Jump to content

User:Zanurkie/sandbox

From Wikipedia, the free encyclopedia
NASA 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.[1][2][3][4] 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. [5][6]

VR applications promote technical proficiency, offer practical experience, and improve patient outcomes by decreasing errors and boosting productivity in medical education. [7][8][9] 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.[10][11] [12] These developments demonstrate VR's ability to revolutionize a variety of industries, but issues like affordability, usability, and realism still need to be addressed. [13][14][15]

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.[16][17][15]

Architecture and urban design

[edit]

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.[1] 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.[2] By 2010, VR programs had been developed for urban regeneration, planning and transportation projects.[3] Entire cities were simulated in VR.[18]

Industrial design

[edit]

Virtual reality and artificial intelligence are used by automotive firms like Porsche and BMW to optimize their production chains.[13] Software developers are building VR solutions to skip redundant design workflow phases and meet end-user expectations faster and more accurately.[19][unreliable source?]

Restorative nature experiences

[edit]
An example of a nature-oriented virtual environment made with real-time rendering engine Unity.

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.[10][20][21] The Attention Restoration Theory and Stress Recovery Theory[22] explain the mechanisms by which VR nature environments can lead to mental restoration.[11] This is in contrast to urban environments that have shown to be less restorative.[23]

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.[14]

Healthcare and medicine

[edit]

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.[24] For patients, VR can be utilised for surgery, rehabilitation and training to alleviate medical symptoms and cure diseases.[25][26] VR began to appear in rehabilitation in the 2000s.

Training for healthcare professionals

[edit]

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.[27] 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.[7]

Use of VR Training in Surgery

[edit]

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.[28][29] This allows new surgeons to practice and receive feedback without needing an expert surgeon to walk them through the process. [30]

Research shows that physicians who experience VR simulations improved their dexterity and performance in the operating room significantly more than control groups.[8][31][32][33][34] 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.[9] Trainees may use real instruments and video equipment to practice in simulated surgeries.[35] 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.[35]

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 [34]. 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 [34]. 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[8][31][32][33][34] . 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. [34]

The three tests tested in the 2022 study (from left to right) peg transfer, picking beans, and threading skill practice.
The virtual reality simulator from the 2022 study, depicting (from left to right) fixed point hemostasis, peg transfer, picking beams and colon resection

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.[36] VR simulations offer a potentially cost-effective and efficient training method. While traditional methods, such as cadaver labs and physical simulations, require significant resources, VR simulations can be accessed remotely and customized to individual needs.

Surgery, therapy and rehabilitation for patients

[edit]

VR Use in Surgery

[edit]

VR can produce a three-dimensional representation of a particular patient's anatomy that allows surgeons to map out the surgery ahead of time.[4] 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.[5] The first collaborative virtual reality surgery was successfully performed 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.[6][37]

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.[38]

VR Use in Therapy

[edit]

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.[15][39] In some cases, patients no longer met the DSM-V criteria for PTSD.[40]

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.[41] Due to a lack of access to trained providers, physical constraints or financial reasons, many patients are not able to attend BA therapy.[41] 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.[41]

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).[42][43]

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.[44] 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."[45]

VR Use in Rehabilitation

[edit]
Immersive VR environment, used to motivate senior citizens to exercise regularly, by driving along the path and exploring the nature surroundings.

Immersive 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.[14][46] 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),[14] or by using gamification to encourage exercise.[47][48] Immersive VR has also been shown useful for acute pain management, on the theory that it may distract people, reducing their experience of pain.[49][50][51][52]

Research has shown that dementia patients given virtual reminiscence therapy experienced reduced incidences of dementia related symptoms.[53] 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.[54] A 2018 review on the effectiveness of VR mirror therapy and robotics found no significant benefit.[55]

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.[41]

Digital marketing

[edit]

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.[16][56] Global spending on digital advertisements was forecasted to increase to $335.5 billion by 2020.[57][58] A 2015 study found that 75% of companies on Forbes' World's Most Valuable Brands list had developed a VR or AR experience.[59] Although VR is not widespread among consumers compared to other forms of digital media,[60] many companies have invested in VR. Some companies adopted VR to enhance workplace collaboration.[61]

VR can present high definition, three-dimensional interactive imaging.[62] 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.[63] Both studies indicate an increased desire to purchase products marketed through VR. However, these benefits showed minimal return on investment (ROI).[59] Suh and Lee found that products primarily experienced through hearing and vision (but not other senses) benefit more from VR marketing.[62]

Advertisements that appear during a VR experience (interruption marketing[58]) may be considered invasive.[60] Consumers can choose whether they wish to accept an ad.[64] To mitigate this, organizations can require the user to download a mobile app before experiencing their VR campaign.[65]

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[65] and face-to-face encounters with computer-generated imagery (CGI) tigers in Nepal[66] are some examples.

Retailers can use VR to show how a product will fit in consumers' homes.[67] 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.[68]

Education and training

[edit]
A photo of a student using the NICE project, an educational VR system from the 1990s.

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.[12]

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.[69]

An increasing number of companies rely on virtual reality when it comes to onboarding of employees.[70] VR onboarding is cheaper and more efficient compared to conventional training, as no demo equipment is required.[71]

Aerospace and vehicular training

[edit]

NASA has used VR technology for decades,[72] 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[73][74] and tool usage using low-cost tool mock-ups.[75]

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.[76] Driving simulations can train tank drivers on the basics before allowing them to operate the real vehicle.[77] 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.[78]

High school and college education

[edit]
3d printed glasses created through VR.

Immersive VR can be used as a tool in the high school classroom to help students learn and be immersed in their subject matter.[79] Immersive VR has been used to teach students interactively for both humanities subjects like history[80] and STEM subjects like physics.[81] 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.[81] Through VR mediums such as Google Cardboard, foreign languages have also been taught in the classroom by teachers.[79] 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,[82] and history.[83]

VR Usage In Medical Fields

[edit]

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 [84]. 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 [85]. 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 [84].

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 [84].

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 [85].

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 [84]. 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 [86]. 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 [86]. 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 [86]. 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 [86]. 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 [87]. 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 [87]. Especially he participants using the Gear VR technology [87]. 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 [87]. 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 [84].

Military training

[edit]
U.S. Marines from 2nd Battalion, 8th Marine Regiment walk through a scenario during a Future Immersive Training Environment (FITE) joint capability technology demonstration at Camp Lejeune in 2010.

