Virtual reality headset#Lenses
{{Short description|Head-mounted device that provides virtual reality for the wearer}}
{{Use dmy dates|date=March 2016}}
File:Meta Quest 3 display unit.jpg virtual reality headset and its controllers]]
A virtual reality headset (or VR headset) is a head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with VR video games, but they are also used in other applications, including simulators and trainers. VR headsets typically include a stereoscopic display (providing separate images for each eye), stereo sound, and sensors like accelerometers and gyroscopes for tracking the pose of the user's head to match the orientation of the virtual camera with the user's eye positions in the real world.{{cite web |url=http://www.polygon.com/2016/1/15/10772026/virtual-reality-guide-oculus-google-cardboard-gear-vr |first=Ben |last=Kuchera |date=15 January 2016 |title=The complete guide to virtual reality in 2016 (so far) |work=Polygon |access-date=1 March 2016 |archive-url=https://web.archive.org/web/20160304015650/http://www.polygon.com/2016/1/15/10772026/virtual-reality-guide-oculus-google-cardboard-gear-vr |archive-date=4 March 2016 |url-status=live }} Augmented reality (AR) headsets are VR headsets that enable the user to see and interact with the outside world. Examples of AR headsets include the Apple Vision Pro and Meta Quest 3.
VR headsets typically use at least one MEMS IMU for three degrees of freedom (3DOF) motion tracking, and optionally more tracking technology for six degrees of freedom (6DOF) motion tracking. 6DOF devices typically use a sensor fusion algorithm to merge the data from the IMU and any other tracking sources, typically either one or more external sensors, or "inside-out" tracking using outward facing cameras embedded in the headset. The sensor fusion algorithms that are used are often variants of a Kalman filter. VR headsets can support motion controllers, which similarly combine inputs from accelerometers and gyroscopes with the headset's motion tracking system.
[https://www.nextxrgroup.com.au/post/best-vr-headsets-2024-performance-price-features Most headsets] are reliant on a personal computer to operate. Some "standalone" headsets are based on a mobile operating system and smartphone-like hardware, allowing VR apps to run directly on the device, while also allowing VR applications to be streamed from a PC over a USB or Wi-Fi connection. Virtual reality headsets and viewers have also been designed for smartphones, where the device's screen is viewed through lenses acting as a stereoscope, rather than using dedicated internal displays.
History
{{Update section|date=September 2024}}
VPL Research was a company that made early VR headsets in the 1980s.{{cite book | last1=Barfield | first1=W. | last2=Blitz | first2=M.J. | title=Research Handbook on the Law of Virtual and Augmented Reality | publisher=Edward Elgar Publishing Limited | year=2018 | isbn=978-1-78643-859-1 | url=https://books.google.com/books?id=IqV-DwAAQBAJ | access-date=2024-04-13 | page=}}
File:Sony-PlayStation-4-PSVR-Headset-Mk1-FL.jpg headset for the PlayStation 4 video game console, released in 2016]]
The Sega VR was announced in 1991 and seen in early 1993 at the Winter CES. It was never released for consoles,{{cite web|url=http://revrob.com/sci-tech/264-tom-kalinske-talks-about-his-time-overseeing-sega-as-its-ceo-in-the-90s-reveals-that-sega-passed-on-virtual-boy-technology-considered-releasing-3do|title=Tom Kalinske Talks About His Time Overseeing Sega As Its CEO In the 90s; Reveals That Sega Passed On Virtual Boy Technology, Considered Releasing 3DO|last1=Vinciguerra|first1=Robert|website=The Rev. Rob Times|access-date=21 September 2015|archive-url=https://web.archive.org/web/20150924024256/http://revrob.com/sci-tech/264-tom-kalinske-talks-about-his-time-overseeing-sega-as-its-ceo-in-the-90s-reveals-that-sega-passed-on-virtual-boy-technology-considered-releasing-3do|archive-date=24 September 2015|url-status=live}} but was utilized for the Sega VR-1 motion simulator arcade attraction in 1994.