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Virtual reality applications
Virtual reality applications
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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] In 2016, the Southwest Florida Eagle Cam introduced a spherical webcam offering a live immersive virtual reality experience.[24]

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.[25] For patients, VR can be utilised for surgery, rehabilitation and training to alleviate medical symptoms and cure diseases.[26][27] 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.[28] 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.[29][30] This allows new surgeons to practice and receive feedback without needing an expert surgeon to walk them through the process.[31]

Research shows that physicians who experience VR simulations improved their dexterity and performance in the operating room significantly more than control groups.[8][32][33][34][35] 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.[36] 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.[36]

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.[35] 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.[35] 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][32][33][34][35] 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.[35]

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.[37] 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 in June 2022, in Brazil by pediatric surgeon Noor Ul Owase Jeelani, of Great Ormond Street Hospital in London. The surgery, a separation of conjoined twins, was conducted collaboratively in a "virtual reality room" by Dr. Jeelani and Dr. Gabriel Mufarrej, head of paediatric surgery at Instituto Estadual do Cerebro Paulo Niemeyer in Brazil.[6][38]

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.[39]

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][40] In some cases, patients no longer met the DSM-5 criteria for PTSD.[41][verification needed]

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.[42] Due to a lack of access to trained providers, physical constraints or financial reasons, many patients are not able to attend BA therapy.[42] 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.[42]

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).[43][44]

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.[45] 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."[46]

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][47] 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.[48][49] Immersive VR has also been shown useful for acute pain management, on the theory that it may distract people, reducing their experience of pain.[50][51][52][53]

Research has shown that dementia patients given virtual reminiscence therapy experienced reduced incidences of dementia related symptoms.[54] 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.[55] A 2018 review on the effectiveness of VR mirror therapy and robotics found no significant benefit.[56]

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.[42]

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][57] Global spending on digital advertisements was forecasted to increase to $335.5 billion by 2020.[58][59] A 2015 study found that 75% of companies on Forbes' World's Most Valuable Brands list had developed a VR or AR experience.[60] Although VR is not widespread among consumers compared to other forms of digital media,[61] many companies have invested in VR. Some companies adopted VR to enhance workplace collaboration.[62]

VR can present high definition, three-dimensional interactive imaging.[63] 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.[64] Both studies indicate an increased desire to purchase products marketed through VR. However, these benefits showed minimal return on investment (ROI).[60] Suh and Lee found that products primarily experienced through hearing and vision (but not other senses) benefit more from VR marketing.[63]

Advertisements that appear during a VR experience (interruption marketing[59]) may be considered invasive.[61] Consumers can choose whether they wish to accept an ad.[65] To mitigate this, organizations can require the user to download a mobile app before experiencing their VR campaign.[66]

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[66] and face-to-face encounters with computer-generated imagery (CGI) tigers in Nepal[67] are some examples.

Retailers can use VR to show how a product will fit in consumers' homes.[68] 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.[69]

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.[70]

An increasing number of companies rely on virtual reality when it comes to onboarding of employees.[71] VR onboarding is cheaper and more efficient compared to conventional training, as no demo equipment is required.[72]

Aerospace and vehicular training

[edit]

NASA has used VR technology for decades,[73] 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[74][75] and tool usage using low-cost tool mock-ups.[76]

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.[77] Driving simulations can train tank drivers on the basics before allowing them to operate the real vehicle.[78] 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.[79]

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.[80] Immersive VR has been used to teach students interactively for both humanities subjects like history[81] and STEM subjects like physics.[82] 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.[82] Through VR mediums such as Google Cardboard, foreign languages have also been taught in the classroom by teachers.[80] 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,[83] and history.[84]

Medical training

[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.[85] 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.[86] 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.[85]

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.[85]

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.[86]

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.[85] 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.[87] 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.[87] 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.[87] 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.[87] This is one of the many cases where combining VR with traditional training can really enhance practical skills and prepare surgeons for their future.

