|last1=Ulrich|first1=R. S.|title=Behavior and the Natural Environment |date=1983|chapter=Aesthetic and affective response to natural environment|publisher=Springer, Boston, MA|chapter-url=https://doi.org/10.1007/978-1-4613-3539-9_4|isbn=978-1-4613-3541-2|pages=85–125|doi=10.1007/978-1-4613-3539-9_4 }} explain the mechanisms by which VR nature environments can lead to mental restoration.{{cite web|url=https://www.relaxvr.co/blog/promoting-relaxation-with-virtual-reality|title=Promoting Relaxation with Virtual Reality|last=Alsina Jurnet|first=Ivan|date=2022|work=Relax VR|access-date=June 28, 2024}} This is in contrast to urban environments that have shown to be less restorative.{{Cite journal|last1=Berman|first1=M. G.|date=2008|title=The cognitive benefits of interacting with nature|journal=Psychological Science|volume=19|issue=12|pages=1207–1212 |doi=10.1111/j.1467-9280.2008.02225.x|pmid=19121124 }}
Immersive virtual reality technology is able to replicate believable restorative nature experiences, either using 360 degree video footage or environments created from 3D real-time rendering, often developed using game engines like Unreal Engine or Unity. This is useful for users who cannot access certain areas, for example, senior citizens or residents of nursing homes who face physical restraints or complications.{{Cite journal|last1=Bruun-Pedersen|first1=J. R.|last2=Serafin|first2=S.|last3=Busk Kofoed|first3=L.|date=2016|title=Restorative virtual environment design for augmenting nursing home rehabilitation|journal=Journal for Virtual Worlds Research|volume=9|issue=3|pages=1–24|doi=10.4101/jvwr.v9i3.7224|doi-broken-date=1 November 2024 |doi-access=free}}
Healthcare and medicine
VR is being applied to a wide range of medical areas, including medical education, training, surgery and diagnostic assistance for healthcare staff. For healthcare professionals, by exploring computer generated, three-dimensional (3D), multimedia sensory environments in real time, whether realistic or artificial, they can gain practical knowledge that can be used in clinical practice.{{Cite journal |last1=Kyaw |first1=Bhone Myint |last2=Saxena |first2=Nakul |last3=Posadzki |first3=Pawel |last4=Vseteckova |first4=Jitka |last5=Nikolaou |first5=Charoula Konstantia |last6=George |first6=Pradeep Paul |last7=Divakar |first7=Ushashree |last8=Masiello |first8=Italo |last9=Kononowicz |first9=Andrzej A. |last10=Zary |first10=Nabil |last11=Car |first11=Lorainne Tudor |date=2019-01-22 |title=Virtual Reality for Health Professions Education: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration |url=https://www.jmir.org/2019/1/e12959 |journal=Journal of Medical Internet Research |language=EN |volume=21 |issue=1 |pages=e12959 |doi=10.2196/12959 |pmc=6362387 |pmid=30668519 |doi-access=free |hdl-access=free |hdl=10356/85870}} For patients, VR can be utilised for surgery, rehabilitation and training to alleviate medical symptoms and cure diseases.{{Citation |last=Lányi |first=Cecília Sik |title=Virtual Reality in Healthcare |date=2006 |work=Intelligent Paradigms for Assistive and Preventive Healthcare |volume=19 |pages=87–116 |editor-last=Ichalkaranje |editor-first=N. |url=https://doi.org/10.1007/11418337_3 |access-date=2023-12-04 |series=Studies in Computational Intelligence |place=Berlin, Heidelberg |publisher=Springer |language=en |doi=10.1007/11418337_3 |isbn=978-3-540-31763-0 |editor2-last=Ichalkaranje |editor2-first=A. |editor3-last=Jain |editor3-first=L.C.}}{{Cite book |last1=Hayre |first1=Christopher M. |url=https://books.google.com/books?id=Ov8MEAAAQBAJ&dq=virtual+reality+in+healthcare&pg=PP1 |title=Virtual Reality in Health and Rehabilitation |last2=Muller |first2=Dave J. |last3=Scherer |first3=Marcia J. |date=2020-12-22 |publisher=CRC Press |isbn=978-1-000-31995-8 |language=en}} VR began to appear in rehabilitation in the 2000s.
= Training for healthcare professionals =
With the rise of COVID-19 in 2020, opportunities for clinical training and education were greatly reduced due to the lack of availability of clinical educators and the need to establish social distancing by avoiding in-person interaction.Goh P, Sandars J, 2020, 'A vision of the use of technology in medical education after the COVID-19 pandemic', MedEdPublish, 9, [1], 49 However, in recent years, there has been a resurge in funding, thus, many institutions have developed simulations to teach their medical students. Particularly in the field of diabetes, a study named DEVICE (Diabetes Emergencies: Virtual Interactive Clinical Education) allowed non-specialist clinics to undergo training so that they can better identify and treat diabetes patients.{{Cite journal |last1=Mallik |first1=Ritwika |last2=Patel |first2=Mayank |last3=Atkinson |first3=Ben |last4=Kar |first4=Partha |date=2021-07-01 |title=Exploring the Role of Virtual Reality to Support Clinical Diabetes Training—A Pilot Study |journal=Journal of Diabetes Science and Technology |volume=16 |issue=4 |pages=844–851 |doi=10.1177/19322968211027847 |issn=1932-2968 |pmc=9264436 |pmid=34210183}}
== Use of VR Training in Surgery ==
VR is being increasingly used to train surgeons by providing realistic surgery simulators that replicate real-life scenarios. These tools allow for hands-on practice in a safe environment, improving precision and skills without the risks associated with real patients.{{Cite journal |last1=McCloy |first1=Rory |last2=Stone |first2=Robert |date=2001 |title=Science, Medicine, And The Future: Virtual Reality In Surgery |journal=BMJ: British Medical Journal |volume=323 |issue=7318 |pages=912–915 |doi=10.1136/bmj.323.7318.912 |issn=0959-8138 |jstor=25468186 |pmc=1121442 |pmid=11668138}}{{Cite journal |last1=Pedram |first1=Shiva |last2=Kennedy |first2=Grace |last3=Sanzone |first3=Sal |date=2024-01-12 |title=Assessing the validity of VR as a training tool for medical students |journal=Virtual Reality |language=en |volume=28 |issue=1 |pages=15 |doi=10.1007/s10055-023-00912-x |issn=1434-9957 |doi-access=free}} This allows new surgeons to practice and receive feedback without needing an expert surgeon to walk them through the process.{{Cite journal |last1=McKnight |first1=R. Randall |last2=Pean |first2=Christian A. |last3=Buck |first3=J. Stewart |last4=Hwang |first4=John S. |last5=Hsu |first5=Joseph R. |last6=Pierrie |first6=Sarah N. |date=December 2020 |title=Virtual Reality and Augmented Reality-Translating Surgical Training into Surgical Technique |journal=Current Reviews in Musculoskeletal Medicine |volume=13 |issue=6 |pages=663–674 |doi=10.1007/s12178-020-09667-3 |issn=1935-973X |pmc=7661680 |pmid=32779019}}
Research shows that physicians who experience VR simulations improved their dexterity and performance in the operating room significantly more than control groups.{{Cite journal |last1=Seymour |first1=Neal E. |last2=Gallagher |first2=Anthony G. |last3=Roman |first3=Sanziana A. |last4=O'Brien |first4=Michael K. |last5=Bansal |first5=Vipin K. |last6=Andersen |first6=Dana K. |last7=Satava |first7=Richard M. |date=October 2002 |title=Virtual Reality Training Improves Operating Room Performance: Results of a Randomized, Double-Blinded Study |journal=Annals of Surgery |volume=236 |issue=4 |pages=458–63; discussion 463–4 |doi=10.1097/00000658-200210000-00008 |pmc=1422600 |pmid=12368674}}{{Cite journal |last1=Ahlberg |first1=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 |journal=The American Journal of Surgery |volume=193 |issue=6 |pages=797–804 |doi=10.1016/j.amjsurg.2006.06.050 |pmid=17512301}}{{Cite journal |last1=Colt |first1=Henri G. |last2=Crawford |first2=Stephen W. |last3=Galbraith III |first3=Oliver |date=2001-10-01 |title=Virtual reality bronchoscopy simulation*: A revolution in procedural training |journal=Chest |volume=120 |issue=4 |pages=1333–1339 |doi=10.1378/chest.120.4.1333 |issn=0012-3692 |pmid=11591579}}Larsen, C.R., Oestergaard, J., Ottesen, B.S., and Soerensen, J.L. "The efficacy of virtual reality simulation training in laparoscopy: a systematic review of randomized trials". Acta Obstetricia et Gynecologica Scandinavica. 2012; 91: 1015–1028{{Cite journal |last1=Yu |first1=Peng |last2=Pan |first2=Junjun |last3=Wang |first3=Zhaoxue |last4=Shen |first4=Yang |last5=Li |first5=Jialun |last6=Hao |first6=Aimin |last7=Wang |first7=Haipeng |date=2022-02-10 |title=Quantitative influence and performance analysis of virtual reality laparoscopic surgical training system |journal=BMC Medical Education |volume=22 |issue=1 |pages=92 |doi=10.1186/s12909-022-03150-y |doi-access=free |issn=1472-6920 |pmc=8832780 |pmid=35144614}} A 2020 study found that clinical students trained through VR scored higher across various areas, including diagnosis, surgical methods, and overall performance, compared to those taught traditionally.{{Cite journal |last1=Alcala |first1=Nicolas |last2=Piazza |first2=Martin |last3=Hobbs |first3=Gene |last4=Quinsey |first4=Carolyn |date=2021-09-28 |title=Assessment of Contemporary Virtual Reality Programs and 3D Atlases in Neuroanatomical and Neurosurgical Education |url=https://cjim.pub/index.php/cjim/article/view/572 |journal=Carolina Journal of Interdisciplinary Medicine |volume=1 |issue=1 |doi=10.47265/cjim.v1i1.572 |issn=2692-0549|doi-access=free }} Trainees may use real instruments and video equipment to practice in simulated surgeries.{{cite journal |last1=Alaraj |first1=Ali |last2=Lemole |first2=MichaelG |last3=Finkle |first3=JoshuaH |last4=Yudkowsky |first4=Rachel |last5=Wallace |first5=Adam |last6=Luciano |first6=Cristian |last7=Banerjee |first7=PPat |last8=Rizzi |first8=SilvioH |last9=Charbel |first9=FadyT |date=2011 |title=Virtual reality training in neurosurgery: Review of current status and future applications |journal=Surgical Neurology International |volume=2 |issue=1 |page=52 |doi=10.4103/2152-7806.80117 |pmc=3114314 |pmid=21697968 |doi-access=free}} Through the revolution of computational analysis abilities, fully immersive VR models are currently available in neurosurgery training. Ventriculostomy catheters insertion, endoscopic and endovascular simulations are used in neurosurgical residency training centers across the world. Experts see VR training as an essential part of the curriculum of future training of neurosurgeons.