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] The second phase of his project, which he called the "Super Cockpit", added high-resolution (for the time) graphics and a responsive display.[88] The United Kingdom has been using VR in military training since the 1980s.[89] The United States military announced the Dismounted Soldier Training System in 2012.[90] It was cited as the first fully immersive military VR training system.[91]

Virtual training environments have been claimed to increase realism while minimizing costs,[92][93][94] for example, by saving ammunition.[92] 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.[95]

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.[92] Described goals of the ASSIST initiative were to develop software and wearable sensors for soldiers to improve battlefield awareness and data collection.[96] Researchers stated that these programs would allow the soldier to update their virtual environment as conditions change.[92] 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.[97] 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.[98]

Mining industry training

[edit]

Many mining accidents can be attributed to inadequate or insufficient training.[99] With VR training, one may simulate the exposure to a real working environment, without the associated risk.[99]

Sports training

[edit]

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.[17][100]

Engineering and robotics

[edit]

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.[101] Simulations allow engineers to test their structure's resistance to winds, weight, and other elements.[102]

Besides, VR can control robots in telepresence, teleoperation and telerobotic systems.[103][104] VR has been used in experiments that investigate how robots can be applied as an intuitive human user interface.[50] Another example is remotely controlled robots in dangerous environments.[50]

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.[105] 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.[106]

Entertainment

[edit]

Video games

[edit]
A man plays a virtual reality 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, iGlasses, Cybermaxx and VFX1 Headgear. Since 2010, commercial headsets for VR gaming include the Oculus Rift, HTC Vive and PlayStation VR.[107] The Samsung Gear VR is an example of a phone-based device.[108]

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.[109] VR-specific and VR versions of popular video games have been released.

Cinema

[edit]

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.[110][111] Pornography makers use VR, usually for POV-style porn.[112][113] 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. [114]

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."[115] However, a VR telecast featuring Oklahoma hosting Ohio State, preceded it on September 17, 2016.[116][117] 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

[edit]

VR can allow individuals to virtually attend concerts,[118][119] these VR concerts can be enhanced using feedback from the user's heartbeat and brainwaves.[120] VR can also be used for music videos[121] and music visualization or visual music applications.[122][123] Immersive audio technologies, such as the Nokia OZO, can create an immersive listening experience. through head-tracking and precise directivity of sound. [124]

Family entertainment centers

[edit]

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.[125] In March 2018, a VR water slide was launched using a waterproof headset.[126]

Virtual communities

[edit]

Large virtual communities have formed around social virtual worlds that can be accessed with VR technologies. Popular examples include VRChat, Rec Room, and AltspaceVR, but also social virtual worlds that were originally developed without support for VR, for example Roblox.

Fine arts

[edit]
"World Skin, A Photo Safari in the Land of War" - Maurice Benayoun, Jean-Baptiste Barrière, Virtual Reality Installation (1997).

David Em was the first fine artist to create navigable virtual worlds, in the 1970s.[127] 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.[128][129] 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.[130]

The first Canadian virtual reality film festival was the FIVARS Festival of International Virtual & Augmented Reality Stories, founded in 2015 by Keram Malicki-Sánchez.[131] 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.[132] Some museums have begun making some of their content virtual reality accessible including the British Museum[133] and the Guggenheim.[134]

Great Paintings VR[135] is a fully immersive virtual reality museum on Steam. It provides more than 1000 famous paintings from different museums of all over the world.[136]

Heritage and archaeology

[edit]

Virtual reality enables heritage sites to be recreated.[137] The sites may be restricted or provide no access for the public,[138] such as caves, damaged or destroyed structures, or sensitive environments that are closed to allow them to recover from overuse.[139]

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.[140]

Occupational safety

[edit]

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.[141][better source needed]
  • Identify cause-effect relationships following accidents on and involving products. This saves material, personnel, time and financial outlay associated with in-situ testing.[142][better source needed]

Social science and psychology

[edit]

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.[143] 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

[edit]

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.[144] 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.[145]

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.[146] Similarly, simulated driving through dark areas in a virtual tunnel can induce fear.[147] Social interaction with virtual characters has been shown to produce physiological responses such as changes in heart rate and galvanic skin responses.[148]

Research suggests that a strong presence can facilitate an emotional response, and this emotional response can further increase the feeling of presence.[146] Similarly, breaks in the presence (or a loss in the sense of presence) can cause physiological changes.[148][clarification needed]

Understanding biases and stereotypes

[edit]

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.[149] Similarly, light-skinned individuals placed in dark-bodied avatars showed a reduction in their implicit racial bias.[150] 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.[143]

Investigating basal mental abilities

[edit]

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.[151]

Fostering the human grieving process

[edit]

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.[152] 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.[153][154]

Obstacles

[edit]

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.[155]

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.[156]

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".[157] It is thought to be the first death from VR use.[158] 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.[159][160]

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.[161][162][163]