{{cite web |title=Sega's Wonderful Simulation Games Over The Years |url=http://arcadeheroes.com/2013/06/06/segas-wonderful-simulation-games-over-the-years/ |website=Arcade Heroes |access-date=17 April 2020 |date=6 June 2013}}{{cite web |title=Sega Medium Scale Attractions Hardware (VR-1) |url=http://system16.com/hardware.php?id=845&page=1#2866 |website=System 16 |access-date=17 April 2020}} Another early VR headset, the Forte VFX1, was announced at CES in 1994. The VFX-1 has stereoscopic displays, 3-axis head-tracking, and stereo headphones.{{cite news |first=Nathan |last=Cochrane |date=1994 |title=VFX-1 VIRTUAL REALITY HELMET by Forte |url=http://www.ibiblio.org/GameBytes/issue21/flooks/vfx1.html |work=Game Bytes Magazine |access-date=1 March 2016 |archive-url=https://web.archive.org/web/20160303232535/http://www.ibiblio.org/GameBytes/issue21/flooks/vfx1.html |archive-date=3 March 2016 |url-status=live }}
Sony released the Glasstron in 1997, which has an optional positional sensor, allowing the wearer to view the surroundings, with the perspective moving as the user's head moves, giving a deep sense of immersion. These VR headsets gave MechWarrior 2 players a new visual perspective of seeing the battlefield from inside the cockpit of their craft. However, these early headsets failed commercially due to their limited technology,{{cite web |url=https://www.bbc.com/news/technology-19085967 |date=1 August 2012 |title=Oculus Rift virtual reality headset gets Kickstarter cash |work=BBC News |access-date=21 July 2018 |archive-url=https://web.archive.org/web/20180725004612/https://www.bbc.com/news/technology-19085967 |archive-date=25 July 2018 |url-status=live }}{{cite web |url=https://techcrunch.com/2014/03/26/a-brief-history-of-oculus/ |first=Greg |last=Kumparak |date=26 March 2014 |title=A Brief History Of Oculus |work=TechCrunch |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170924001559/https://techcrunch.com/2014/03/26/a-brief-history-of-oculus/ |archive-date=24 September 2017 |url-status=live }} and they were described by John Carmack as like "looking through toilet paper tubes".{{cite web |url=http://www.ign.com/articles/2012/08/04/the-future-of-gaming-in-virtual-reality |date=3 August 2012 |first=Charles |last=Onyett |title=The Future of Gaming in Virtual Reality |work=IGN |access-date=1 March 2016 |archive-url=https://web.archive.org/web/20160405145154/http://www.ign.com/articles/2012/08/04/the-future-of-gaming-in-virtual-reality |archive-date=5 April 2016 |url-status=live }}
In 2012, a crowdfunding campaign began for a VR headset known as Oculus Rift; the project was led by several prominent video game developers, including John Carmack who later became the company's CTO.{{cite web |url=https://techcrunch.com/2013/11/22/dooms-john-carmack-leaves-id-software-to-focus-on-the-oculus-virtual-reality-headset/ |first=Alex |last=Wilhelm |date=22 November 2013 |title=Doom's John Carmack Leaves id Software To Focus On The Oculus Virtual Reality Headset |work=TechCrunch |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170923193911/https://techcrunch.com/2013/11/22/dooms-john-carmack-leaves-id-software-to-focus-on-the-oculus-virtual-reality-headset/ |archive-date=23 September 2017 |url-status=live }} In March 2014, the project's parent company Oculus VR was acquired by Facebook for $2 billion.{{Cite web|url = https://www.theverge.com/2014/3/25/5547456/facebook-buying-oculus-for-2-billion/in/3631187|title = Facebook buying Oculus VR for $2 billion|date = March 25, 2014|access-date = March 26, 2014|website = The Verge|last = Welch|first = Chris|archive-url = https://web.archive.org/web/20170924044948/https://www.theverge.com/2014/3/25/5547456/facebook-buying-oculus-for-2-billion/in/3631187|archive-date = 24 September 2017|url-status = live}} The final consumer-oriented release of Oculus Rift began shipping on 28 March 2016.{{cite web|title=Oculus apologizes for shipping delays, will waive shipping fees for all orders to date|url=https://www.theverge.com/2016/4/2/11353358/oculus-rift-shipping-delays-free-shipping-promise|website=The Verge|date=2 April 2016|access-date=30 July 2016|archive-url=https://web.archive.org/web/20160722235633/http://www.theverge.com/2016/4/2/11353358/oculus-rift-shipping-delays-free-shipping-promise|archive-date=22 July 2016|url-status=live}}