In one of these studies for example, from 2022, Participants were given a touch-screen monitor, two surgical handlers, and two-foot pedals that were designed to emulate a real world laparoscopic simulator. When participants were asked to perform simulated surgery tasks (Figure 1), they performed significantly better than a control group that wasn’t training using VR. In addition to doing better on tasks, those who got VR training demonstrated significant time savings and enhanced performance in the previously mentioned critical areas. Participants who trained using virtual reality also demonstrated reduced cognitive load, suggesting that they were able to learn the content with significantly less mental strain. These findings demonstrate how VR-based simulators, which provide a secure and entertaining environment for practicing surgical techniques, have the potential to completely transform laparoscopic training.
File:12909_2022_3150_Fig2_HTML.webp
File:12909_2022_3150_Fig3_HTML.webp
VR technology has emerged as a potential tool for medical training, particularly due to the shortage of skilled surgeons. By creating highly realistic and interactive virtual environments, VR simulations have potential to enhance surgical skills, improve patient safety, and reduce training costs. A 2020 study compared the performance of experienced and less experienced surgeons in a VR simulation for spine surgery. The results indicated that novice surgeons who underwent VR training were able to identify and correct errors more effectively than those who relied solely on traditional training methods.Luca Andrea; Giorgino, Riccardo; Gesualdo Loreto; Peretti, Giuseppe M; Belkhou, Anas; Banfi, Giuseppe; Grasso, Giovanni (2020-08). "Innovative Educational Pathways in Spine Surgery: Advanced Virtual Reality–Based Training". Spine Health Special Section. 140: 674 – 680.
= Surgery, therapy and rehabilitation for patients =
== VR Use in Surgery ==
VR can produce a three-dimensional representation of a particular patient's anatomy that allows surgeons to map out the surgery ahead of time.{{cite web |date=23 February 2017 |title=Virtual reality system helps surgeons, reassures patients |url=https://med.stanford.edu/news/all-news/2017/07/virtual-reality-system-helps-surgeons-reassures-patients.html |website=Stanford Medicine}} This can be used in neurosurgery, allowing neurosurgeons to design a surgical procedure tailored to the patient prior to the operation which enhances surgical success.{{Cite journal |last1=Fiani |first1=Brian |last2=De Stefano |first2=Frank |last3=Kondilis |first3=Athanasios |last4=Covarrubias |first4=Claudia |last5=Reier |first5=Louis |last6=Sarhadi |first6=Kasra |date=September 2020 |title=Virtual Reality in Neurosurgery: "Can You See It?"-A Review of the Current Applications and Future Potential |url=https://pubmed.ncbi.nlm.nih.gov/32561486/ |journal=World Neurosurgery |volume=141 |pages=291–298 |doi=10.1016/j.wneu.2020.06.066 |issn=1878-8769 |pmid=32561486}} The first collaborative virtual reality surgery was successfully performed in June 2022, in Brazil by pediatric surgeon Noor Ul Owase Jeelani, of Great Ormond Street Hospital in London. The surgery, a separation of conjoined twins, was conducted collaboratively in a "virtual reality room" by Dr. Jeelani and Dr. Gabriel Mufarrej, head of paediatric surgery at Instituto Estadual do Cerebro Paulo Niemeyer in Brazil.{{Cite news |last=McCallum |first=Shiona |date=2022-08-01 |title=Conjoined twins separated with the help of virtual reality |url=https://www.bbc.com/news/technology-62378452 |access-date=2022-08-08 |work=BBC News}}{{Cite news |last=Suliman |first=Adela |date=2022-08-03 |title=Surgeons use virtual reality techniques to separate conjoined twin |url=https://www.washingtonpost.com/world/2022/08/03/brazil-conjoined-twins-separated-surgery/ |access-date=2022-08-08 |newspaper=The Washington Post}}
Similarly, experts examined the state of virtual reality (VR) in surgical education today, emphasizing its advantages for patient safety (e.g., electrosurgical procedures), nontechnical skills (e.g., teamwork), and technical skills (e.g., laparoscopy). The conference's objectives were to evaluate the potential of VR simulation technology for surgical training and provide best practices for its application. They found that VR simulation can make it easier for surgeons to an airtight space and an area with proper ventilation. VR simulation can also teach surgeons about safety factors and about the importance of breaks and factors leading to potential failures and problems.{{Cite journal |last1=Olasky |first1=Jaisa |last2=Sankaranarayanan |first2=Ganesh |last3=Seymour |first3=Neal E. |last4=Magee |first4=J. Harvey |last5=Enquobahrie |first5=Andinet |last6=Lin |first6=Ming C. |last7=Aggarwal |first7=Rajesh |last8=Brunt |first8=L. Michael |last9=Schwaitzberg |first9=Steven D. |last10=Cao |first10=Caroline G. L. |last11=De |first11=Suvranu |last12=Jones |first12=Daniel B. |date=October 2015 |title=Identifying Opportunities for Virtual Reality Simulation in Surgical Education: A Review of the Proceedings from the Innovation, Design, and Emerging Alliances in Surgery (IDEAS) Conference: VR Surgery |journal=Surgical Innovation |language=en |volume=22 |issue=5 |pages=514–521 |doi=10.1177/1553350615583559 |issn=1553-3506 |pmc=4578975 |pmid=25925424}}
== VR Use in Therapy ==
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 by combining VRET with behavioral therapy, patients experience a reduction of symptoms.{{Cite journal |last1=Reger |first1=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 |journal=Journal of Traumatic Stress |language=en |volume=24 |issue=1 |pages=93–96 |doi=10.1002/jts.20574 |issn=1573-6598 |pmid=21294166}}{{Cite journal |last1=Gonçalves |first1=Raquel |last2=Pedrozo |first2=Ana Lúcia |last3=Coutinho |first3=Evandro Silva Freire |last4=Figueira |first4=Ivan |last5=Ventura |first5=Paula |date=2012-12-27 |title=Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review |journal=PLOS ONE |volume=7 |issue=12 |pages=e48469 |bibcode=2012PLoSO...748469G |doi=10.1371/journal.pone.0048469 |issn=1932-6203 |pmc=3531396 |pmid=23300515 |doi-access=free}} In some cases, patients no longer met the DSM-5 criteria for PTSD.{{Cite journal |last1=Difede |first1=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 |volume=5 |issue=6 |pages=529–535 |doi=10.1089/109493102321018169 |issn=1094-9313 |pmid=12556115 |s2cid=2986683}}{{Verify source|date=April 2025|reason=The DSM-5 was published in 2013, long after the cited source was published. In fact, at the time, the DSM-IV-TR was rather novel.}}
Virtual reality has also been tested in the field of behavioral activation (BA) therapy. BA therapy encourages patients to change their mood by scheduling positive activities into their day-to-day life.{{cite web |date=20 February 2020 |title=Medical Virtual Reality |url=https://vhil.stanford.edu/projects/2020/medical-virtual-reality-research/ |access-date=20 November 2020 |website=Stanford University Virtual Human Interaction Lab}} Due to a lack of access to trained providers, physical constraints or financial reasons, many patients are not able to attend BA therapy. Researchers are trying to overcome these challenges by providing BA therapy via virtual reality, enabling patients, especially elderly adults, to engage in activities that they would not be able to attend without VR. Possibly, the so-called "BA-inspired VR protocols" can improve mood, life satisfaction, and likelihood of depression.