References

[edit]
  1. ^ a b Barlow, John Perry (1990). "Being in Nothingness: Virtual Reality and the Pioneers of Cyberspace". Electronic Frontiers Foundation. Archived from the original on 2016-01-20.
  2. ^ a b "A virtual revolution: How VR can enhance design, for architect and client". 17 April 2019.
  3. ^ a b Roudavski, S. (2010). 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
  4. ^ a b "Virtual reality system helps surgeons, reassures patients". Stanford Medicine. 23 February 2017.
  5. ^ a b Fiani, Brian; De Stefano, Frank; Kondilis, Athanasios; Covarrubias, Claudia; Reier, Louis; Sarhadi, Kasra (September 2020). "Virtual Reality in Neurosurgery: "Can You See It?"-A Review of the Current Applications and Future Potential". World Neurosurgery. 141: 291–298. doi:10.1016/j.wneu.2020.06.066. ISSN 1878-8769. PMID 32561486.
  6. ^ a b McCallum, Shiona (2022-08-01). "Conjoined twins separated with the help of virtual reality". BBC News. Retrieved 2022-08-08.
  7. ^ a b Mallik, Ritwika; Patel, Mayank; Atkinson, Ben; Kar, Partha (2021-07-01). "Exploring the Role of Virtual Reality to Support Clinical Diabetes Training—A Pilot Study". Journal of Diabetes Science and Technology. 16 (4): 844–851. doi:10.1177/19322968211027847. ISSN 1932-2968. PMC 9264436. PMID 34210183.
  8. ^ a b c Seymour, Neal E.; Gallagher, Anthony G.; Roman, Sanziana A.; O'Brien, Michael K.; Bansal, Vipin K.; Andersen, Dana K.; Satava, Richard M. (October 2002). "Virtual Reality Training Improves Operating Room Performance: Results of a Randomized, Double-Blinded Study". Annals of Surgery. 236 (4): 458–63, discussion 463–4. doi:10.1097/00000658-200210000-00008. PMC 1422600. PMID 12368674.
  9. ^ a b Alcala, Nicolas; Piazza, Martin; Hobbs, Gene; Quinsey, Carolyn (2021-09-28). "Assessment of Contemporary Virtual Reality Programs and 3D Atlases in Neuroanatomical and Neurosurgical Education". Carolina Journal of Interdisciplinary Medicine. 1 (1). doi:10.47265/cjim.v1i1.572. ISSN 2692-0549.
  10. ^ a b Depledge, M. H.; Stone, R. J.; Bird, W. J. (2011). "Can natural and virtual environments be used to promote improved human health and wellbeing?". Environmental Science & Technology. 45 (11): 4660–4665. Bibcode:2011EnST...45.4660D. doi:10.1021/es103907m. PMID 21504154.
  11. ^ a b Alsina Jurnet, Ivan (2022). "Promoting Relaxation with Virtual Reality". Relax VR. Retrieved June 28, 2024.
  12. ^ a b Moro, Christian; Štromberga, Zane; Stirling, Allan (2017-11-29). "Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education". Australasian Journal of Educational Technology. 33 (6). doi:10.14742/ajet.3840. ISSN 1449-5554.
  13. ^ a b "Industry 4.0 and the Automotive Industry". www.assemblymag.com. Archived from the original on 2021-11-03. Retrieved 2021-11-03.
  14. ^ a b c d Bruun-Pedersen, J. R.; Serafin, S.; Busk Kofoed, L. (2016). "Restorative virtual environment design for augmenting nursing home rehabilitation". Journal for Virtual Worlds Research. 9 (3): 1–24. doi:10.4101/jvwr.v9i3.7224 (inactive 1 November 2024).{{cite journal}}: CS1 maint: DOI inactive as of November 2024 (link)
  15. ^ a b c Reger, Greg M.; Holloway, Kevin M.; Candy, Colette; Rothbaum, Barbara O.; Difede, JoAnn; Rizzo, Albert A.; Gahm, Gregory A. (2011-02-01). "Effectiveness of virtual reality exposure therapy for active duty soldiers in a military mental health clinic". Journal of Traumatic Stress. 24 (1): 93–96. doi:10.1002/jts.20574. ISSN 1573-6598. PMID 21294166.
  16. ^ a b Shirer, Michael; Torchia, Marcus (February 27, 2017). "Worldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDC". International Data Corporation. Archived from the original on March 19, 2018. Retrieved March 16, 2018.
  17. ^ a b Lewis, Alec (December 8, 2023). "The German VR 'flight simulator' behind LSU QB Jayden Daniels' Heisman-caliber 2023 season". The Athletic. Archived from the original on April 11, 2024. Retrieved April 14, 2024.
  18. ^ "How Virtual Reality Is Revolutionising Town Planning". www.digitalistmag.com. Archived from the original on 2022-08-10. Retrieved 2019-08-30.
  19. ^ "Industry 4.0 design: What does it mean for my design workflow?". flyingshapes. 2021-10-27. Retrieved 2021-11-11.
  20. ^ White, M.; Smith, A.; Humphryes, K.; Pahl, S.; Snelling, D.; Depledge, M. (2010). "Blue space: The importance of water for preference, affect, and restorativeness ratings of natural and built scenes". Journal of Environmental Psychology. 30 (4): 482–493. doi:10.1016/j.jenvp.2010.04.004.
  21. ^ Kaplan, S. (1995). "The restorative benefits of nature: Toward an integrative framework". Journal of Environmental Psychology. 16 (3): 169–182. doi:10.1016/0272-4944(95)90001-2. S2CID 4993000.
  22. ^ Ulrich, R. S. (1983). "Aesthetic and affective response to natural environment". Behavior and the Natural Environment. Springer, Boston, MA. p. 85-125. doi:10.1007/978-1-4613-3539-9_4. ISBN 978-1-4613-3541-2.
  23. ^ Berman, M. G. (2008). "The cognitive benefits of interacting with nature". Psychological Science. 19 (12): 1207–1212. doi:10.1111/j.1467-9280.2008.02225.x. PMID 19121124.
  24. ^ Kyaw, Bhone Myint; Saxena, Nakul; Posadzki, Pawel; Vseteckova, Jitka; Nikolaou, Charoula Konstantia; George, Pradeep Paul; Divakar, Ushashree; Masiello, Italo; Kononowicz, Andrzej A.; Zary, Nabil; Car, Lorainne Tudor (2019-01-22). "Virtual Reality for Health Professions Education: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration". Journal of Medical Internet Research. 21 (1): e12959. doi:10.2196/12959. hdl:10356/85870. PMC 6362387. PMID 30668519.