In March 2014, Sony demonstrated a prototype headset for PlayStation 4,{{cite news |url=http://www.polygon.com/2014/3/18/5524058/playstation-vr-ps4-virtual-reality |first=Michael |last=McWhertor |date=18 March 2014 |title=Sony announces Project Morpheus, a virtual reality headset coming to PlayStation 4 |work=Polygon |access-date=23 March 2016 |archive-url=https://web.archive.org/web/20160324195431/http://www.polygon.com/2014/3/18/5524058/playstation-vr-ps4-virtual-reality |archive-date=24 March 2016 |url-status=live }} which was later named PlayStation VR.{{cite news |url=https://www.engadget.com/2015/09/15/project-morpheus-is-now-playstation-vr/ |first=Aaron |last=Souppouris |date=15 September 2015 |title=Sony's Project Morpheus is now 'PlayStation VR' |work=Engadget |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170924001637/https://www.engadget.com/2015/09/15/project-morpheus-is-now-playstation-vr/ |archive-date=24 September 2017 |url-status=live }} In 2014, Valve demonstrated some headset prototypes,{{cite web |url=https://www.theverge.com/2014/6/3/5775220/valve-vr-headset-pictures-concept-features |first=Tom |last=Warren |date=3 June 2014 |title=Valve's VR headset revealed with Oculus-like features |work=The Verge |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170826071622/https://www.theverge.com/2014/6/3/5775220/valve-vr-headset-pictures-concept-features |archive-date=26 August 2017 |url-status=live }} which led to a partnership with HTC to produce the Vive, which focuses on "room-scale" VR environments that users can naturally navigate within and interact with. The headset uses Valve's "SteamVR" software platform.{{cite web |url=https://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset |author=Dante D'Orazio |author2=Vlad Savov |date=1 March 2015 |title=Valve's VR headset is called the Vive and it's made by HTC |work=The Verge |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20150709001129/http://www.theverge.com/2015/3/1/8127445/htc-vive-valve-vr-headset |archive-date=9 July 2015 |url-status=live }} The Vive was released in April 2016{{cite web |url=https://www.theverge.com/2015/12/8/9873840/htc-vive-headset-delay-april-2016/ |first=Adi |last=Robertson |date=8 December 2015 |title=HTC Vive VR headset delayed until April |work=The Verge |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170923193932/https://www.theverge.com/2015/12/8/9873840/htc-vive-headset-delay-april-2016/ |archive-date=23 September 2017 |url-status=live }} and PlayStation VR in October 2016.{{cite web|url=https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|title=PlayStation VR Launches October 2016|publisher=Sony|access-date=March 15, 2016|archive-url=https://web.archive.org/web/20160722031419/https://www.sony.com/en_us/SCA/company-news/press-releases/sony-computer-entertainment-america-inc/2016/playstationvr-launches-october-2016-available-glob.html|archive-date=22 July 2016}}
Google released a series of specifications and associated DIY kits for virtual reality viewers known as Google Cardboard; these viewers are capable of being constructed using low-cost materials (and a smartphone with a gyroscope), such as cardboard (hence the naming). Samsung Electronics partnered with Oculus VR to co-develop the Samsung Gear VR (which is only compatible with some Samsung Galaxy devices). LG Electronics developed a headset with dedicated displays for its LG G5 smartphone known as LG 360 VR.