A VR therapy has been designed to help people with psychosis and agoraphobia manage their avoidance of outside environments. In the therapy, users wear a headset, and a virtual character provides psychological advice and guides them as they explore simulated environments (such as a café or a busy street). The National Institute for Health and Care Excellence (NICE) is assessing the therapy to see if it should be recommended on the National Health Service (NHS).{{Cite journal |last1=Freeman |first1=Daniel |last2=Lambe |first2=Sinéad |last3=Kabir |first3=Thomas |last4=Petit |first4=Ariane |last5=Rosebrock |first5=Laina |last6=Yu |first6=Ly-Mee |last7=Dudley |first7=Robert |last8=Chapman |first8=Kate |last9=Morrison |first9=Anthony |last10=O'Regan |first10=Eileen |last11=Aynsworth |first11=Charlotte |last12=Jones |first12=Julia |last13=Murphy |first13=Elizabeth |last14=Powling |first14=Rosie |last15=Galal |first15=Ushma |date=2022-05-01 |title=Automated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analyses |url=https://doi.org/10.1016/S2215-0366(22)00060-8 |journal=The Lancet Psychiatry |volume=9 |issue=5 |pages=375–388 |doi=10.1016/s2215-0366(22)00060-8 |issn=2215-0366 |pmc=9010306 |pmid=35395204}}{{Cite journal |date=20 July 2023 |title=Virtual reality could help people with psychosis and agoraphobia |url=https://evidence.nihr.ac.uk/alert/virtual-reality-could-help-people-with-psychosis-and-agoraphobia/ |journal=NIHR Evidence |doi=10.3310/nihrevidence_59108 |s2cid=260053713}}
Another mentioned area of VR therapy is the treatment of eating disorders and body image disorders. Individuals can make your own body image by having a subject embody avatars with different characteristics. With this, people can practice handling these stressful situations and simulate and practice, such as grocery shopping or observing one's own body in the mirror.{{Cite journal |last1=Halbig |first1=Andreas |last2=Babu |first2=Sooraj K. |last3=Gatter |first3=Shirin |last4=Latoschik |first4=Marc Erich |last5=Brukamp |first5=Kirsten |last6=von Mammen |first6=Sebastian |date=2022 |title=Opportunities and Challenges of Virtual Reality in Healthcare – A Domain Experts Inquiry |journal=Frontiers in Virtual Reality |volume=3 |doi=10.3389/frvir.2022.837616 |issn=2673-4192 |doi-access=free}}{{Creative Commons text attribution notice|cc=by4|from this source=yes}} According to Mittal Himani, "Virtual Reality Distraction Therapy provides many levels of interactions to patients allowing the use of many senses thus encouraging them to be immersed in the virtual world experience. The higher the user’s immersion means more attention in the virtual world and less attention to other signals of pain. A research study using VR as a distraction intervention was conducted in 2 sessions over a period of 8 weeks with 28 participants."{{Citation |last=Mittal |first=Himani |title=Virtual Reality Applications in Healthcare |date=2023-08-25 |work=Immersive Virtual and Augmented Reality in Healthcare |pages=50–62 |place=Boca Raton |publisher=CRC Press |doi=10.1201/9781003340133-3 |isbn=978-1-003-34013-3}}
== VR Use in Rehabilitation ==
File:Virtual Environment exercise experience for senior citizens.jpgImmersive VR can motivate exercise with challenged sedentary users, applicable in rehabilitation centers or senior citizen homes, increasing users' quality of life and independence through increased physical activity.{{Cite journal |last1=Kappen |first1=Dennis L. |last2=Mirza-Babaei |first2=P. |last3=Nacke |first3=Lennart E. |date=2019 |title=Older Adults' Physical Activity and Exergames: A Systematic Review |journal=International Journal of Human–Computer Interaction |volume=35 |issue=2 |pages=140–167 |doi=10.1080/10447318.2018.1441253 |s2cid=59540792}} In particular, some companies and researchers are adapting VR for fitness, motivating physical therapy or exercise, either by contextualizing, like biking through VR-based experiences (see right image), or by using gamification to encourage exercise.{{cite news |last=Kim |first=Meeri |date=August 21, 2016 |title=Virtual reality apps aim to make exercise less tedious |work=Tyler Morning Telegraph |pages=A1, A11}}{{Cite journal |last1=Faric |first1=Nuša |last2=Potts |first2=Henry W W. |last3=Hon |first3=Adrian |last4=Smith |first4=Lee |last5=Newby |first5=Katie |last6=Steptoe |first6=Andrew |last7=Fisher |first7=Abi |year=2019 |title=What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews |journal=Journal of Medical Internet Research |volume=21 |issue=9 |pages=e13833 |doi=10.2196/13833 |pmc=6754685 |pmid=31538951 |doi-access=free}} Immersive VR has also been shown useful for acute pain management, on the theory that it may distract people, reducing their experience of pain.{{cite journal |last1=Gold |first1=Jeffrey I. |last2=Belmont |first2=Katharine A. |last3=Thomas |first3=David A. |date=August 2007 |title=The Neurobiology of Virtual Reality Pain Attenuation |journal=CyberPsychology & Behavior |volume=10 |issue=4 |pages=536–544 |doi=10.1089/cpb.2007.9993 |pmid=17711362 |s2cid=14018643}}{{Cite journal |last1=Sharar |first1=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}}{{Cite journal |last1=Li |first1=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}}
Research has shown that dementia patients given virtual reminiscence therapy experienced reduced incidences of dementia related symptoms.{{Cite web |last=Rehman |first=Arfa |date=2021-08-27 |title=How Virtual Reality Can Transform Dementia Care |url=https://aixr.org/insights/how-virtual-reality-can-transform-dementia-care/ |access-date=2022-06-13 |website=AIXR |language=en-US}} Virtual reminiscence therapy creates virtual environments tailored to the patient, allowing them to remember old memories more easily, which may improve overall quality of life.
However, for some diseases like Parkinson's disease, evidence of its benefits compared to other rehabilitation methods is lacking.{{Cite journal |last=Dockx |first=Kim |date=2016 |title=Virtual reality for rehabilitation in Parkinson's disease |url=https://lirias.kuleuven.be/handle/123456789/420336 |journal=Cochrane Database of Systematic Reviews |volume=2016 |issue=12 |pages=CD010760 |doi=10.1002/14651858.CD010760.pub2 |pmc=6463967 |pmid=28000926}} A 2018 review on the effectiveness of VR mirror therapy and robotics found no significant benefit.{{Cite journal |last1=Darbois |first1=Nelly |last2=Guillaud |first2=Albin |last3=Pinsault |first3=Nicolas |date=2018 |title=Does Robotics and Virtual Reality Add Real Progress to Mirror Therapy Rehabilitation? A Scoping Review |journal=Rehabilitation Research and Practice |volume=2018 |page=6412318 |doi=10.1155/2018/6412318 |pmc=6120256 |pmid=30210873 |doi-access=free}}
Other than directly using VR in therapy, medical researchers are also using VR to study different conditions, for instance, researchers have leveraged VR to investigate how people with social anxiety learn and make decisions. Ultimately, researchers aim to better understand medical conditions, in order to improve medical intervention and therapy.
Digital marketing
Virtual reality presents an opportunity and an alternative channel for digital marketing. The International Data Corporation expected spending to increase for augmented reality (AR) and virtual reality, forecasting a compound annual growth rate of 198% from 2015 to 2020. Revenues were expected to rise to $143.3 billion in 2020.{{cite web|url=https://www.idc.com/getdoc.jsp?containerId=prUS42331217|title=Worldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDC|last1=Shirer|first1=Michael|last2=Torchia|first2=Marcus|date=February 27, 2017|website=International Data Corporation|access-date=March 16, 2018|archive-date=March 19, 2018|archive-url=https://web.archive.org/web/20180319084625/https://www.idc.com/getdoc.jsp?containerId=prUS42331217|url-status=dead}}{{Cite web|url=https://www.businesswire.com/news/home/20181206005037/en/Worldwide-Spending-Augmented-Virtual-Reality-Expected-Surpass|title=Worldwide Spending on Augmented and Virtual Reality Expected to Surpass $20 Billion in 2019, According to IDC|date=2018-12-06|website=www.businesswire.com|language=en|access-date=2019-07-02}} Global spending on digital advertisements was forecasted to increase to $335.5 billion by 2020.{{cite web|url=https://www.statista.com/statistics/237974/online-advertising-spending-worldwide/|title=Digital advertising spending worldwide from 2015 to 2020 (in billion U.S. dollars)|author=|date=October 1, 2016|website=Statista|access-date=March 15, 2018}}{{cite book|title=Digital Marketing|last1=Chaffey|first1=Dave|last2=Ellis-Chadwick|first2=Fiona|date=2016|publisher=Pearson|isbn=978-1-292-07761-1|location=Loughborough University|page=11,44}} A 2015 study found that 75% of companies on Forbes' World's Most Valuable Brands list had developed a VR or AR experience.{{cite web|url=https://www.forbes.com/sites/forbesagencycouncil/2016/08/15/how-virtual-reality-can-revolutionize-digital-marketing/2/#4e482ecd1e18|title=How Virtual Reality Can Revolutionize Digital Marketing|last=Deflorian|first=Adam|date=August 15, 2016|work=Forbes|access-date=March 17, 2018}} Although VR is not widespread among consumers compared to other forms of digital media,{{cite web|url=http://www.convinceandconvert.com/digital-marketing/virtual-reality-for-marketers/|title=What the Rise of Virtual Reality Means for Marketers|last=Matia|first=Alexa|website=Convinceandconvert|date=17 June 2016|access-date=March 2, 2018}} many companies have invested in VR. Some companies adopted VR to enhance workplace collaboration.{{Cite web|url=https://readwrite.com/2018/11/08/10-amazing-uses-of-virtual-reality/|title=10 Amazing Uses of Virtual Reality|date=2018-11-08|website=ReadWrite|language=en-US|access-date=2019-07-02}}
VR can present high definition, three-dimensional interactive imaging.{{cite journal|last1=Suh|first1=Kil-Soo|last2=Lee|first2=Young Eun|date=Dec 1, 2005|title=The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation|journal=MIS Quarterly|volume=29|issue=4|pages=673, 680, 681, 691|doi=10.2307/25148705|jstor=25148705}} The benefits of VR marketing were observed by Suh and Lee through via laboratory experiments: with a VR interface, participants' emotions were engaged, and their product knowledge and product attitude noticeably increased.{{cite web|url=https://sherpablog.marketingsherpa.com/marketing/conversion-defined/|title=Marketing 101: What is conversion?|last=Kirkpatrick|first=David|date=March 15, 2012|website=Marketingsherpa Blog|access-date=March 17, 2018|quote=The point at which a recipient of a marketing message performs a desired action.}} Both studies indicate an increased desire to purchase products marketed through VR. However, these benefits showed minimal return on investment (ROI). Suh and Lee found that products primarily experienced through hearing and vision (but not other senses) benefit more from VR marketing.