  25. ^ Lányi, Cecília Sik (2006), Ichalkaranje, N.; Ichalkaranje, A.; Jain, L.C. (eds.), "Virtual Reality in Healthcare", Intelligent Paradigms for Assistive and Preventive Healthcare, Studies in Computational Intelligence, vol. 19, Berlin, Heidelberg: Springer, pp. 87–116, doi:10.1007/11418337_3, ISBN 978-3-540-31763-0, retrieved 2023-12-04
  26. ^ Hayre, Christopher M.; Muller, Dave J.; Scherer, Marcia J. (2020-12-22). Virtual Reality in Health and Rehabilitation. CRC Press. ISBN 978-1-000-31995-8.
  27. ^ Goh P, Sandars J, 2020, 'A vision of the use of technology in medical education after the COVID-19 pandemic', MedEdPublish, 9, [1], 49
  28. ^ McCloy, Rory; Stone, Robert (2001). "Science, Medicine, And The Future: Virtual Reality In Surgery". BMJ: British Medical Journal. 323 (7318): 912–915. doi:10.1136/bmj.323.7318.912. ISSN 0959-8138. JSTOR 25468186. PMC 1121442. PMID 11668138.
  29. ^ Pedram, Shiva; Kennedy, Grace; Sanzone, Sal (2024-01-12). "Assessing the validity of VR as a training tool for medical students". Virtual Reality. 28 (1): 15. doi:10.1007/s10055-023-00912-x. ISSN 1434-9957.
  30. ^ McKnight, R. Randall; Pean, Christian A.; Buck, J. Stewart; Hwang, John S.; Hsu, Joseph R.; Pierrie, Sarah N. (December 2020). "Virtual Reality and Augmented Reality-Translating Surgical Training into Surgical Technique". Current Reviews in Musculoskeletal Medicine. 13 (6): 663–674. doi:10.1007/s12178-020-09667-3. ISSN 1935-973X. PMC 7661680. PMID 32779019.
  31. ^ a b Ahlberg, Gunnar; Enochsson, Lars; Gallagher, Anthony G.; Hedman, Leif; Hogman, Christian; McClusky III, David A.; Ramel, Stig; Smith, C. Daniel; Arvidsson, Dag (2007-06-01). "Proficiency-based virtual reality training significantly reduces the error rate for residents during their first 10 laparoscopic cholecystectomies". The American Journal of Surgery. 193 (6): 797–804. doi:10.1016/j.amjsurg.2006.06.050. PMID 17512301.
  32. ^ a b Colt, Henri G.; Crawford, Stephen W.; Galbraith III, Oliver (2001-10-01). "Virtual reality bronchoscopy simulation*: A revolution in procedural training". Chest. 120 (4): 1333–1339. doi:10.1378/chest.120.4.1333. ISSN 0012-3692. PMID 11591579.
  33. ^ a b 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
  34. ^ a b c d e Yu, Peng; Pan, Junjun; Wang, Zhaoxue; Shen, Yang; Li, Jialun; Hao, Aimin; Wang, Haipeng (2022-02-10). "Quantitative influence and performance analysis of virtual reality laparoscopic surgical training system". BMC Medical Education. 22 (1): 92. doi:10.1186/s12909-022-03150-y. ISSN 1472-6920. PMC 8832780. PMID 35144614.{{cite journal}}: CS1 maint: PMC format (link) CS1 maint: unflagged free DOI (link)
  35. ^ a b Alaraj, Ali; Lemole, MichaelG; Finkle, JoshuaH; Yudkowsky, Rachel; Wallace, Adam; Luciano, Cristian; Banerjee, PPat; Rizzi, SilvioH; Charbel, FadyT (2011). "Virtual reality training in neurosurgery: Review of current status and future applications". Surgical Neurology International. 2 (1): 52. doi:10.4103/2152-7806.80117. PMC 3114314. PMID 21697968.
  36. ^ 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. https://doi.org/10.1016/j.wneu.2020.04.102. ISSN 1878-8750
  37. ^ Suliman, Adela (2022-08-03). "Surgeons use virtual reality techniques to separate conjoined twin". The Washington Post. Retrieved 2022-08-08.
  38. ^ Olasky, Jaisa; Sankaranarayanan, Ganesh; Seymour, Neal E.; Magee, J. Harvey; Enquobahrie, Andinet; Lin, Ming C.; Aggarwal, Rajesh; Brunt, L. Michael; Schwaitzberg, Steven D.; Cao, Caroline G. L.; De, Suvranu; Jones, Daniel B. (2015-10). "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". Surgical Innovation. 22 (5): 514–521. doi:10.1177/1553350615583559. ISSN 1553-3506. PMC 4578975. PMID 25925424. {{cite journal}}: Check date values in: |date= (help)CS1 maint: PMC format (link)
  39. ^ Gonçalves, Raquel; Pedrozo, Ana Lúcia; Coutinho, Evandro Silva Freire; Figueira, Ivan; Ventura, Paula (2012-12-27). "Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review". PLOS ONE. 7 (12): e48469. Bibcode:2012PLoSO...748469G. doi:10.1371/journal.pone.0048469. ISSN 1932-6203. PMC 3531396. PMID 23300515.
  40. ^ Difede, JoAnn; Hoffman, Hunter G. (2002-12-01). "Virtual reality exposure therapy for World Trade Center Post-traumatic Stress Disorder: a case report". Cyberpsychology & Behavior. 5 (6): 529–535. doi:10.1089/109493102321018169. ISSN 1094-9313. PMID 12556115. S2CID 2986683.
  41. ^ a b c d "Medical Virtual Reality". Stanford University Virtual Human Interaction Lab. 20 February 2020. Retrieved 20 November 2020.
  42. ^ Freeman, Daniel; Lambe, Sinéad; Kabir, Thomas; Petit, Ariane; Rosebrock, Laina; Yu, Ly-Mee; Dudley, Robert; Chapman, Kate; Morrison, Anthony; O'Regan, Eileen; Aynsworth, Charlotte; Jones, Julia; Murphy, Elizabeth; Powling, Rosie; Galal, Ushma (2022-05-01). "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". The Lancet Psychiatry. 9 (5): 375–388. doi:10.1016/s2215-0366(22)00060-8. ISSN 2215-0366. PMC 9010306. PMID 35395204.
  43. ^ "Virtual reality could help people with psychosis and agoraphobia". NIHR Evidence. 20 July 2023. doi:10.3310/nihrevidence_59108. S2CID 260053713.