In 2017 there was a study done on the VR platforms Oculus and Gear VR, to evaluate their effectiveness in teaching medical and health science students about spinal anatomy.[88] 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.[88] Especially he participants using the Gear VR technology.[88] This group ended up experiencing up to 40% more issues compared to the Oculus Rift group. Even with many drawbacks, this study concluded that mobile-based Gear VR was a cost-effective alternative to Oculus Rift, and that even with mobile VR devices, medical students can train for a more practical and affordable price.[88]

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.[85]

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.[89] The United Kingdom has been using VR in military training since the 1980s.[90] The United States military announced the Dismounted Soldier Training System in 2012.[91] It was cited as the first fully immersive military VR training system.[92]

Virtual training environments have been claimed to increase realism while minimizing costs,[93][94][95] for example, by saving ammunition.[93] 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.[96]

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.[93] Described goals of the ASSIST initiative were to develop software and wearable sensors for soldiers to improve battlefield awareness and data collection.[97] Researchers stated that these programs would allow the soldier to update their virtual environment as conditions change.[93] 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.[98] 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.[99]

Mining industry training

[edit]

Many mining accidents can be attributed to inadequate or insufficient training.[100] With VR training, one may simulate the exposure to a real working environment, without the associated risk.[100]

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][101]

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.[102] Simulations allow engineers to test their structure's resistance to winds, weight, and other elements.[103]

Besides, VR can control robots in telepresence, teleoperation and telerobotic systems.[104][105] VR has been used in experiments that investigate how robots can be applied as an intuitive human user interface.[51] Another example is remotely controlled robots in dangerous environments.[51]

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.[106] 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.[107]

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.[108] The Samsung Gear VR is an example of a phone-based device.[109]

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.[110] 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.[111][112] Pornography makers use VR, usually for POV-style porn.[113][114] 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.[115]

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."[116] However, a VR telecast featuring Oklahoma hosting Ohio State, preceded it on September 17, 2016.[117][118] 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,[119][120] these VR concerts can be enhanced using feedback from the user's heartbeat and brainwaves.[121] VR can also be used for music videos[122] and music visualization or visual music applications.[123][124] Immersive audio technologies, such as the Nokia OZO, can create an immersive listening experience. through head-tracking and precise directivity of sound.[125]

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.[126] In March 2018, a VR water slide was launched using a waterproof headset.[127]

Virtual communities

[edit]

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

Minecraft, which is considered a virtual community by some, does not support VR but can be made to do so through modding.[citation needed]

Fine arts

[edit]

David Em was the first fine artist to create navigable virtual worlds, in the 1970s.[128] 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.[129][130] 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.[131]

The first Canadian virtual reality film festival was the FIVARS Festival of International Virtual & Augmented Reality Stories, founded in 2015 by Keram Malicki-Sánchez.[132] 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.[133] Some museums have begun making some of their content virtual reality accessible including the British Museum[134] and the Guggenheim.[135]

Great Paintings VR[136] is a fully immersive virtual reality museum on Steam. It provides more than 1000 famous paintings from different museums of all over the world.[137]

Heritage and archaeology

[edit]

Virtual reality enables heritage sites to be recreated.[138] The sites may be restricted or provide no access for the public,[139] such as caves, damaged or destroyed structures, or sensitive environments that are closed to allow them to recover from overuse.[140]

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.[141]

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.[142][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.[143][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.[144] 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.[145] 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.[146]

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.[147] Similarly, simulated driving through dark areas in a virtual tunnel can induce fear.[148] Social interaction with virtual characters has been shown to produce physiological responses such as changes in heart rate and galvanic skin responses.[149]

Research suggests that a strong presence can facilitate an emotional response, and this emotional response can further increase the feeling of presence.[147] Similarly, breaks in the presence (or a loss in the sense of presence) can cause physiological changes.[149][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.[150] Similarly, light-skinned individuals placed in dark-bodied avatars showed a reduction in their implicit racial bias.[151] 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.[144]

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.[152]

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.[153] 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.[154][155]

Animal Agriculture

[edit]