{{cite web|title=LG's G5 is a radical reinvention of the flagship Android smartphone|url=https://www.theverge.com/2016/2/21/11077616/lg-g5-announced-specs-release-date-price-mwc-2016|website=The Verge|date=21 February 2016|access-date=21 February 2016|archive-url=https://web.archive.org/web/20160222094154/http://www.theverge.com/2016/2/21/11077616/lg-g5-announced-specs-release-date-price-mwc-2016|archive-date=22 February 2016|url-status=live}}{{Cite web|title = IFA 2014: Samsung Galaxy Note 4, Note Edge, Gear VR and Gear S hands-on|url = http://www.gsmarena.com/samsung_ifa_2014-review-1126.php|website = GSMArena.com|access-date = 2015-11-24|archive-url = https://web.archive.org/web/20160813225502/http://www.gsmarena.com/samsung_ifa_2014-review-1126.php|archive-date = 13 August 2016|url-status = live}}{{cite magazine|title=You Can Now Watch and Upload 360-Degree Videos on YouTube|url=https://www.wired.com/2015/03/youtube-360-degree-video/|magazine=Wired|access-date=12 July 2016|archive-url=https://web.archive.org/web/20160709080447/http://www.wired.com/2015/03/youtube-360-degree-video/|archive-date=9 July 2016|url-status=live}}{{cite web|title=Best VR headsets to buy in 2016, whatever your budget|url=http://www.pocket-lint.com/news/132945-best-vr-headsets-to-buy-in-2016-whatever-your-budget|website=Pocket-lint|access-date=12 July 2016|archive-url=https://web.archive.org/web/20160712105600/http://www.pocket-lint.com/news/132945-best-vr-headsets-to-buy-in-2016-whatever-your-budget|archive-date=12 July 2016|url-status=live}} In March 2017, Microsoft launched a platform for VR and mixed reality headsets running on Windows 10 known as Windows Mixed Reality, with VR headsets from multiple partners including PC makers Acer, Dell, HP Inc., and Lenovo.{{Cite news |title=Microsoft's first tethered Windows 10 VR headsets to ship in March |url=https://www.pcworld.com/article/3158222/virtual-reality/microsofts-first-tethered-windows-10-vr-headsets-to-ship-in-march.html |access-date=2017-11-11 |work=PCWorld |language=en}}
In 2018, Oculus released the Oculus Go, a standalone headset running capable of running VR apps on embedded mobile computing hardware, thus not needing a PC or an inserted smartphone to operate.{{Cite web |last=Machkovech |first=Sam |date=2018-05-01 |title=Oculus Go review: The wireless-VR future begins today for only $199 |url=https://arstechnica.com/gaming/2018/05/oculus-go-review-the-wireless-vr-future-begins-today-for-only-199/ |access-date=2024-09-29 |website=Ars Technica |language=en-us}} In June 2019, Valve released their own in-house SteamVR headset, the Valve Index.{{Cite web |last=Hollister |first=Sean |date=2019-04-30 |title=Valve's Index VR headset will officially cost $999, and here's what it's all about |url=https://www.theverge.com/2019/4/30/18524167/valve-index-vr-headset-price-pre-order-date |access-date=2024-09-25 |website=The Verge |language=en}} In an October 2019 report, Sony, Facebook (Oculus), and HTC were identified by Trend Force as the three largest manufacturers of VR hardware.{{Cite web |title=Oculus and PlayStation VR Jockey Atop the Virtual Reality Market |url=https://www.pcmag.com/news/oculus-and-playstation-vr-jockey-atop-the-virtual-reality-market |access-date=2024-09-25 |website=PCMAG |date=4 October 2019 |language=en}} 2019 saw Facebook release the first-generation Oculus Quest, a successor to the Oculus Go concept which supports motion controllers and positional tracking with 6DOF.{{Cite web |last=Robertson |first=Adi |date=2019-04-30 |title=Oculus Quest review: a great vision with a frustrating compromise |url=https://www.theverge.com/2019/4/30/18523000/oculus-quest-review-vr-headset-price-specs-features |access-date=2024-09-29 |website=The Verge |language=en}}{{Cite web |last=Kuchera |first=Ben |date=2019-04-30 |title=The best part of Oculus Quest: It makes the hard stuff look easy |url=https://www.polygon.com/2019/4/30/18518019/oculus-quest-facebook-jason-rubin |access-date=2024-09-29 |website=Polygon |language=en-US}}
Technology
= Resolution and display quality =
There are different optics and visual qualities that affect how an individual perceives the image quality and how they experience the virtual world. The image clarity depends on the display resolution, optic quality, refresh rate, and field of view.{{Cite book|url=https://books.google.com/books?id=FN5CDwAAQBAJ&q=virtual+reality+headset+lenses&pg=SA4-PA14|title=Virtual Reality Filmmaking: Techniques & Best Practices for VR Filmmakers|last=Tricart|first=Celine|publisher=Routledge|year=2018|isbn=978-1-315-28039-4|location=New York, NY|pages=12–14}}