  44. ^ Halbig, Andreas; Babu, Sooraj K.; Gatter, Shirin; Latoschik, Marc Erich; Brukamp, Kirsten; von Mammen, Sebastian (2022). "Opportunities and Challenges of Virtual Reality in Healthcare – A Domain Experts Inquiry". Frontiers in Virtual Reality. 3. doi:10.3389/frvir.2022.837616. ISSN 2673-4192. This article incorporates text from this source, which is available under the CC BY 4.0 license.
  45. ^ Mittal, Himani (2023-08-25), "Virtual Reality Applications in Healthcare", Immersive Virtual and Augmented Reality in Healthcare, Boca Raton: CRC Press, pp. 50–62, doi:10.1201/9781003340133-3, ISBN 978-1-003-34013-3
  46. ^ Kappen, Dennis L.; Mirza-Babaei, P.; Nacke, Lennart E. (2019). "Older Adults' Physical Activity and Exergames: A Systematic Review". International Journal of Human–Computer Interaction. 35 (2): 140–167. doi:10.1080/10447318.2018.1441253. S2CID 59540792.
  47. ^ Kim, Meeri (August 21, 2016). "Virtual reality apps aim to make exercise less tedious". Tyler Morning Telegraph. pp. A1, A11.
  48. ^ Faric, Nuša; Potts, Henry W W.; Hon, Adrian; Smith, Lee; Newby, Katie; Steptoe, Andrew; Fisher, Abi (2019). "What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews". Journal of Medical Internet Research. 21 (9): e13833. doi:10.2196/13833. PMC 6754685. PMID 31538951.
  49. ^ Gold, Jeffrey I.; Belmont, Katharine A.; Thomas, David A. (August 2007). "The Neurobiology of Virtual Reality Pain Attenuation". CyberPsychology & Behavior. 10 (4): 536–544. doi:10.1089/cpb.2007.9993. PMID 17711362. S2CID 14018643.
  50. ^ a b c Gulrez, Tauseef; Hassanien, Aboul Ella (2012). Advances in Robotics and Virtual Reality. Berlin: Springer-Verlag. p. 275. ISBN 978-3-642-23362-3.
  51. ^ Sharar, Sam R; Miller, William; Teeley, Aubriana; Soltani, Maryam; Hoffman, Hunter G; Jensen, Mark P; Patterson, David R (2017-03-17). "Applications of virtual reality for pain management in burn-injured patients". Expert Review of Neurotherapeutics. 8 (11): 1667–1674. doi:10.1586/14737175.8.11.1667. ISSN 1473-7175. PMC 2634811. PMID 18986237.
  52. ^ Li, Angela; Montaño, Zorash; Chen, Vincent J; Gold, Jeffrey I (2017-03-17). "Virtual reality and pain management: current trends and future directions". Pain Management. 1 (2): 147–157. doi:10.2217/pmt.10.15. ISSN 1758-1869. PMC 3138477. PMID 21779307.
  53. ^ Rehman, Arfa (2021-08-27). "How Virtual Reality Can Transform Dementia Care". AIXR. Retrieved 2022-06-13.
  54. ^ Dockx, Kim (2016). "Virtual reality for rehabilitation in Parkinson's disease". Cochrane Database of Systematic Reviews. 2016 (12): CD010760. doi:10.1002/14651858.CD010760.pub2. PMC 6463967. PMID 28000926.
  55. ^ Darbois, Nelly; Guillaud, Albin; Pinsault, Nicolas (2018). "Does Robotics and Virtual Reality Add Real Progress to Mirror Therapy Rehabilitation? A Scoping Review". Rehabilitation Research and Practice. 2018: 6412318. doi:10.1155/2018/6412318. PMC 6120256. PMID 30210873.
  56. ^ "Worldwide Spending on Augmented and Virtual Reality Expected to Surpass $20 Billion in 2019, According to IDC". www.businesswire.com. 2018-12-06. Retrieved 2019-07-02.
  57. ^ "Digital advertising spending worldwide from 2015 to 2020 (in billion U.S. dollars)". Statista. October 1, 2016. Retrieved March 15, 2018.
  58. ^ a b Chaffey, Dave; Ellis-Chadwick, Fiona (2016). Digital Marketing. Loughborough University: Pearson. p. 11,44. ISBN 978-1-292-07761-1.
  59. ^ a b Deflorian, Adam (August 15, 2016). "How Virtual Reality Can Revolutionize Digital Marketing". Forbes. Retrieved March 17, 2018.
  60. ^ a b Matia, Alexa (17 June 2016). "What the Rise of Virtual Reality Means for Marketers". Convinceandconvert. Retrieved March 2, 2018.
  61. ^ "10 Amazing Uses of Virtual Reality". ReadWrite. 2018-11-08. Retrieved 2019-07-02.
  62. ^ a b Suh, Kil-Soo; Lee, Young Eun (Dec 1, 2005). "The Effects of Virtual Reality on Consumer Learning: An Empirical Investigation". MIS Quarterly. 29 (4): 673, 680, 681, 691. doi:10.2307/25148705. JSTOR 25148705.
  63. ^ Kirkpatrick, David (March 15, 2012). "Marketing 101: What is conversion?". Marketingsherpa Blog. Retrieved March 17, 2018. The point at which a recipient of a marketing message performs a desired action.
  64. ^ Ryan, Damian (November 3, 2016). Understanding Digital Marketing: Marketing Strategies for Engaging the Digital Generation. London: Kogan Page Limited. p. 29. ISBN 978-0-7494-7843-8.
  65. ^ a b "Unicef 360". Unicef 360. Unicef. 2016. Retrieved March 2, 2018.
  66. ^ "Tiger Experience: Adopt a Tiger". World Wildlife Fund. Retrieved March 18, 2018.[permanent dead link]
  67. ^ Kirsner, Scott (May 5, 2016). "Adding a level of reality to online shopping". The Boston Globe. Retrieved May 23, 2016.
  68. ^ "CG Garage Podcast #61 | Shane Scranton – IrisVR – Chaos Group Labs". labs.chaosgroup.com. Archived from the original on 2016-03-07. Retrieved 2016-02-26.
  69. ^ Salah, Bashir; Abidi, Mustufa; Mian, Syed; Krid, Mohammed; Alkhalefah, Hisham; Abdo, Ali (11 March 2019). "Virtual Reality-Based Engineering Education to Enhance Manufacturing Sustainability in Industry 4.0". Sustainability. 11 (5): 1477. doi:10.3390/su11051477.
  70. ^ Fade, Lorne (3 January 2019). "How Businesses Today Are Implementing Virtual And Augmented Reality". Forbes. Retrieved 20 November 2020.
  71. ^ "Lufthansa schult Flugbegleiter mit Datenbrillen und VR" [Lufthansa trains flight attendants with smart glasses and VR] (in German). WirtschaftsWoche. Deutsche Presse-Agentur. 2 April 2019. Retrieved 19 November 2020.