Some researchers in intensive animal farming have explored the idea of placing virtual reality headsets on farm animals. Concepts have been proposed for both chickens and cattle.[156][157] Others have explored the idea of using virtual reality with humans to kill animals or perform other slaughterhouse work remotely.[158] Both uses are controversial

In 2019, a story over a Russian dairy farm testing VR on cows went viral, thought it is not fully clear if this occurred as shown in viral photos.[159] The reported aim was to decrease stress by showing images of pasture in the VR googles. They claimed milk yields increased. Many researchers in the area are skeptical of ther claims. They noted that the pressure from googles themselves would likely increase stress. Cattle vision optics are different to humans, making headsets unlikely to work without modification. They also argued that many of the cows had never seen pasture making it unlikely for them to have an emotional response to the visual alone without the other sensory input.[160]

The concept has faced criticism from researchers, members of the general public, and animal rights and animal welfare groups. Many researchers are skeptical of the claimed benefits, the lack of scientific rigor or study details in previous attempts, and argue it may increase stress.[160] Members of the public on social media alongside groups such as world animal protection have compared the practice to the matrix, with some satirically calling it "the Mootrix".[159][161] Mercy for Animals has criticized the potential uses of VR in slaughterhouses. They said it would "turn butchering animals into a kind of gruesome video game" and that it wouldn't make conditions any better for farm animals.[162]

Obstacles

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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.[163]

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.[164]

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".[165] It is thought to be the first death from VR use.[166] 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.[167][168]

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.[169][170][171]

References

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from Grokipedia
Virtual reality applications comprise software and systems that harness immersive technologies—such as head-mounted displays, spatial audio, and motion sensors—to generate interactive, three-dimensional environments simulating real or imagined scenarios for user engagement. These applications enable participants to manipulate virtual objects and navigate synthetic spaces with natural body movements, fostering experiences that extend beyond traditional screens to multisensory immersion. Originating from mid-20th-century flight simulators, VR applications have proliferated across domains including , professional , therapeutic interventions, and architectural visualization, driven by hardware improvements like affordable consumer headsets since the . Prominent applications in healthcare include surgical simulations and rehabilitation programs, where VR has empirically enhanced procedural proficiency and patient recovery rates; for instance, studies show it reduces surgical errors in by providing risk-free repetition of complex maneuvers. In and vocational , VR facilitates experiential learning in fields like and , outperforming conventional methods in knowledge retention and skill transfer, as evidenced by systematic reviews of immersive modules. , particularly gaming, represents the largest commercial sector, with titles leveraging VR for heightened presence and interactivity, though widespread adoption remains limited by physiological side effects such as cybersickness affecting up to 80% of users in prolonged sessions. Despite achievements like accelerated astronaut preparation via orbital habitat simulations and therapeutic efficacy in treating phobias through exposure protocols, VR applications face scrutiny over ethical concerns including data privacy in social platforms, potential for psychological dependency, and unequal access exacerbating digital divides. Empirical data underscores VR's causal efficacy in behavioral modification—rooted in its ability to hijack sensory-motor loops akin to real perception—but highlights implementation barriers like high development costs and inconsistent long-term outcomes in non-specialized uses. Ongoing advancements in haptics and AI integration promise broader utility, yet causal analyses reveal that hype cycles have occasionally overstated transformative impacts relative to infrastructural constraints.