Advertisements that appear during a VR experience (interruption marketing) may be considered invasive. Consumers can choose whether they wish to accept an ad.{{cite book|title=Understanding Digital Marketing: Marketing Strategies for Engaging the Digital Generation|last=Ryan|first=Damian|date=November 3, 2016|publisher=Kogan Page Limited|isbn=978-0-7494-7843-8|location=London|page=29}} To mitigate this, organizations can require the user to download a mobile app before experiencing their VR campaign.{{cite web|url=http://www.unicef360.com/|title=Unicef 360|date=2016|website=Unicef 360|publisher=Unicef|access-date=March 2, 2018}}
Non-profit organizations have used VR to bring potential supporters closer to distant social, political and environmental issues in immersive ways not possible with traditional media. Panoramic views of the conflict in Syria and face-to-face encounters with computer-generated imagery (CGI) tigers in Nepal{{cite web|url=http://www.wwf.org.uk/adoption/virtual-tiger/?pc=AQF407096|title=Tiger Experience: Adopt a Tiger|publisher=World Wildlife Fund|access-date=March 18, 2018}}{{Dead link|date=October 2023 |bot=InternetArchiveBot |fix-attempted=yes }} are some examples.
Retailers can use VR to show how a product will fit in consumers' homes.{{cite web|url=https://www.bostonglobe.com/business/2016/05/05/adding-level-reality-online-shopping/wXRlzWBdGIo7j5LO8sOg5K/story.html|title=Adding a level of reality to online shopping|last=Kirsner|first=Scott|date=May 5, 2016|website=The Boston Globe|access-date=May 23, 2016}} Consumers looking at digital photos of the products can virtually spin the product to view it from the side or back.
Architectural design firms can allow clients to tour virtual models of proposed or existing buildings to market their product, replacing scale models or floor plans with VR models.{{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|archive-date=2016-03-07|archive-url=https://web.archive.org/web/20160307184604/https://labs.chaosgroup.com/index.php/cg-garage-podcast/cg-garage-podcast-61-shane-scranton-irisvr/|url-status=dead}}
Education and training
VR is used to help learners develop skills without the real-world consequences of failing, especially useful in realms with life-or-death implications. The specific device used to provide the VR experience, whether it be through a mobile phone or desktop computer, does not appear to impact the educational benefits received by the learner.{{Cite journal|last1=Moro|first1=Christian|last2=Štromberga|first2=Zane|last3=Stirling|first3=Allan|date=2017-11-29|title=Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education|journal=Australasian Journal of Educational Technology|volume=33|issue=6|doi=10.14742/ajet.3840|issn=1449-5554|doi-access=free}}
In recent case studies, the VR training approach not only leads to better understandings, but also higher satisfaction amongst individuals. The number of errors can be reduced and the completion time for specific tasks can be shortened.{{cite journal |last1=Salah |first1=Bashir |last2=Abidi |first2=Mustufa |last3=Mian |first3=Syed |last4=Krid |first4=Mohammed |last5=Alkhalefah |first5=Hisham |last6=Abdo |first6=Ali |title=Virtual Reality-Based Engineering Education to Enhance Manufacturing Sustainability in Industry 4.0 |journal=Sustainability |date=11 March 2019 |volume=11 |issue=5 |page=1477 |doi=10.3390/su11051477 |doi-access=free |bibcode=2019Sust...11.1477S }}
An increasing number of companies rely on virtual reality when it comes to onboarding of employees.{{cite journal |last1=Fade |first1=Lorne |title=How Businesses Today Are Implementing Virtual And Augmented Reality |journal=Forbes |date=3 January 2019 |url=https://www.forbes.com/sites/theyec/2019/01/03/how-businesses-today-are-implementing-virtual-and-augmented-reality/?sh=793273a838e5 |access-date=20 November 2020}} VR onboarding is cheaper and more efficient compared to conventional training, as no demo equipment is required.{{cite web |agency=Deutsche Presse-Agentur |title=Lufthansa schult Flugbegleiter mit Datenbrillen und VR |url=https://www.wiwo.de/unternehmen/handel/virtual-reality-lufthansa-schult-flugbegleiter-mit-datenbrillen-und-vr/24173210.html |publisher=WirtschaftsWoche |date=2 April 2019 |access-date=19 November 2020 |language=de |trans-title=Lufthansa trains flight attendants with smart glasses and VR}}
= Aerospace and vehicular training =
NASA has used VR technology for decades,{{Cite news |title=NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story - TechRepublic |url=http://www.techrepublic.com/article/nasa-shows-the-world-its-20-year-vr-experiment-to-train-astronauts/ |access-date=2017-03-15 |work=TechRepublic}} the most notable being their use of immersive VR to train astronauts before flights. VR simulations include exposure to zero-gravity work environments, training on how to spacewalk{{Cite news |last=James |first=Paul |date=2016-04-19 |title=A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR |url=http://www.roadtovr.com/a-look-at-nasas-hybrid-reality-astronaut-training-system-powered-by-htc-vive/ |access-date=2017-03-15 |work=Road to VR}}{{Cite news |date=2016-04-11 |title=How NASA is Using Virtual and Augmented Reality to Train Astronauts |url=https://unimersiv.com/how-nasa-is-using-virtual-and-augmented-reality-to-train-astronauts-37/ |access-date=2017-03-15 |work=Unimersiv}} and tool usage using low-cost tool mock-ups.{{Cite news |last=Greenstein |first=Zvi |date=1 August 2016 |title=Hybrid Reality Astronaut Training Will NASA Prepare Astronauts |url=https://blogs.nvidia.com/blog/2016/08/01/astronauts-next-steps-journey-space-will-virtual/ |access-date=19 November 2020 |work=The Official NVIDIA Blog}}
Flight simulators are another form of VR training. They can range from a fully enclosed module to computer monitors providing the pilot's point of view.{{cite journal |last1=Dourado|first1=Antônio O.|last2=Martin|first2=C.A.|title=New concept of dynamic flight simulator, Part I|journal=Aerospace Science and Technology|volume=30|issue=1|pages=79–82 |doi=10.1016/j.ast.2013.07.005|date=2013|bibcode=2013AeST...30...79D }} Driving simulations can train tank drivers on the basics before allowing them to operate the real vehicle.{{cite web | url = http://science.howstuffworks.com/virtual-military1.htm | title = How Virtual Reality Military Applications Work| date = 2007-08-27}} Similar principles are applied in truck driving simulators for specialized vehicles such as fire trucks. As these drivers often have limited opportunity for real-world experience, VR training provides additional training time.{{cite web|title=Nieuws Pivo en VDAB bundelen rijopleiding vrachtwagens| date=13 November 2013 |url=http://www.nieuwsblad.be/article/detail.aspx?articleid=DMF20131112_00836126|publisher=Het Nieuwsblad|access-date=22 May 2014}}
= High school and college education =
File:3d Printed Glasses - created through VR.jpg
Immersive VR can be used as a tool in the high school classroom to help students learn and be immersed in their subject matter.{{Cite journal |last1=Huang |first1=Hsiu-Ling |last2=Hwang |first2=Gwo-Jen |last3=Chang |first3=Ching-Yi |date=2019-12-15 |title=Learning to be a writer: A spherical video-based virtual reality approach to supporting descriptive article writing in high school Chinese courses |journal=British Journal of Educational Technology |volume=51 |issue=4 |pages=1386–1405 |doi=10.1111/bjet.12893 |issn=0007-1013 |s2cid=213492861}} Immersive VR has been used to teach students interactively for both humanities subjects like history{{Cite journal |last1=Calvert |first1=James |last2=Abadia |first2=Rhodora |date=December 2020 |title=Impact of immersing university and high school students in educational linear narratives using virtual reality technology |url=https://linkinghub.elsevier.com/retrieve/pii/S0360131520302037 |journal=Computers & Education |language=en |volume=159 |page=104005 |doi=10.1016/j.compedu.2020.104005 |s2cid=224966659}} and STEM subjects like physics.{{Cite journal |last1=Holly |first1=Michael |last2=Pirker |first2=Johanna |author2-link=Johanna Pirker |last3=Resch |first3=Sebastian |last4=Brettschuh |first4=Sandra |last5=Gutl |first5=Christian |date=2021-04-01 |title=Designing VR Experiences--Expectations for Teaching and Learning in VR. |url=https://go.gale.com/ps/i.do?p=AONE&sw=w&issn=14364522&v=2.1&it=r&id=GALE%7CA659748020&sid=googleScholar&linkaccess=abs |journal=Educational Technology & Society |language=English |volume=24 |issue=2 |pages=107–120}} VR laboratories have been set in up in some schools to provide students with immersive VR experiences focused on specific curriculum outcomes and subject matter. Through VR mediums such as Google Cardboard, foreign languages have also been taught in the classroom by teachers. These few examples showcase some of the applications of VR in the secondary classroom.