  72. ^ "NASA shows the world its 20-year virtual reality experiment to train astronauts: The inside story - TechRepublic". TechRepublic. Retrieved 2017-03-15.
  73. ^ James, Paul (2016-04-19). "A Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VR". Road to VR. Retrieved 2017-03-15.
  74. ^ "How NASA is Using Virtual and Augmented Reality to Train Astronauts". Unimersiv. 2016-04-11. Retrieved 2017-03-15.
  75. ^ Greenstein, Zvi (1 August 2016). "Hybrid Reality Astronaut Training Will NASA Prepare Astronauts". The Official NVIDIA Blog. Retrieved 19 November 2020.
  76. ^ Dourado, Antônio O.; Martin, C.A. (2013). "New concept of dynamic flight simulator, Part I". Aerospace Science and Technology. 30 (1): 79–82. Bibcode:2013AeST...30...79D. doi:10.1016/j.ast.2013.07.005.
  77. ^ "How Virtual Reality Military Applications Work". 2007-08-27.
  78. ^ "Nieuws Pivo en VDAB bundelen rijopleiding vrachtwagens". Het Nieuwsblad. 13 November 2013. Retrieved 22 May 2014.
  79. ^ a b Huang, Hsiu-Ling; Hwang, Gwo-Jen; Chang, Ching-Yi (2019-12-15). "Learning to be a writer: A spherical video-based virtual reality approach to supporting descriptive article writing in high school Chinese courses". British Journal of Educational Technology. 51 (4): 1386–1405. doi:10.1111/bjet.12893. ISSN 0007-1013. S2CID 213492861.
  80. ^ Calvert, James; Abadia, Rhodora (December 2020). "Impact of immersing university and high school students in educational linear narratives using virtual reality technology". Computers & Education. 159: 104005. doi:10.1016/j.compedu.2020.104005. S2CID 224966659.
  81. ^ a b Holly, Michael; Pirker, Johanna; Resch, Sebastian; Brettschuh, Sandra; Gutl, Christian (2021-04-01). "Designing VR Experiences--Expectations for Teaching and Learning in VR". Educational Technology & Society. 24 (2): 107–120.
  82. ^ Sedlák, Michal; Šašinka, Čeněk; Stachoň, Zdeněk; Chmelík, Jiří; Doležal, Milan (2022-10-18). "Collaborative and individual learning of geography in immersive virtual reality: An effectiveness study". PLOS ONE. 17 (10): e0276267. Bibcode:2022PLoSO..1776267S. doi:10.1371/journal.pone.0276267. ISSN 1932-6203. PMC 9578614. PMID 36256672.
  83. ^ Griffith, Kristen (13 September 2021). "Carroll Community College uses virtual reality to enhance learning, from traveling the bloodstream or to far away places". baltimoresun.com/maryland/carroll. Retrieved 2021-11-06.
  84. ^ a b c d e Elessawy, Mohamed; Mabrouk, Mohamed; Heilmann, Thorsten; Weigel, Marion; Zidan, Mohamed; Abu-Sheasha, Ghada; Farrokh, Andre; Bauerschlag, Dirk; Maass, Nicolai; Ibrahim, Mohamed; Kamel, Dina (2021-02-02). "Evaluation of Laparoscopy Virtual Reality Training on the Improvement of Trainees' Surgical Skills". Medicina (Kaunas, Lithuania). 57 (2): 130. doi:10.3390/medicina57020130. ISSN 1648-9144. PMC 7913105. PMID 33540817.{{cite journal}}: CS1 maint: unflagged free DOI (link)
  85. ^ a b "Laparoscopic Visualization Research". www.cs.unc.edu. Retrieved 2024-11-18.
  86. ^ a b c d Tang, Yuk Ming; Ng, George Wing Yiu; Chia, Nam Hung; So, Eric Hang Kwong; Wu, Chun Ho; Ip, Wai Hung (2020-10-04). "Application of virtual reality ( VR ) technology for medical practitioners in type and screen (T&S) training". Journal of Computer Assisted Learning. 37 (2): 359–369. doi:10.1111/jcal.12494. ISSN 0266-4909.
  87. ^ a b c d Moro, Christian; Štromberga, Zane; Stirling, Allan (2017-11-29). "Virtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science education". Australasian Journal of Educational Technology. 33 (6). doi:10.14742/ajet.3840. ISSN 1449-5554.
  88. ^ Chesher, Chris (1994). "Colonizing Virtual Reality: Construction of the Discourse of Virtual Reality". Cultronix. Archived from the original on 2016-03-04.
  89. ^ "How VR is training the perfect soldier". Wareable. Retrieved 2017-03-16.
  90. ^ "DSTS: First immersive virtual training system fielded". US Army. Retrieved 2017-03-16.
  91. ^ "Virtual reality used to train soldiers in new training simulator". US Army. August 2012.
  92. ^ a b c d 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 Archived 2007-06-13 at the Wayback Machine
  93. ^ Smith, Roger (2010-02-01). "The Long History of Gaming in Military Training". Simulation & Gaming. 41 (1): 6–19. doi:10.1177/1046878109334330. ISSN 1046-8781. S2CID 13051996.
  94. ^ Bukhari, Hatim; Andreatta, Pamela; Goldiez, Brian; Rabelo, Luis (2017-01-01). "A Framework for Determining the Return on Investment of Simulation-Based Training in Health Care". INQUIRY: The Journal of Health Care Organization, Provision, and Financing. 54. doi:10.1177/0046958016687176. ISSN 0046-9580. PMC 5798742. PMID 28133988.
  95. ^ Maxwell, Douglas (2016-07-17). "Application of Virtual Environments for Infantry Soldier Skills Training: We are Doing it Wrong". Virtual, Augmented and Mixed Reality. Lecture Notes in Computer Science. Vol. 9740. pp. 424–432. doi:10.1007/978-3-319-39907-2_41. ISBN 978-3-319-39906-5.
  96. ^ "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
  97. ^ "Bohemia Interactive Simulations". bisimulations.com. Retrieved 2018-08-22.
  98. ^ "STAND-TO!". www.army.mil. Retrieved 2018-08-22.
  99. ^ a b van Wyk, Etienne; de Villiers, Ruth (2009). "Virtual reality training applications for the mining industry". Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa. pp. 53–63. doi:10.1145/1503454.1503465. hdl:10500/13155. ISBN 978-1-60558-428-7. S2CID 3330351.