Because virtual reality headsets stretch a single display across a wide field of view (up to 110° for some devices according to manufacturers), the magnification factor makes flaws in display technology much more apparent. One issue is the so-called screen-door effect, where the gaps between rows and columns of pixels become visible, kind of like looking through a screen door.{{cite web |url=http://tay.kinja.com/screen-door-effect-playstationvr-supposedly-has-none-1767379066 |title=Screen-Door Effect: PlayStationVR Supposedly Has "None", Probably Doesn't Matter |date=27 March 2016 |work=Talk Amongst Yourselves (Kinja) |access-date=30 March 2016 |archive-url=https://web.archive.org/web/20160331083739/http://tay.kinja.com/screen-door-effect-playstationvr-supposedly-has-none-1767379066 |archive-date=31 March 2016 |url-status=live }} This was especially noticeable in earlier prototypes and development kits, which had lower resolutions than the retail versions.
= Optics =
File:Sample_screen_capture_of_Oculus_rift_development_kit_2_screen_buffer.jpg
The lenses of the headset are responsible for mapping the up-close display to a wide field of view,{{cite web |url=http://www.roadtovr.com/intel-claims-can-improve-image-quality-hmds-daniel-pohl-tells-us/ |first=Paul |last=James |date=21 October 2013 |title=Intel Claims It Can Improve Image Quality for HMDs — Daniel Pohl Tells Us How |work=Road to VR |access-date=30 March 2016 |archive-url=https://web.archive.org/web/20160506071917/http://www.roadtovr.com/intel-claims-can-improve-image-quality-hmds-daniel-pohl-tells-us/ |archive-date=6 May 2016 |url-status=live }}{{cite web |url=http://www.roadtovr.com/wearality-150-degree-lenses-are-a-balancing-act-not-a-breakthrough/ |first=Ben |last=Lang |date=13 May 2015 |title=Wearality's 150 Degree Lenses Are a Balancing Act, Not a Breakthrough |work=Road to VR |access-date=31 March 2016 |archive-url=https://web.archive.org/web/20160329202904/http://www.roadtovr.com/wearality-150-degree-lenses-are-a-balancing-act-not-a-breakthrough/ |archive-date=29 March 2016 |url-status=live }} while also providing a more comfortable distant point of focus. One challenge with this is providing consistency of focus: because eyes are free to turn within the headset, it is important to avoid having to refocus to prevent eye strain.
Fresnel lenses are commonly used in virtual reality headsets due to their compactness and lightweight structure. The lenses do not use multiple pieces of material in their lenses like other lenses, but the lens will be broken down into sections, allowing the individual to have a wider range of view. The issue seen with the lens consists of seeing the ridges of the lenses when the headset is not properly aligned on the head.
The lenses introduce distortion and chromatic aberration, which are typically corrected in software. The lenses can also be adjusted dynamically to account for a user's eyeglass prescription so that the user can use the headset without corrective eyeglasses.{{Cite conference|url=http://www.rectifeye.com/files/rectifeye_abstract.pdf|last1=Laffont|first1=Pierre-Yves|last2=Martin|first2=Tobias|last3=Gross|first3=Martin|last4=Tan|first4=Wei De|last5=Lim|first5=CT|last6=Au|first6=Affa|last7=Wong|first7=Rick|title=Rectifeye: A Vision-Correcting System for Virtual Reality|conference=SA '16 SIGGRAPH ASIA 2016 VR Showcase|location=Macau|id=No. 13|date=December 5–8, 2016|doi=10.1145/2996376.2996382|s2cid=208022568}} Quote: "our system automatically adjusts the VR headset according to the user's eyeglasses prescription. Since the optical correction is automatically embedded into the headset, the user no longer needs to wear eyeglasses inside the headset. [...] We adjust the position of each lens in the headset with servomotors".