At the collegiate level, VR is also being applied to help enhance student education in core subjects such as science, geography,{{Cite journal |last1=Sedlák |first1=Michal |last2=Šašinka |first2=Čeněk |last3=Stachoň |first3=Zdeněk |last4=Chmelík |first4=Jiří |last5=Doležal |first5=Milan |date=2022-10-18 |title=Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study |journal=PLOS ONE |language=en |volume=17 |issue=10 |pages=e0276267 |bibcode=2022PLoSO..1776267S |doi=10.1371/journal.pone.0276267 |issn=1932-6203 |pmc=9578614 |pmid=36256672 |doi-access=free}} and history.{{Cite web |last=Griffith |first=Kristen |date=13 September 2021 |title=Carroll Community College uses virtual reality to enhance learning, from traveling the bloodstream or to far away places |url=https://www.baltimoresun.com/maryland/carroll/education/cc-ccc-virtual-reality-20210913-fgkvxevk5rfe7f6ujdbeydn53u-story.html |access-date=2021-11-06 |website=baltimoresun.com/maryland/carroll}}
= VR Usage In Medical Fields =
Virtual reality (VR) technology has emerged as a significant tool in medical training and education. Specifically, there has been a major leap in innovation in surgical simulation and surgical real-time enhancement.{{Cite journal |last1=Elessawy |first1=Mohamed |last2=Mabrouk |first2=Mohamed |last3=Heilmann |first3=Thorsten |last4=Weigel |first4=Marion |last5=Zidan |first5=Mohamed |last6=Abu-Sheasha |first6=Ghada |last7=Farrokh |first7=Andre |last8=Bauerschlag |first8=Dirk |last9=Maass |first9=Nicolai |last10=Ibrahim |first10=Mohamed |last11=Kamel |first11=Dina |date=2021-02-02 |title=Evaluation of Laparoscopy Virtual Reality Training on the Improvement of Trainees' Surgical Skills |journal=Medicina (Kaunas, Lithuania) |volume=57 |issue=2 |pages=130 |doi=10.3390/medicina57020130 |doi-access=free |issn=1648-9144 |pmc=7913105 |pmid=33540817}} Studies done at North Carolina medical institutions have demonstrated improvement in technical performance and skills among medical students and active surgeons using VR training as compared to traditional training, especially in procedures such as total hip arthroplasty.{{Cite web |title=Laparoscopic Visualization Research |url=http://www.cs.unc.edu/Research/us/laparo.html |access-date=2024-11-18 |website=www.cs.unc.edu}} Alongside this, other VR simulation programs, improve basic coordination, instrument handling, and procedure-based skills. These simulations aim to have high ratings for feedback and haptic touch, which provides a more realistic surgical feel.
Studies show significant improvement in task completion time and scores after 4-week training sessions. This simulation environment also allows surgeons to practice without risk to real patients, promoting patient safety.
Based on data from research conducted by the University Hospitals Schleswig-Holstein and collaborators from other institutions, medical students and surgeons with years of experience, show marked performance boosts after practicing with VR technology.
Another recent study at North Carolina University of Chapel Hill has shown that developing VR systems has allowed for laparoscopic imaging integration, real-time skin layer visualization, and enhanced surgical precision capabilities.
These are examples of how studies have shown surgeons can take advantage of additional virtual reality simulation practices, which can create incredible experiences, provide customized scenarios, and provide independent learning with haptic feedback. These VR systems need to be realistic enough for education tools alongside being able to measure the performance of a surgeon.
Other studies in VR have used VR to improve Type and Screen (T&S) procedural training for medical practitioners, addressing the challenges of traditional training methods. T&S is critical for blood typing and antibody screening to ensure patient safety during transfusions.{{Cite journal |last1=Tang |first1=Yuk Ming |last2=Ng |first2=George Wing Yiu |last3=Chia |first3=Nam Hung |last4=So |first4=Eric Hang Kwong |last5=Wu |first5=Chun Ho |last6=Ip |first6=Wai Hung |date=2020-10-04 |title=Application of virtual reality ( VR ) technology for medical practitioners in type and screen (T&S) training |url=https://onlinelibrary.wiley.com/doi/10.1111/jcal.12494 |journal=Journal of Computer Assisted Learning |language=en |volume=37 |issue=2 |pages=359–369 |doi=10.1111/jcal.12494 |hdl=10397/94594 |issn=0266-4909|hdl-access=free }} The traditional training method is "See One, Do One, Teach One" or SODOTO, which tends to fall short due to a limited amount of teachers and resources. In order to tackle this problem, a VR-based training program was created and developed using Unity3D, allowing surgeons to train through an effective, safe, and repeatable alternative. This VR system came with a head-mounted display and Leap Motion Controller, which simulated a hospital environment. There was also full equipment, procedures, and realistic blood drawing and sterilization. Additionally, error notifications and progress reports enhanced this training experience. The three main factors that were studied through this experiment were content, motivation, and readiness, and the statistical analysis throughout this study confirmed strong correlations between these factors and the program’s reliability and impact. This is one of the many cases where combining VR with traditional training can really enhance practical skills and prepare surgeons for their future.
Lastly, there was a study done on two VR platforms, Oculus and Gear VR, to evaluate their effectiveness in teaching medical and health science students about spinal anatomy.{{Cite journal |last1=Moro |first1=Christian |last2=Štromberga |first2=Zane |last3=Stirling |first3=Allan |date=2017-11-29 |title=Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education |url=https://ajet.org.au/index.php/AJET/article/view/3840 |journal=Australasian Journal of Educational Technology |language=en |volume=33 |issue=6 |doi=10.14742/ajet.3840 |issn=1449-5554}} It examined the performance of student perceptions and the potential side effects associated with each device. While there are a lot of benefits to using VR technology, there are also some adverse effects such as nausea and blurred vision. Especially he participants using the Gear VR technology. This group ended up experiencing up to 40% more issues compared to the Oculus Rift group. Even with many drawbacks, this study highlighted that mobile-based Gear VR is the cost-effective alternative to Oculus Rift. The findings of this student indicate that even with mobile VR devices, medical students can train for a more practical and affordable price. Future implementations of this study can consider the tradeoffs between using VR platforms for education, mobile VR platforms for education, and in-person training for medical education.
Some potential future challenges of this technology would be enhancing complex scenarios alongside the realism aspects. These technologies would need to incorporate stress-inducing factors along with other realistic simulation ideas. Furthermore, there would be a strong need to keep things cost-effective with an abundance of availability.
= Military training =
File:100304-A-8002L-059 (4419719259).jpg walk through a scenario during a Future Immersive Training Environment (FITE) joint capability technology demonstration at Camp Lejeune in 2010.|alt=]]
In 1982, Thomas A. Furness III presented the United States 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", added high-resolution (for the time) graphics and a responsive display.{{cite web|url=http://cultronix.eserver.org/chesher/|title=Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality|last=Chesher|first=Chris|date=1994|publisher=Cultronix|archive-url=https://web.archive.org/web/20160304125850/http://cultronix.eserver.org/chesher/|archive-date=2016-03-04}} The United Kingdom has been using VR in military training since the 1980s.{{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}} The United States military announced the Dismounted Soldier Training System in 2012.{{Cite news|url=https://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded|archive-url=https://web.archive.org/web/20140309095735/http://www.army.mil/article/84728/DSTS__First_immersive_virtual_training_system_fielded/|url-status=dead|archive-date=March 9, 2014|title=DSTS: First immersive virtual training system fielded|publisher=US Army|access-date=2017-03-16}} It was cited as the first fully immersive military VR training system.{{cite web|url=https://www.army.mil/article/84453/ |title=Virtual reality used to train soldiers in new training simulator |date=August 2012 |publisher=US Army}}
Virtual training environments have been claimed to increase realism while minimizing costs,Shufelt, Jr., J.W. (2006) "A Vision for Future Virtual Training". In Virtual Media for Military Applications (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur-Seine, France: RTO. Available from: http://www.rto.nato.int/abstracts.asp {{Webarchive|url=https://web.archive.org/web/20070613170605/http://www.rto.nato.int/Abstracts.asp |date=2007-06-13 }}{{Cite journal|last=Smith|first=Roger|date=2010-02-01|title=The Long History of Gaming in Military Training |journal=Simulation & Gaming|volume=41|issue=1|pages=6–19|doi=10.1177/1046878109334330|s2cid=13051996|issn=1046-8781}}{{Cite journal |last1=Bukhari|first1=Hatim|last2=Andreatta|first2=Pamela|last3=Goldiez|first3=Brian|last4=Rabelo|first4=Luis|date=2017-01-01|title=A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care|journal=INQUIRY: The Journal of Health Care Organization, Provision, and Financing|volume=54 |page= |doi=10.1177/0046958016687176|issn=0046-9580|pmc=5798742|pmid=28133988}} for example, by saving ammunition. In 2016, researchers at the U.S. Army Research Laboratory reported that instructor feedback is necessary for virtual training. Virtual training has been used for combined arms training and instructing soldiers to learn when to shoot.{{Cite book|last=Maxwell|first=Douglas|date=2016-07-17 |chapter-url=https://www.researchgate.net/publication/304055177|volume=9740|pages=424–432 |doi=10.1007/978-3-319-39907-2_41|isbn=978-3-319-39906-5|title=Virtual, Augmented and Mixed Reality|series=Lecture Notes in Computer Science|chapter=Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong}}
Military programs such as Battle Command Knowledge Systems (BCKS) and Advanced Soldier Sensor Information and Technology (ASSIST) were intended to assist the development of virtual technology. Described goals of the ASSIST initiative were to develop software and wearable sensors for soldiers to improve battlefield awareness and data collection."Technology evaluations and performance metrics for soldier-worn sensors for assist" BA Weiss, C Schlenoff, M Shneier, A Virts - Performance Metrics for Intelligent Systems Workshop, 2006 Researchers stated that these programs would allow the soldier to update their virtual environment as conditions change. Virtual Battlespace 3 (VBS3, successor to the earlier versions named VBS1 and VBS2) is a widely used military training solution adapted from a commercial off the shelf product.{{cite web |url=https://bisimulations.com/products/virtual-battlespace|title=Bohemia Interactive Simulations|website=bisimulations.com|access-date=2018-08-22}} Live, Virtual, Constructive – Integrated Architecture (LVC-IA) is a U.S. military technology that allows for multiple training systems to work together to create an integrated training environment. Reported primary uses of the LVC-IA were live training, virtual training, and constructive training. In 2014, the LVC-IA version 1.3 included VBS3.{{cite web|url=https://www.army.mil/standto/archive/2015/05/27/|title=STAND-TO!|website=www.army.mil|access-date=2018-08-22}}
= Mining industry training =
Many mining accidents can be attributed to inadequate or insufficient training.{{cite book |last1=van Wyk |first1=Etienne |title=Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa |last2=de Villiers |first2=Ruth |date=2009 |isbn=978-1-60558-428-7 |pages=53–63 |chapter=Virtual reality training applications for the mining industry |doi=10.1145/1503454.1503465 |hdl=10500/13155 |hdl-access=free |s2cid=3330351}} With VR training, one may simulate the exposure to a real working environment, without the associated risk.