  100. ^ Harrison, David (May 8, 2024). "Commanders QB Jayden Daniels Describes How Virtual Reality Helps Him". Sports Illustrated. Archived from the original on May 29, 2024. Retrieved June 2, 2024.
  101. ^ Omer; et al. (2018). "Performance evaluation of bridges using virtual reality". Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland.
  102. ^ Seu; et al. (2018). "Use of gaming and affordable VR technology for the visualization of complex flow fields". Proceedings of the 6th European Conference on Computational Mechanics (ECCM 6) & 7th European Conference on Computational Fluid Dynamics (ECFD 7), Glasgow, Scotland.
  103. ^ 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.
  104. ^ Rosenberg, L., "Virtual fixtures as tools to enhance operator performance in telepresence environments," SPIE Manipulator Technology, 1993.
  105. ^ "Smart Manufacturing Operations Planning and Control Program". NIST. 2014-10-01.
  106. ^ Zhang, Yunbo; Kwok, Tsz-Ho (2018-01-01). "Design and Interaction Interface using Augmented Reality for Smart Manufacturing". Procedia Manufacturing. 46th SME North American Manufacturing Research Conference, NAMRC 46, Texas, USA. 26: 1278–1286. doi:10.1016/j.promfg.2018.07.140. ISSN 2351-9789.
  107. ^ "Comparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC Vive". Data Reality. Archived from the original on 20 August 2015. Retrieved 15 August 2015.
  108. ^ "Gear VR: How Samsung makes Virtual Reality a Reality". news.samsung.com. Retrieved 2018-02-08.
  109. ^ Kharpal, Arjun (31 August 2017). "Lenovo, Disney launch 'Star Wars' Jedi augmented reality game that lets you use a real Lightsaber". CNBC.
  110. ^ Cieply, Michael (15 December 2014). "Virtual Reality 'Wild' Trek, With Reese Witherspoon". The New York Times. Retrieved 8 June 2016.
  111. ^ Lee, Nicole (4 December 2015). "'Gone' is a VR thriller from 'Walking Dead' team and Samsung". Engadget. Retrieved 26 May 2016.
  112. ^ "Naughty America Invites You to Experience Virtual Reality Adult Entertainment During South by Southwest". Business Wire. 2016-03-10. Retrieved July 31, 2016.
  113. ^ Holden, John. "Virtual reality porn: the end of civilisation as we know it?". The Irish Times. Retrieved July 31, 2016.
  114. ^ Bishop, Bryan (2016-04-25). "Disney bets on Nokia's Ozo camera for the future of VR". The Verge. Retrieved 2024-08-07.
  115. ^ Virtual reality to be added to World Champs Viewing Experience (Chess.com)
  116. ^ Rœttgers, Janko (September 13, 2016). "Fox Sports Streams College Football Match in Virtual Reality". Variety. Retrieved October 26, 2016.
  117. ^ "Fox Sports streaming Red River Rivalry live in virtual reality". SI.com. Sports Illustrated. October 7, 2016. Retrieved October 26, 2016.
  118. ^ "How virtual reality is redefining live music". NBC News. 28 November 2016.
  119. ^ Hu, Cherie. "Virtual Reality In The Music Industry Needs To Be A Tool, Not Just An Experience". Forbes.
  120. ^ Horie, Ryota; Wada, Minami; Watanabe, Eri (2017-07-17). "Participation in a Virtual Reality Concert via Brainwave and Heartbeat". Advances in Affective and Pleasurable Design. Advances in Intelligent Systems and Computing. Vol. 585. pp. 276–284. doi:10.1007/978-3-319-60495-4_30. ISBN 978-3-319-60494-7.
  121. ^ Smith, Nicola K. (31 January 2017). "How virtual reality is shaking up the music industry". BBC News.
  122. ^ Robertson, Adi (28 December 2015). "Does anybody really want a virtual reality music visualizer?".
  123. ^ "Inventor brings 3-D vision to music - The Boston Globe". BostonGlobe.com.
  124. ^ "Headphone Immersive Audio, Head Tracking, and Virtual Speakers". audioXpress. 2024-07-10. Retrieved 2024-08-07.
  125. ^ Kelly, Kevin (19 April 2016). "The Untold Story of Magic Leap, the World's Most Secretive Startup". Wired. Retrieved 22 February 2019.
  126. ^ "Ready or not, the world's first VR water slide is here". The Verge. Retrieved 2018-07-18.
  127. ^ Mura, Gianluca (2011). Metaplasticity in Virtual Worlds: Aesthetics and Semantic Concepts. Hershey, PA: Information Science Reference. p. 203. ISBN 978-1-60960-077-8.
  128. ^ 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.
  129. ^ Reichhardt, Tony (1994) Virtual Worlds without End. American Way Magazine, 27 (22). November 1994
  130. ^ "Home - ADA | Archive of Digital Art". www.digitalartarchive.at. 3 December 2023.
  131. ^ "Digital Journal: Inside Canada's first virtual-reality film festival". 2015-09-18. Retrieved 5 November 2017.
  132. ^ "Information about The Abakanowicz Art Room". kulturalna.warszawa.pl. Retrieved 22 January 2017.
  133. ^ "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".
  134. ^ "Extending the Museum Experience with Virtual Reality". 18 March 2016.
  135. ^ "Great Paintings VR on Steam". store.steampowered.com.
  136. ^ Cecotti, H. (2021) Great Paintings in Fully Immersive Virtual Reality, 7th International Conference of the Immersive Learning Research Network, pp. 1-8.
  137. ^ Pimentel, K., & Teixeira, K. (1993). Virtual reality. New York: McGraw-Hill. ISBN 978-0-8306-4065-2
  138. ^ Pletinckx, D.; Callebaut, D.; Killebrew, A.E.; Silberman, N.A. (2000). "Virtual-reality heritage presentation at Ename". IEEE MultiMedia. 7 (2): 45–48. doi:10.1109/93.848427.
  139. ^ King, Tayfun (2005-10-28). "Architecture's virtual shake-up". Click. BBC World News.