= Latency requirements =
Virtual reality headsets have significantly higher requirements for latency—the time it takes from a change in input to have a visual effect—than ordinary video games.{{cite web |url=http://www.roadtovr.com/john-carmack-talks-virtual-reality-latency-mitigation-strategies/ |first=Ben |last=Lang |date=24 February 2013 |title=John Carmack Talks Virtual Reality Latency Mitigation Strategies |work=Road to VR |access-date=30 March 2016 |archive-url=https://web.archive.org/web/20160116193938/http://www.roadtovr.com/john-carmack-talks-virtual-reality-latency-mitigation-strategies/ |archive-date=16 January 2016 |url-status=live }} If the system is too sluggish to react to head movement, then it can cause the user to experience virtual reality sickness, a kind of motion sickness.{{cite web |url=http://www.news.com.au/technology/gadgets/wearables/for-virtual-reality-creators-motion-sickness-a-real-issue/news-story/a0496dfdaa1a7b079b7fe7ffeda83217 |title=Virtual reality developers struggle with motion sickness |date=21 March 2016 |work=news.com.au |access-date=23 March 2016 |archive-url=https://web.archive.org/web/20160323215005/http://www.news.com.au/technology/gadgets/wearables/for-virtual-reality-creators-motion-sickness-a-real-issue/news-story/a0496dfdaa1a7b079b7fe7ffeda83217 |archive-date=23 March 2016 |url-status=live }} According to a Valve engineer, the ideal latency would be 7–15 milliseconds.{{cite web |url=https://arstechnica.com/gaming/2013/01/how-fast-does-virtual-reality-have-to-be-to-look-like-actual-reality/ |first=Kyle |last=Orland |date=4 January 2013 |title=How fast does "virtual reality" have to be to look like "actual reality"? |work=Ars Technica |access-date=23 September 2017 |archive-url=https://web.archive.org/web/20170923193910/https://arstechnica.com/gaming/2013/01/how-fast-does-virtual-reality-have-to-be-to-look-like-actual-reality/ |archive-date=23 September 2017 |url-status=live }}
The graphics processing unit (GPU) also needs to be powerful enough to render the required amount of frames. Oculus cited the limited processing power of Xbox One and PlayStation 4 as the reason why they targeted the PC gaming market with their first devices.{{cite web |url=http://www.gamespot.com/articles/xbox-one-ps4-too-limited-for-oculus-rift-says-creator/1100-6416153/ |first=Eddie |last=Makuch |date=13 November 2013 |title=Xbox One, PS4 "too limited" for Oculus Rift, says creator |work=GameSpot |access-date=1 March 2016 |archive-url=https://web.archive.org/web/20131221114256/http://www.gamespot.com/articles/xbox-one-ps4-too-limited-for-oculus-rift-says-creator/1100-6416153/ |archive-date=21 December 2013 |url-status=live }}
Foveated rendering is a new technique to reduce the rendering workload. It uses eye tracking hardware to determine at what point the user is looking and reduces rendering resolution farther from the user's gaze. This can be unnoticeable to the user because human peripheral vision is far less sensitive than the fovea.{{Cite web|url=https://uploadvr.com/smi-hands-on-250hz-eye-tracking/|title=SMI's 250Hz Eye Tracking and Foveated Rendering Are For Real, and the Cost May Surprise You|last=Mason|first=Will|date=2016-01-15|website=UploadVR|language=en-US|access-date=13 January 2019|archive-url=https://web.archive.org/web/20190113232307/https://uploadvr.com/smi-hands-on-250hz-eye-tracking/|archive-date=13 January 2019|url-status=live}}
Uses in various fields
{{see also|Applications of virtual reality}}
File:Virtual reality training 130416-A-BZ540-008.jpg in 2013]]
= Medical training and diagnostics =
Virtual reality headsets are being currently used as a means to train medical students for surgery. It allows them to perform essential procedures in a virtual, controlled environment. Students perform surgeries on virtual patients, which allows them to acquire the skills needed to perform surgeries on real patients.{{citation needed|date=June 2019}} It also allows the students to revisit the surgeries from the perspective of the lead surgeon.{{Cite web |title=Virtual reality system helps surgeons, reassures patients |url=https://medicalgiving.stanford.edu/news/virtual-reality-system-helps-surgeons-reassures-patients.html |access-date=2023-06-12 |website=Medical Center Development |language=sm}}