= Sports training =
VR headsets have been used in the training of athletes, such as in American football, when player Jayden Daniels used a Cognilize VR system at Louisiana State University and Washington Commanders.{{Cite web |last=Lewis |first=Alec |date=December 8, 2023 |title=The German VR 'flight simulator' behind LSU QB Jayden Daniels' Heisman-caliber 2023 season |url=https://theathletic.com/5121231/2023/12/08/jayden-daniels-lsu-football-ai-technology/ |url-access=subscription |url-status=live |archive-url=https://web.archive.org/web/20240411154905/https://theathletic.com/5121231/2023/12/08/jayden-daniels-lsu-football-ai-technology/ |archive-date=April 11, 2024 |access-date=April 14, 2024 |website=The Athletic}}{{cite magazine |last1=Harrison |first1=David |date=May 8, 2024 |title=Commanders QB Jayden Daniels Describes How Virtual Reality Helps Him |url=https://www.si.com/nfl/commanders/news/commanders-quarterback-jayden-daniels-describe-virtual-reality-lsu-tigers |url-status=live |archive-url=https://web.archive.org/web/20240529122441/https://www.si.com/nfl/commanders/news/commanders-quarterback-jayden-daniels-describe-virtual-reality-lsu-tigers |archive-date=May 29, 2024 |access-date=June 2, 2024 |magazine=Sports Illustrated}}
Engineering and robotics
In the mid-to-late 1990s, 3D computer-aided design (CAD) data took over when video projectors, 3D tracking, and computer technology enabled its use in VR environments. Active shutter glasses and multi-surface projection units appeared. VR has been used in automotive, aerospace, and ground transportation original equipment manufacturers. VR aids prototyping, assembly, service and performance use-cases. This enables engineers from different disciplines to experience their design. Engineers can view the bridge, building or other structure from any angle.{{cite journal|last1=Omer|display-authors=et. al.|year=2018|title=Performance evaluation of bridges using virtual reality|url=https://www.researchgate.net/publication/325194259|journal=Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland}} Simulations allow engineers to test their structure's resistance to winds, weight, and other elements.{{cite journal|last1=Seu|display-authors=et. al.|year=2018|title=Use of gaming and affordable VR technology for the visualization of complex flow fields|url=https://www.researchgate.net/publication/327189667|journal=Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland}}
Besides, VR can control robots in telepresence, teleoperation and telerobotic systems.Rosenberg, Louis (1992). "The Use of Virtual Fixtures As Perceptual Overlays to Enhance Operator Performance in Remote Environments." Technical Report AL-TR-0089, USAF Armstrong Laboratory, Wright-Patterson AFB OH, 1992.Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993. VR has been used in experiments that investigate how robots can be applied as an intuitive human user interface.{{Cite book|title=Advances in Robotics and Virtual Reality|last1=Gulrez|first1=Tauseef|last2=Hassanien|first2=Aboul Ella|publisher=Springer-Verlag|year=2012|isbn=978-3-642-23362-3|location=Berlin|page=275}} Another example is remotely controlled robots in dangerous environments.
Smart Manufacturing (SmartMFG), also referred to as Industry 4.0, represents the latest advancement in manufacturing technologies, integrating automation and data exchange. According to the National Institute of Standards and Technology (NIST), SmartMFG involves fully integrated collaborative manufacturing systems that respond in real-time to changing demands and conditions.{{Cite journal |date=2014-10-01 |title=Smart Manufacturing Operations Planning and Control Program |url=https://www.nist.gov/programs-projects/smart-manufacturing-operations-planning-and-control-program |journal=NIST |language=en}} At its core, SmartMFG incorporates Cyber-Physical Systems (CPS) and the Internet of Things (IoT) to seamlessly connect data across different stages of the manufacturing process. The rise of 3D printing, coupled with SmartMFG, allows for the production of unique, cost-effective products without increased lead time. The incorporation of AR technologies further enhances SmartMFG, providing tools for human-machine interaction (HMI). AR devices offer safety improvements and reduce physical demands on workers in production plants, guiding users in a virtual environment. This technology facilitates the design and customization of products within the SmartMFG framework, increasing interaction complexity and supporting manual data input (MDI) systems.{{Cite journal |last1=Zhang |first1=Yunbo |last2=Kwok |first2=Tsz-Ho |date=2018-01-01 |title=Design and Interaction Interface using Augmented Reality for Smart Manufacturing |journal=Procedia Manufacturing |series=46th SME North American Manufacturing Research Conference, NAMRC 46, Texas, USA |volume=26 |pages=1278–1286 |doi=10.1016/j.promfg.2018.07.140 |issn=2351-9789|doi-access=free }}
Entertainment
= Video games =
File:Tokyo Game Show 2018 (TGS) (43889693865).jpg video game at Tokyo Game Show 2018.]]
Early commercial virtual reality headsets were released for gaming during the early-mid 1990s. These included the Virtual Boy, {{proper name|iGlasses}}, Cybermaxx and VFX1 Headgear. Since 2010, commercial headsets for VR gaming include the Oculus Rift, HTC Vive and PlayStation VR.{{cite web|url=http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|title=Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive|website=Data Reality|date=14 August 2015 |archive-url=https://web.archive.org/web/20150820001906/http://data-reality.com/comparison-of-best-vr-headsets-morpheus-vs-rift-vs-vive/|archive-date=20 August 2015|access-date=15 August 2015 |last1=Rohr |first1=Fabian }} The Samsung Gear VR is an example of a phone-based device.{{cite web|url=https://news.samsung.com/global/gear-vr-how-samsung-makes-virtual-reality-a-reality|title=Gear VR: How Samsung makes Virtual Reality a Reality|website=news.samsung.com|language=en|access-date=2018-02-08}}
Other modern examples of VR for gaming include the Wii Remote, the Kinect, and the PlayStation Move/PlayStation Eye, all of which track and send player motions to the game. Many devices complement VR with controllers or haptic feedback.{{cite web|url=https://www.cnbc.com/2017/08/31/star-wars-jedi-challenges-augmented-reality-game-launches-with-lenovo-mirage-headset.html|title=Lenovo, Disney launch 'Star Wars' Jedi augmented reality game that lets you use a real Lightsaber|last=Kharpal|first=Arjun|website=CNBC|date=31 August 2017}} VR-specific and VR versions of popular video games have been released.
= Cinema =
Films produced for VR permit the audience to view scenes in 360 degrees. This can involve the use of VR cameras to produce interactive films and series.{{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|last1=Cieply|first1=Michael|work=The New York Times |date=15 December 2014 |access-date=8 June 2016}}{{cite web|url=https://www.engadget.com/2015/12/04/gone-vr-thriller/|title='Gone' is a VR thriller from 'Walking Dead' team and Samsung|last1=Lee|first1=Nicole|website=Engadget|date=4 December 2015 |access-date=26 May 2016}} Pornography makers use VR, usually for POV-style porn.{{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|date=2016-03-10|website=Business Wire|access-date=July 31, 2016}}{{cite news|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?|last1=Holden|first1=John|newspaper=The Irish Times|access-date=July 31, 2016}} In 2015, Disney was one of the first to include 360-content in popular culture, utilising the Nokia OZO camera to film 360 degrees videos for The Jungle Book (2016 film) and create VR content.{{Cite web |last=Bishop |first=Bryan |date=2016-04-25 |title=Disney bets on Nokia's Ozo camera for the future of VR |url=https://www.theverge.com/2016/4/25/11421992/disney-nokia-ozo-camera-virtual-reality-star-wars-marvel |access-date=2024-08-07 |website=The Verge |language=en}}
The 2016 World Chess Championship match between Magnus Carlsen and Sergey Karjakin was promoted as "the first in any sport to be broadcast in 360-degree virtual reality."[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) However, a VR telecast featuring Oklahoma hosting Ohio State, preceded it on September 17, 2016.{{cite web|url=https://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|website=Variety|access-date=October 26, 2016}}{{cite web|url=https://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|website=SI.com|publisher=Sports Illustrated|access-date=October 26, 2016}} The telecasts (which used roughly 180 degrees of rotation, not the 360 required for full VR) were made available through paid smartphone apps and head-mounted displays.