Design and Engineering Applications

Architecture and Urban Planning

Virtual reality (VR) facilitates immersive walkthroughs of architectural designs, allowing architects and clients to evaluate spatial relationships and in a simulated environment that surpasses traditional 2D renderings or physical models. Empirical studies demonstrate that VR enhances end-user design reviews by improving spatial perception and feedback accuracy compared to conventional methods, with participants reporting higher satisfaction and fewer revisions in immersive sessions. Integration with (BIM) systems enables real-time updates and collaborative editing in VR, reducing errors in construction documentation; a 2022 systematic review identified over 50 studies confirming VR's role in streamlining BIM workflows for large-scale projects. In , VR supports simulation of city-scale developments, including , dynamics, and environmental impacts, enabling planners to test scenarios without physical prototypes. A 2024 analysis of 360-degree VR applications in urban green infrastructure management found that immersive experiences increased planners' comprehension of site complexities, such as vegetation connectivity and risks, by 25-40% over static maps, based on pre- and post-exposure assessments. VR also aids public engagement by allowing non-experts to virtually navigate proposed developments; for instance, a 2025 study on VR-digital twin integration for assessments showed improved citizen input quality, with simulated walks revealing usability issues overlooked in 2D plans. Challenges include hardware costs and , though advancements in lightweight headsets have mitigated these, with adoption rising 30% in firms from 2020 to 2023 per industry surveys. VR's empirical advantages stem from its ability to replicate human-scale , fostering data-driven decisions over subjective interpretations.

Industrial and Product Design

Virtual reality (VR) enables industrial and product designers to create immersive 3D environments for prototyping, visualization, and , allowing manipulation of virtual models at scale without physical fabrication. This approach supports early-stage development, assembly simulation, and usability testing, with applications spanning virtual sketching, CAD integration, and co-design processes. A review of 86 studies identified virtual prototyping as the most common use, appearing in 32 cases, followed by product evaluation in 23 instances. By facilitating rapid iterations and issue detection in simulated settings, VR reduces development time and costs compared to traditional methods reliant on physical prototypes. For example, designers can test , , and functionality interactively, minimizing material waste and rework; surveys indicate 49% of engineering adopters cite cost savings from early error catching via VR. In practice, employs VR for designing tools, products, and production lines, enabling engineers to validate assemblies virtually before implementation. Similarly, automotive applications include styling reviews, where immersive feedback enhances decision-making over 2D screens. VR also promotes remote collaboration in design reviews, integrating haptic feedback in 22 documented cases to simulate tactile interactions, thereby improving accuracy in and user-centered assessments. Empirical adoption surged in the , with 40 publications, reflecting hardware advancements like head-mounted displays and hand controllers used in 16 studies. While challenges such as setup time persist, these tools demonstrably boost efficiency, as evidenced by reduced iteration cycles in sectors like consumer goods and machinery.

Engineering and Robotics Simulation

Virtual reality (VR) enables engineers to conduct immersive simulations of complex mechanical systems, allowing interaction with virtual prototypes to assess structural integrity, , and thermal behaviors without constructing physical models. This approach reduces development costs and timelines by facilitating iterative testing in a controlled digital environment. For instance, integrated finite element analysis (FEA) with VR systems visualizes stress distributions and deformations in real-time, as demonstrated in simulations of nonstructural components under seismic loads, where users can manipulate viewpoints and parameters interactively. Similarly, discrete event simulations of manufacturing cells integrate VR models to evaluate production flows, enabling engineers to identify bottlenecks through embodied navigation. In and , VR supports the visualization of data interpretations and urban infrastructure behaviors, providing scalable environments for hypothesis testing that would be hazardous or infeasible in reality. A 2018 National Science Foundation-funded project at Penn State developed VR manufacturing simulations immersing students in interactive settings, enhancing comprehension of assembly processes over traditional 2D interfaces. These applications leverage VR's stereoscopic rendering and head-tracked perspectives to improve spatial awareness, with studies showing up to 30% faster error detection in simulated prototypes compared to desktop CAD reviews. For robotics simulation, VR facilitates the modeling of kinematic chains, sensor fusion, and environmental interactions, allowing developers to validate algorithms in photorealistic or abstracted worlds before hardware deployment. Path planning, a core challenge, benefits from VR frameworks where operators interactively refine trajectories for mobile robots on uneven terrain, incorporating obstacle avoidance and multi-agent coordination. Tools like (formerly V-REP) integrate VR for differential-drive robot navigation, simulating real-time obstacle circumvention and path optimization, which has accelerated prototyping in autonomous systems by minimizing physical trial iterations. Human-robot collaboration simulations in VR emphasize safety protocols, such as during shared workspaces, with immersive setups training operators to anticipate dynamic behaviors. A 2022 methodology for drone-based robotic construction used VR to simulate material deposition paths, achieving 25% improvements in efficiency through virtual rehearsals. Peer-reviewed analyses confirm VR's efficacy in education, where platforms like X-RAPT enable collaborative programming of industrial arms, yielding skill acquisition rates comparable to physical labs but with reduced risk and resource demands. Overall, these simulations prioritize causal validation of control laws, with transferability to real-world performance evidenced by meta-analyses in surgical analogs, where VR-trained models exhibit 15-20% lower error margins in execution.