Traditionally, students had to participate in surgeries and often they would miss essential parts. Now, with the use of VR headsets, students can watch surgical procedures from the perspective of the lead surgeon without missing essential parts. Students can also pause, rewind, and fast-forward surgeries. They also can perfect their techniques in a real headset, mounted in a risk-free environment.{{Cite web |title=Virtual reality system helps surgeons, reassures patients |url=https://medicalgiving.stanford.edu/news/virtual-reality-system-helps-surgeons-reassures-patients.html |access-date=2023-06-12 |website=Medical Center Development |language=sm}}
Besides training purposes, augmented reality headsets are also already being used for image-guided surgery.{{fact|date=November 2023}}
VR headset mounted smartphones have been used to capture high-quality videos and images of the retina for documenting peripheral retinal lesions.{{cite journal |last1=Singh |first1=Deependra |title=Virtual-reality headset mounted smartphone-based Indentation fundus videography |journal=Taiwan J Ophthalmol |date=2 Sep 2022 |volume=12 |issue=4 |pages=462–464 |doi=10.4103/2211-5056.355559 |pmid=36660130 |pmc=9843566 |s2cid=252053522 |url=https://www.e-tjo.org/text.asp?0/0/0/0/355559 |access-date=Sep 2, 2022 |doi-access=free }}
=Military training=
Virtual reality headsets have been used by the United States Armed Forces. It is a particularly useful tool for training military personnel without putting them in harm's way.{{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=2018-04-09|language=en|archive-url=https://web.archive.org/web/20180109064249/https://www.wareable.com/vr/how-vr-is-training-the-perfect-soldier-1757|archive-date=9 January 2018|url-status=live}}
The virtual reality headset allows military personnel to interact with virtual reality people to make it feel real. They can talk to one another and do varying actions to make the virtual reality world feel like they are actually in the real world. There are also disadvantages and advantages when military personnel use the headset. The disadvantage is the headset is made for an indoor area, with a cool environment, and away from any heat, so when military personnel has just the headset on, no military equipment, it is not like their basic training. The advantages consist of repeating the situations multiple times and the cost of having the headset is less, due to no military equipment being needed.{{Cite journal|last=Wilson|first=Clay|date=April 9, 2008|title=Avatars, Virtual Reality Technology, and the U.S. Military: Emerging Policy Issues|url=https://archive.org/details/RS22857AvatarsVirtualRealityTechnologyandtheUSMilitaryEmergingPolicyIssues-crs|journal=CRS Report for Congress}}
= Health and Safety Training =
Virtual reality headsets are now being used to train employees in health and safety procedures. This allows trainees to experience hazardous situations in a safe, virtual environment. They can practise responding to fires, machinery failures, or chemical spills without real-world risk.{{Cite web |title=VR Training for Maritime, Renewables & High-Risk Work |url=https://www.3tglobal.com/digital/our-digital-solutions/vr-safety-training/ |access-date=2025-03-25 |website=3t |language=en-GB}}
Traditionally, safety training relied on static materials or in-person drills. With VR, trainees can interact with scenarios, repeat sessions, and improve their reactions. This makes training more engaging and effective. Companies also benefit from reduced costs and improved compliance tracking.
See also
References
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External links
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