= Music =
VR can allow individuals to virtually attend concerts,{{Cite web|url=https://www.nbcnews.com/mach/innovation/how-virtual-reality-redefining-live-music-n687786|title=How virtual reality is redefining live music|website=NBC News|date=28 November 2016 }}{{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|last=Hu|first=Cherie|website=Forbes}} these VR concerts can be enhanced using feedback from the user's heartbeat and brainwaves.{{Cite book|last1=Horie|first1=Ryota|last2=Wada|first2=Minami|last3=Watanabe|first3=Eri|title=Advances in Affective and Pleasurable Design |chapter=Participation in a Virtual Reality Concert via Brainwave and Heartbeat |date=2017-07-17|isbn=978-3-319-60494-7|series=Advances in Intelligent Systems and Computing|volume=585 |pages=276–284|language=en|doi=10.1007/978-3-319-60495-4_30}} VR can also be used for music videos{{cite news|url=https://www.bbc.com/news/business-38795190|title=How virtual reality is shaking up the music industry|last=Smith|first=Nicola K.|date=31 January 2017|work=BBC News}} and music visualization or visual music applications.{{cite web|url=https://www.theverge.com/2015/12/28/10675270/gear-vr-virtual-reality-music-visualizer-groovr|title=Does anybody really want a virtual reality music visualizer?|last=Robertson|first=Adi|date=28 December 2015}}{{Cite web|url=https://www.bostonglobe.com/arts/music/2013/04/01/inventor-updates-creation-bring-vision-music/4KRSQ8c35h4ejqSU2Zk4EO/story.html|title=Inventor brings 3-D vision to music - The Boston Globe|website=BostonGlobe.com}} Immersive audio technologies, such as the Nokia OZO, can create an immersive listening experience. through head-tracking and precise directivity of sound.{{Cite web |date=2024-07-10 |title=Headphone Immersive Audio, Head Tracking, and Virtual Speakers |url=https://audioxpress.com/article/headphone-immersive-audio-head-tracking-and-virtual-speakers |access-date=2024-08-07 |website=audioXpress |language=en}}
= Family entertainment centers =
In 2015, roller coasters and theme parks began to incorporate VR to match visual effects with haptic feedback. The Void is a theme park in Pleasant Grove, Utah, that offers VR attractions that stimulate multiple senses.{{cite magazine|last1=Kelly|first1=Kevin|date=19 April 2016|title=The Untold Story of Magic Leap, the World's Most Secretive Startup|url=https://www.wired.com/2016/04/magic-leap-vr/|magazine=Wired|access-date=22 February 2019}} In March 2018, a VR water slide was launched using a waterproof headset.{{Cite news|url=https://www.theverge.com/circuitbreaker/2018/7/17/17582004/virtual-reality-water-slide-vrslide-ballastvr|title=Ready or not, the world's first VR water slide is here|work=The Verge|access-date=2018-07-18}}
Virtual communities
{{Main article|Virtual world|Metaverse}}
Large virtual communities and metaverse platforms have formed around social virtual worlds that can be accessed with VR technologies. Popular examples include VRChat, Horizon Worlds, Rec Room, and AltspaceVR, but also social virtual worlds that were originally developed without support for VR, for example Roblox.
Minecraft, which is considered a virtual community by some, does not support VR but can be made to do so through {{target of.{{citation needed|date=December 2024}}
Fine arts
File:Worldskin-01.jpg, Jean-Baptiste Barrière, Virtual Reality Installation (1997).|alt=]]
David Em was the first fine artist to create navigable virtual worlds, in the 1970s.{{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}} His early work was done on mainframes at Information International, Inc., Jet Propulsion Laboratory, and California Institute of Technology. Jeffrey Shaw with Legible City in 1988 and Matt Mullican with Five into One in 1991, were among the first to exhibit elaborate VR artworks.
Virtopia was the first VR artwork to premiere at a film festival. Created by artist and researcher Jacquelyn Ford Morie with researcher Mike Goslin, it debuted at the 1992 Florida Film Festival. A more developed version of the project appeared at the 1993 Florida Film Festival.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.Reichhardt, Tony (1994) Virtual Worlds without End. American Way Magazine, 27 (22). November 1994 Other artists to explore the early artistic potential of VR through the 1990s include Jeffrey Shaw, Ulrike Gabriel, Char Davies, Maurice Benayoun, Knowbotic Research, Rebecca Allen and Perry Hoberman.{{Cite web|url=https://www.digitalartarchive.at/nc/home.html|title=Home - ADA | Archive of Digital Art|website=www.digitalartarchive.at|date=3 December 2023 }}
The first Canadian virtual reality film festival was the FIVARS Festival of International Virtual & Augmented Reality Stories, founded in 2015 by Keram Malicki-Sánchez.{{cite web|url=http://www.digitaljournal.com/a-and-e/entertainment/inside-canada-s-first-virtual-reality-film-festival/article/444210|title=Digital Journal: Inside Canada's first virtual-reality film festival|date=2015-09-18|access-date=5 November 2017}} In 2016, the first Polish VR program, The Abakanowicz Art Room was realized – it documented the art office of Magdalena Abakanowicz, made by Jarosław Pijarowski and Paweł Komorowski.{{cite web|url=http://www.kulturalna.warszawa.pl/wydarzenia,1,168854.html?locale=pl_PL&b=1|title=Information about The Abakanowicz Art Room|website=kulturalna.warszawa.pl|access-date=22 January 2017}} Some museums have begun making some of their content virtual reality accessible including the British Museum{{Cite web|url=https://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}} and the Guggenheim.{{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}}
Great Paintings VR{{Cite web|url=https://store.steampowered.com/app/1511090/Great_Paintings_VR/|title=Great Paintings VR on Steam|website=store.steampowered.com}} is a fully immersive virtual reality museum on Steam. It provides more than 1000 famous paintings from different museums of all over the world.Cecotti, H. (2021) Great Paintings in Fully Immersive Virtual Reality, 7th International Conference of the Immersive Learning Research Network, pp. 1–8.
Heritage and archaeology
Virtual reality enables heritage sites to be recreated.Pimentel, K., & Teixeira, K. (1993). Virtual reality. New York: McGraw-Hill. {{ISBN|978-0-8306-4065-2}} The sites may be restricted or provide no access for the public,{{cite journal | url=https://ieeexplore.ieee.org/document/848427 | doi=10.1109/93.848427 | title=Virtual-reality heritage presentation at Ename | year=2000 | last1=Pletinckx | first1=D. | last2=Callebaut | first2=D. | last3=Killebrew | first3=A.E. | last4=Silberman | first4=N.A. | journal=IEEE MultiMedia | volume=7 | issue=2 | pages=45–48 }} such as caves, damaged or destroyed structures, or sensitive environments that are closed to allow them to recover from overuse.{{Cite news |last=King |first=Tayfun |date=2005-10-28 |title=Architecture's virtual shake-up |language=en-GB |work=Click |publisher=BBC World News |url=http://news.bbc.co.uk/1/hi/programmes/click_online/4385006.stm}}
The first use of VR in a heritage application was in 1994, when a museum provided visitors 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 engineer Colin Johnson. The system was featured in a conference held by the British Museum in November 1994.Higgins, T., Main, P. & Lang, J. (1996). [https://books.google.com/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}}.
Occupational safety
VR simulates real workplaces for occupational safety and health (OSH) purposes. 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 operator is standing and how he or she moves relative to the environment.
VR can be used for OSH purposes to:
- Review and improve the usability of products and processes during design and development.
- Safely test potentially hazardous products, processes and safety concepts.{{Cite news|url=https://www.forconstructionpros.com/business/construction-safety/blog/21000365/can-virtual-reality-make-construction-safer|title=Can Virtual Reality Make Construction Safer?|work=For Construction Pros|access-date=2018-12-03|language=en}}{{better source needed|date=April 2019}}
- Identify cause-effect relationships following accidents on and involving products. This saves material, personnel, time and financial outlay associated with in-situ testing.{{cite web|url=https://commons.erau.edu/cgi/viewcontent.cgi?referer=https://www.google.com/&httpsredir=1&article=1077&context=aircon|title=Use of Virtual Environments for Simulation of Accident Investigation|last=Burgess|first=Scott|date=December 3, 2018}}{{better source needed|date=April 2019}}
Social science and psychology
Virtual reality offers social scientists and psychologists a cost-effective tool to study and replicate interactions in a controlled environment. It allows an individual to embody an avatar. "Embodying" another being presents a different experience from simply imagining that you are someone else.{{Cite journal|last1=Groom|first1=Victoria|last2=Bailenson|first2=Jeremy N.|last3=Nass|first3=Clifford|s2cid=15300623|date=2009-07-01|title=The influence of racial embodiment on racial bias in immersive virtual environments|journal=Social Influence|volume=4|issue=3|pages=231–248|doi=10.1080/15534510802643750|issn=1553-4510}} Researchers have used immersion to investigate how digital stimuli can alter human perception, emotion and physiological states, and how can change social interactions, in addition to studying how digital interaction can enact social change in the physical world.