Healthcare Applications

Professional Training and Simulation

Virtual reality (VR) simulations enable healthcare professionals to practice procedures in controlled, risk-free environments, replicating real-world scenarios with . These systems integrate haptic feedback, 3D anatomical models, and interactive elements to train skills such as surgical techniques, emergency response, and patient assessment. Studies indicate VR training improves clinical competencies, with meta-analyses reporting significant gains in procedural performance and knowledge retention compared to traditional methods. In surgical training, VR platforms allow repeated practice of complex operations, such as laparoscopic or orthopedic procedures, without patient involvement. A 2025 meta-analysis of orthopedic VR training found substantial enhancements in theoretical knowledge and practical skills, with effect sizes indicating superior outcomes over conventional lectures or cadaveric models. Similarly, systematic reviews of VR for robot-assisted surgery demonstrate reduced error rates and faster skill acquisition, particularly in resource-limited settings where access to live cases is constrained. For instance, VR simulators for laparoscopic training have shown equivalent or better learning curves than box trainers, though haptic integration remains a variable factor in efficacy. Beyond surgery, VR supports training in non-technical skills like clinical reasoning and (PPE) protocols. A randomized trial comparing VR, face-to-face, and video methods for PPE donning and doffing reported VR participants achieved higher accuracy and retention, attributing gains to immersive repetition. In , VR simulations for and trauma management yield improved performance in live exercises, with cost analyses showing VR as a scalable alternative to high-expense physical drills. Overall, while VR excels in and , its depends on simulator and integration with , as evidenced by scoping reviews highlighting implementation barriers like hardware costs and validation needs.

Patient Therapy and Rehabilitation

(VR) has been applied in patient rehabilitation to facilitate motor recovery, balance training, and improvement, particularly in conditions like and . A 2023 meta-analysis of VR-based interventions for Parkinson's patients demonstrated significant enhancements in balance function compared to conventional therapy, with standardized mean differences indicating moderate effects. Similarly, for stroke survivors, adjunctive VR rehabilitation yields improvements in upper motor function, as evidenced by a 2024 and showing better outcomes across functional measures like the Fugl-Meyer Assessment. These benefits stem from VR's ability to provide immersive, repetitive task-oriented training that increases patient engagement and through multisensory feedback. In psychological therapy, VR exposure therapy (VRET) targets (PTSD) by simulating trauma-related environments to enable controlled desensitization. Clinical trials indicate VRET reduces PTSD symptoms comparably to traditional , with effect sizes supporting its efficacy in non-responders to prior treatments. A 2022 randomized study found VR-graded exposure therapy produced larger reductions in PTSD severity (Hedges' g = 1.100) versus controls. However, some reviews report no significant differences in symptom reduction or anxiety alleviation compared to active controls, highlighting variability due to study designs and small sample sizes. For during rehabilitation, VR distracts patients and modulates nociceptive processing, reducing perceived intensity in acute and chronic settings. An of systematic reviews confirmed VR's efficacy in alleviating for burn patients undergoing and in procedural contexts, with benefits observed in moderate-to-severe cases. In postoperative scenarios, VR interventions over 4-6 sessions led to immediate and sustained reductions, potentially decreasing reliance on analgesics. Effect sizes range from small to medium, influenced by immersion levels and patient age. Despite these applications, VR rehabilitation faces limitations including technical malfunctions, high costs, and challenges in blinding participants, which may introduce effects or bias outcomes. Many studies suffer from small cohorts and methodological heterogeneity, limiting generalizability, while clinician concerns over side effects like cybersickness and suitability for elderly or impaired patients persist. Peer-reviewed evidence, though promising, requires larger randomized controlled trials to confirm long-term causal impacts beyond short-term gains.