  140. ^ Higgins, T., Main, P. & Lang, J. (1996). "Imaging the Past: Electronic Imaging and Computer Graphics in Museums and Archaeology", Volume 114 of Occasional paper, London: British Museum. ISSN 0142-4815.
  141. ^ "Can Virtual Reality Make Construction Safer?". For Construction Pros. Retrieved 2018-12-03.
  142. ^ Burgess, Scott (December 3, 2018). "Use of Virtual Environments for Simulation of Accident Investigation".
  143. ^ a b Groom, Victoria; Bailenson, Jeremy N.; Nass, Clifford (2009-07-01). "The influence of racial embodiment on racial bias in immersive virtual environments". Social Influence. 4 (3): 231–248. doi:10.1080/15534510802643750. ISSN 1553-4510. S2CID 15300623.
  144. ^ Slater, Mel; Pérez Marcos, Daniel; Ehrsson, Henrik; Sanchez-Vives, Maria V. (2009). "Inducing illusory ownership of a virtual body". Frontiers in Neuroscience. 3 (2): 214–20. doi:10.3389/neuro.01.029.2009. ISSN 1662-453X. PMC 2751618. PMID 20011144.
  145. ^ Kilteni, Konstantina; Bergstrom, Ilias; Slater, Mel (April 2013). "Drumming in immersive virtual reality: the body shapes the way we play". IEEE Transactions on Visualization and Computer Graphics. 19 (4): 597–605. doi:10.1109/TVCG.2013.29. hdl:2445/53803. ISSN 1941-0506. PMID 23428444. S2CID 12001492.
  146. ^ a b Riva, Giuseppe; Mantovani, Fabrizia; Capideville, Claret Samantha; Preziosa, Alessandra; Morganti, Francesca; Villani, Daniela; Gaggioli, Andrea; Botella, Cristina; Alcañiz, Mariano (February 2007). "Affective interactions using virtual reality: the link between presence and emotions". Cyberpsychology & Behavior. 10 (1): 45–56. doi:10.1089/cpb.2006.9993. ISSN 1094-9313. PMID 17305448. S2CID 18971101.
  147. ^ Mühlberger, Andreas; Wieser, Matthias J.; Pauli, Paul (2008-01-01). "Darkness-enhanced startle responses in ecologically valid environments: A virtual tunnel driving experiment". Biological Psychology. 77 (1): 47–52. doi:10.1016/j.biopsycho.2007.09.004. PMID 17950519. S2CID 7637033.
  148. ^ a b Slater, Mel; Guger, Christoph; Edlinger, Guenter; Leeb, Robert; Pfurtscheller, Gert; Antley, Angus; Garau, Maia; Brogni, Andrea; Friedman, Doron (2006-10-01). "Analysis of Physiological Responses to a Social Situation in an Immersive Virtual Environment". Presence: Teleoperators and Virtual Environments. 15 (5): 553–569. CiteSeerX 10.1.1.105.3332. doi:10.1162/pres.15.5.553. ISSN 1054-7460. S2CID 5572769.
  149. ^ Yee, Nick; Bailenson, Jeremy (2006). "Walk A Mile in Digital Shoes: The Impact of Embodied Perspective-Taking on The Reduction of Negative Stereotyping in Immersive Virtual Environments". Stanford University. S2CID 14811541.
  150. ^ Peck, Tabitha C.; Seinfeld, Sofia; Aglioti, Salvatore M.; Slater, Mel (September 2013). "Putting yourself in the skin of a black avatar reduces implicit racial bias". Consciousness and Cognition. 22 (3): 779–787. doi:10.1016/j.concog.2013.04.016. hdl:2445/53641. ISSN 1090-2376. PMID 23727712. S2CID 11773776.
  151. ^ Clay V, König P, König SU (2019). "Eye tracking in virtual reality". Journal of Eye Movement Research. 12 (1): 1–18. doi:10.16910/jemr.12.1.3. PMC 7903250. PMID 33828721.
  152. ^ "Meeting You VR Documentary on MBC Global Media". MBC Global Media. February 2, 2022.
  153. ^ Nikolaou, Niki (25 September 2020). "The reconnection with a deceased loved one through virtual reality. Opinions and concerns against an unprecedented challenge". Bioethica. 6 (2): 52–64. doi:10.12681/bioeth.24851. S2CID 225264729.
  154. ^ Stein, Jan-Philipp (2021). "Conjuring up the departed in virtual reality: The good, the bad, and the potentially ugly". Psychology of Popular Media. 10 (4): 505–510. doi:10.1037/ppm0000315. S2CID 233628743.
  155. ^ Wilson, Paul N.; Foreman, Nigel; Stanton, Danaë (1 January 1997). "Virtual reality, disability and rehabilitation". Disability and Rehabilitation. 19 (6): 213–220. doi:10.3109/09638289709166530. PMID 9195138.
  156. ^ Makransky, Guido; Terkildsen, Thomas S.; Mayer, Richard E. (April 2019). "Adding immersive virtual reality to a science lab simulation causes more presence but less learning". Learning and Instruction. 60: 225–236. doi:10.1016/j.learninstruc.2017.12.007. S2CID 149414879.
  157. ^ "VR glasses blur reality leading to death blow for Moscow resident". TASS. Retrieved 2019-10-01.
  158. ^ Wilde, Tyler (2017-12-22). "Man dies in VR accident, reports Russian news agency". PC Gamer. Retrieved 2019-10-01.
  159. ^ Seidel, E.M.; Silani, G.; Metzler, H.; Thaler, H.; Lamm, C.; Gur, R.C.; Kryspin-Exner, I.; Habel, U.; Derntl, B. (1 December 2013). "The impact of social exclusion vs. inclusion on subjective and hormonal reactions in females and males". Psychoneuroendocrinology. 38 (12): 2925–2932. doi:10.1016/j.psyneuen.2013.07.021. PMC 3863951. PMID 23972943.
  160. ^ Madary, Michael; Metzinger, Thomas K. (2016-02-19). "Recommendations for Good Scientific Practice and the Consumers of VR-Technology". Frontiers in Robotics and AI. 3. doi:10.3389/frobt.2016.00003. ISSN 2296-9144.
  161. ^ ISBN 978-1-0942-1043-8
  162. ^ Pearce, David (2017). "The Abolitionist Project". In Vinding, Magnus (ed.). Can Biotechnology Abolish Suffering?. The Neuroethics Foundation. ISBN 978-1-0942-1043-8.
  163. ^ David, Pearce (2017). "Life in the Far North". In Vinding, Magnus (ed.). Can Biotechnology Abolish Suffering?. The Neuroethics Foundation. ISBN 978-1-0942-1043-8.