= Altering perception, emotion and physiological states =
Studies have considered how the form we take in virtual reality can affect our perception and actions. One study suggested that embodying the body of a child can cause objects to be perceived as much larger than otherwise.{{Cite journal|last1=Slater|first1=Mel|last2=Pérez Marcos|first2=Daniel|last3=Ehrsson|first3=Henrik|last4=Sanchez-Vives|first4=Maria V.|date=2009|title=Inducing illusory ownership of a virtual body|journal=Frontiers in Neuroscience|language=en|volume=3|issue=2|pages=214–20|doi=10.3389/neuro.01.029.2009|issn=1662-453X|pmc=2751618|pmid=20011144|doi-access=free}} Another study found that white individuals who embodied the form of a dark-skinned avatar performed a drumming task with a more varied style than otherwise.{{Cite journal|last1=Kilteni|first1=Konstantina|last2=Bergstrom|first2=Ilias|last3=Slater|first3=Mel|date=April 2013|title=Drumming in immersive virtual reality: the body shapes the way we play|journal=IEEE Transactions on Visualization and Computer Graphics|volume=19|issue=4|pages=597–605|doi=10.1109/TVCG.2013.29|issn=1941-0506|pmid=23428444|hdl=2445/53803|s2cid=12001492|hdl-access=free}}
Research exploring perception, emotions and physiological responses within VR suggest that virtual environments can alter how a person responds to stimuli. For example, a virtual park coupled affects subjects' anxiety levels.{{Cite journal|last1=Riva|first1=Giuseppe|last2=Mantovani|first2=Fabrizia|last3=Capideville|first3=Claret Samantha|last4=Preziosa|first4=Alessandra|last5=Morganti|first5=Francesca|last6=Villani|first6=Daniela|last7=Gaggioli|first7=Andrea|last8=Botella|first8=Cristina|last9=Alcañiz|first9=Mariano|date=February 2007|title=Affective interactions using virtual reality: the link between presence and emotions|journal=Cyberpsychology & Behavior |volume=10|issue=1|pages=45–56|doi=10.1089/cpb.2006.9993|issn=1094-9313|pmid=17305448|s2cid=18971101 }} Similarly, simulated driving through dark areas in a virtual tunnel can induce fear.{{Cite journal|last1=Mühlberger|first1=Andreas|last2=Wieser|first2=Matthias J.|last3=Pauli|first3=Paul|s2cid=7637033|date=2008-01-01|title=Darkness-enhanced startle responses in ecologically valid environments: A virtual tunnel driving experiment|journal=Biological Psychology|volume=77|issue=1|pages=47–52|doi=10.1016/j.biopsycho.2007.09.004|pmid=17950519}} Social interaction with virtual characters has been shown to produce physiological responses such as changes in heart rate and galvanic skin responses.{{Cite journal|last1=Slater|first1=Mel|last2=Guger|first2=Christoph|last3=Edlinger|first3=Guenter|last4=Leeb|first4=Robert|last5=Pfurtscheller|first5=Gert|last6=Antley|first6=Angus|last7=Garau|first7=Maia|last8=Brogni|first8=Andrea|last9=Friedman|first9=Doron|s2cid=5572769|date=2006-10-01|title=Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment|journal=Presence: Teleoperators and Virtual Environments|volume=15|issue=5|pages=553–569|citeseerx=10.1.1.105.3332|doi=10.1162/pres.15.5.553|issn=1054-7460}}
Research suggests that a strong presence can facilitate an emotional response, and this emotional response can further increase the feeling of presence. Similarly, breaks in the presence (or a loss in the sense of presence) can cause physiological changes.{{Clarify|reason=|date=September 2019}}
= Understanding biases and stereotypes =
Researchers have utilized embodied VR perspective-taking to evaluate whether changing a person's self-representation may help in reducing bias against particular social groups. However, the nature of any relationship between embodiment and bias is not yet defined. Individuals who embodied old people demonstrated a significant reduction in negative stereotyping when compared with individuals embodying young people.{{cite web |first1=Nick |last1=Yee |first2=Jeremy |last2=Bailenson |year=2006 |title=Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments |website=Stanford University |language=en-US|s2cid=14811541 |url=https://stanfordvr.com/pubs/2006/walk-a-mile-in-digital-shoes-the-impact-of-embodied-perspective-taking-on-the-reduction-of-negative-stereotyping-in-immersive-virtual-environments/}} Similarly, light-skinned individuals placed in dark-bodied avatars showed a reduction in their implicit racial bias.{{Cite journal|last1=Peck|first1=Tabitha C.|last2=Seinfeld|first2=Sofia|last3=Aglioti|first3=Salvatore M.|last4=Slater|first4=Mel|s2cid=11773776|date=September 2013|title=Putting yourself in the skin of a black avatar reduces implicit racial bias|journal=Consciousness and Cognition|volume=22|issue=3|pages=779–787|doi=10.1016/j.concog.2013.04.016|issn=1090-2376|pmid=23727712|hdl=2445/53641|hdl-access=free}} However, other research has shown individuals taking the form of a black avatar had higher levels of implicit racial bias favoring whites after leaving the virtual environment.
= Investigating basal mental abilities =
One of the most general abilities in order to perform in everyday life is spatial cognition, which involves orientation, navigation etc. Especially in the field of its investigation, virtual reality became an invaluable tool, since it allows to test the performance of subjects in an environment which is highly immersive and controllable at the same time.
Furthermore, the newest head-mounted displays allow also the implementation of eye-tracking, which provides precious insight in cognitive processes, for example in terms of attention.{{Cite journal|vauthors=Clay V, König P, König SU |date=2019 |title=Eye tracking in virtual reality |journal=Journal of Eye Movement Research|volume=12 |issue=1|pages=1–18|doi=10.16910/jemr.12.1.3 |doi-access=free |pmid=33828721|pmc=7903250}}
=Fostering the human grieving process=
Starting in the early 2020s, virtual reality has also been discussed as a technological tool that may support people's grieving process, based on digital recreations of deceased individuals. In 2021, this practice received particular media attention following a South Korean TV documentary, which invited a grieving mother to interact with a virtual replica of her deceased daughter.{{Cite web |url=http://content.mbc.co.kr/program/documentary/3479845_64342.html |title=Meeting You VR Documentary on MBC Global Media |author= |date=February 2, 2022 |website=MBC Global Media}} Subsequently, scientists have debated several potential implications of such endeavors, including its potential to facilitate adaptive mourning behavior, but also the many ethical challenges involved.{{cite journal |last1=Nikolaou |first1=Niki |title=The reconnection with a deceased loved one through virtual reality. Opinions and concerns against an unprecedented challenge |url=https://ejournals.epublishing.ekt.gr/index.php/bioethica/article/view/24851 |journal=Bioethica |date=25 September 2020 |volume=6 |issue=2 |pages=52–64 |doi=10.12681/bioeth.24851|s2cid=225264729 |doi-access=free }}{{cite journal |last1=Stein |first1=Jan-Philipp |title=Conjuring up the departed in virtual reality: The good, the bad, and the potentially ugly |journal=Psychology of Popular Media |year=2021 |volume=10 |issue=4 |pages=505–510 |doi=10.1037/ppm0000315|s2cid=233628743 }}
== Obstacles ==
{{as of|1997}}, motion sickness is still a major issue for virtual reality, caused by the delay between a motion and the updating of the screen image. Users often report discomfort, for example, one study reported that all 12 participants complained of at least two side effects, while three had to withdraw from severe nausea and dizziness.{{cite journal|title=Virtual reality, disability and rehabilitation|first1=Paul N.|last1=Wilson|first2=Nigel|last2=Foreman|first3=Danaë|last3=Stanton|date=1 January 1997|journal=Disability and Rehabilitation|volume=19|issue=6|pages=213–220|doi=10.3109/09638289709166530|pmid=9195138}}
Along with motion sickness, users can also become distracted by the new technology hardware. A study showed how when VR was incorporated into a laboratory environment, the students felt more engaged with the concept, but retained less information due to the new distraction.{{Cite journal|last1=Makransky|first1=Guido|last2=Terkildsen|first2=Thomas S.|last3=Mayer|first3=Richard E.|date=April 2019|title=Adding immersive virtual reality to a science lab simulation causes more presence but less learning|url=https://linkinghub.elsevier.com/retrieve/pii/S0959475217303274|journal=Learning and Instruction|language=en|volume=60|pages=225–236|doi=10.1016/j.learninstruc.2017.12.007|s2cid=149414879}}
Additionally, virtual reality users "remove" themselves from their physical environment. This creates a risk that the user will experience a mishap while moving. The Russian news agency, TASS, reported a death from VR use in 2017, when a 44-year old man "tripped and crashed into a glass table, suffered wounds and died on the spot from a loss of blood".{{Cite web |title=VR glasses blur reality leading to death blow for Moscow resident |url=https://tass.com/society/982465 |access-date=2019-10-01 |website=TASS}} It is thought to be the first death from VR use.{{Cite magazine |last=Wilde |first=Tyler |date=2017-12-22 |title=Man dies in VR accident, reports Russian news agency |url=https://www.pcgamer.com/man-dies-in-vr-accident-according-to-russian-news-agency/ |access-date=2019-10-01 |magazine=PC Gamer |language=en-US}} Besides, immersion in a virtual world may potentially lead to social exclusion, which may decrease positive mood and increase anger. Some researchers believe that users' behavior in virtual reality may have a lasting psychological impact when they return to the physical world.{{cite journal|title=The impact of social exclusion vs. inclusion on subjective and hormonal reactions in females and males|first1=E.M.|last1=Seidel|first2=G.|last2=Silani|first3=H.|last3=Metzler|first4=H.|last4=Thaler|first5=C.|last5=Lamm|first6=R.C.|last6=Gur|first7=I.|last7=Kryspin-Exner|first8=U.|last8=Habel|first9=B.|last9=Derntl|date=1 December 2013|journal=Psychoneuroendocrinology|volume=38|issue=12|pages=2925–2932|doi=10.1016/j.psyneuen.2013.07.021|pmid=23972943|pmc=3863951}}{{Cite journal|last1=Madary|first1=Michael|last2=Metzinger|first2=Thomas K.|date=2016-02-19|title=Recommendations for Good Scientific Practice and the Consumers of VR-Technology|journal=Frontiers in Robotics and AI|volume=3|doi=10.3389/frobt.2016.00003|issn=2296-9144|doi-access=free}}
Philosopher David Pearce argues that even with the most sophisticated VR, "there is no evidence that our subjective quality of life would on average significantly surpass the quality of life of our hunter-gatherer ancestors". According to Pearce, without genetically reprogramming the negative feedback mechanisms of the brain, one returns to one's baseline level of happiness or ill-being, which is determined by one's genes and life history. He thus argues that VR, like any other "purely environmental improvement", cannot deliver a sustainable level of elevated happiness on its own.{{ISBN|978-1-0942-1043-8}}{{Cite book |last=Pearce |first=David |isbn=978-1-0942-1043-8|title=Can Biotechnology Abolish Suffering? |publisher=The Neuroethics Foundation |year=2017 |editor-last=Vinding |editor-first=Magnus |chapter=The Abolitionist Project |chapter-url=https://www.hedweb.com/abolitionist-project/index.html}}{{Cite book |last=David |first=Pearce |isbn=978-1-0942-1043-8 |title=Can Biotechnology Abolish Suffering? |publisher=The Neuroethics Foundation |year=2017 |editor-last=Vinding |editor-first=Magnus |chapter=Life in the Far North |chapter-url=https://www.hedweb.com/north-south.html}}