Surgical Assistance and Procedures

Virtual reality (VR) facilitates surgical assistance by enabling immersive, patient-specific 3D reconstructions from medical imaging data such as CT and MRI scans, allowing surgeons to visualize complex anatomies and rehearse procedures preoperatively. This approach supports precise planning in disciplines including cardiothoracic surgery, neurosurgery, and general surgery, where traditional 2D imaging limits spatial comprehension. Intraoperative assistance integrates VR-derived models with navigation systems to guide real-time decisions, though full VR immersion during procedures remains constrained by the need for direct visual access to the surgical field. In preoperative planning, VR head-mounted displays enable manipulation of segmented anatomical models, improving identification of pathologies and surgical pathways compared to conventional monitors. A of 52 studies from 2021 to 2023 found VR prompted plan modifications in 40% to 60% of cases across and cardiothoracic procedures, with 95% alignment between VR simulations and actual intraoperative findings in one evaluation. For instance, in adolescent idiopathic correction, VR planning reduced operative time and blood loss while enhancing surgeon satisfaction relative to 2D controls. Similarly, Stanford Medicine employs VR to merge and scan data into interactive models for clipping, aiding avoidance of critical structures like the . Intraoperative VR assistance often involves exporting preoperative models to navigation platforms for overlay on live imaging, as in craniofacial trauma reconstruction. Using software like ImmersiveTouch, surgeons segment fractures in VR within minutes, then apply the plan via systems such as Nav3i, achieving mean repositioning accuracies of 1.3 mm to 2.5 mm in cadaveric models. This workflow supports same-day planning for emergent cases, bypassing physical 3D-printed guides and enabling intraoperative CT verification for adjustments. Evidence indicates such integration shortens procedure durations, with one neurosurgical series reporting an 80-minute reduction. Empirical outcomes underscore VR's value in enhancing precision and , though adoption varies due to hardware costs and validation needs. Prospective studies report superior spatial localization and decision-making over non-VR methods, with no significant complications attributed to VR guidance. Future advancements may combine VR with for hybrid intraoperative views, but current applications prioritize planning to minimize risks in high-stakes procedures.

Education and Training Applications

K-12 and Higher Education

Virtual reality (VR) has been applied in K-12 education primarily for immersive simulations in subjects like science, history, and STEM, aiming to enhance student engagement and conceptual understanding through experiential learning. A 2022 meta-analysis of controlled studies found that VR interventions in elementary school settings yielded higher learning scores compared to traditional methods, with a medium-large effect size on gains, particularly in immersive formats that simulate environments like historical events or natural phenomena. For instance, VR platforms enabling virtual field trips to historical sites or ecosystems have demonstrated increased retention of factual knowledge and positive attitudes toward learning, as evidenced in a 2025 study on history education where participants showed significant improvements in historical comprehension. However, challenges include access barriers and potential novelty effects diminishing long-term benefits, with some reviews noting inconsistent evidence beyond initial engagement boosts in under-resourced schools. In STEM-focused K-12 applications, VR supports hands-on simulations of experiments, such as chemical reactions or biological processes, which are otherwise constrained by safety or cost in physical labs. Empirical data from a 2024 review indicated VR/AR tools positively impact individual learning processes and teaching efficacy in K-12 STEM, fostering skills like problem-solving through embodied interactions. A randomized trial integrating VR into science lab simulations reported no significant additional gains from immersion over desktop versions but highlighted improved presence and motivation in younger learners. Overall, a 2025 meta-analysis confirmed VR instruction's effectiveness for cognitive outcomes in K-12, with effect sizes varying by immersion level and subject, though benefits were more pronounced in short-term interventions. In higher education, VR facilitates advanced simulations for disciplines requiring spatial or procedural mastery, such as , , and , often outperforming traditional lectures in . A 2023 systematic review and in nursing education showed VR significantly improved theoretical knowledge and practical skills, with standardized mean differences indicating moderate to large effects. For , case studies from 2024-2025, including VR dissections, reported enhanced spatial understanding and retention among medical students, comparable or superior to cadaver-based labs when integrated with physical resources. In , VR-assisted training for and has trended upward, with a 2023 scoping review of 51 studies revealing consistent improvements in conceptual modeling and via multi-user environments, though long-term transfer to real-world tasks requires further validation. Meta-analyses across higher education contexts affirm VR's positive influence on and outcomes, with a 2025 analysis reporting large effects (Hedges' g = 0.85) on cognitive and behavioral , especially in immersive, procedural like and . A 2025 meta-analysis on AR/VR interventions found significant enhancements in learning outcomes, moderated by factors like session duration and prior knowledge, but noted variability due to implementation quality. Despite these gains, critiques highlight over-reliance on self-reported data in some studies and the need for cost-benefit analyses, as hardware demands can limit scalability in resource-constrained institutions.

Vocational and Skill-Based Training

Virtual reality (VR) simulations facilitate vocational training by replicating real-world tasks in controlled, risk-free environments, allowing trainees to practice skills such as welding, plumbing, electrical work, automotive repair, construction, machining, and vehicle repair without consuming physical materials or endangering personnel. This approach enables safe, repeatable practice without real-world risks, material costs, or safety hazards; learners using VR are up to 4 times more focused than those in traditional training, with up to 76% improvement in learning effectiveness and skill acquisition. Furthermore, VR is utilized in workplace safety and emergency training by simulating hazards and accidents, enabling employees to rehearse responses in high-pressure scenarios, which familiarizes them with protocols to reduce panic during actual incidents, potentially saving lives and minimizing financial losses for companies across industries. This addresses limitations of traditional methods, including high costs for equipment and consumables, by enabling unlimited repetitions and immediate feedback through haptic devices and virtual metrics. A 2024 meta-analysis of 28 studies found VR training superior to conventional methods for developing technical and practical skills, with effect sizes indicating faster learning rates and error reductions of up to 30% in psychomotor tasks. In welding instruction, VR platforms simulate arc processes, joint preparations, and positional techniques, correlating virtual performance to real-world proficiency. A 2022 systematic review of 15 studies reported that VR-augmented training enhanced psychomotor accuracy in overhead and vertical welds by 25-40%, outperforming full physical practice in complex scenarios due to precise motion tracking and error visualization. Participants using VR welders achieved development at a 10:1 virtual-to-real ratio, minimizing material waste while building foundational skills before live sessions. A 2024 experiment with novice welders integrated VR into curricula, yielding 15% higher pass rates on certification welds compared to non-VR groups. Automotive vocational programs leverage VR for diagnostics, disassembly, and repair simulations, training entry-level technicians on engine components and electrical systems. Vehicles for Change's VFC-VR initiative, launched in 2023, uses Meta Quest headsets to prepare formerly incarcerated individuals for tire and lube roles, reporting 90% job placement within months due to immersive familiarity with tools and procedures. Universal Technical Institute's Ford FACT program, updated in 2025, incorporates VR modules for and suspension work, reducing training time by 20% through scenario-based repetition without downtime. These applications extend to broader skills, where VR fosters spatial awareness and assembly precision, though evidence notes variability from simulator fidelity and trainee prior experience. Despite consistent gains in retention—evidenced by longitudinal tests showing 18-month proficiency holds—some reviews highlight methodological biases in smaller trials, such as self-reported outcomes over objective metrics, underscoring the need for standardized validation across trades. Overall, VR's causal advantages stem from principles, where multisensory immersion accelerates formation over alone.

Military and Defense Training

Virtual reality (VR) systems enable military personnel to conduct high-fidelity simulations of combat, tactical maneuvers, and hazardous operations without the risks or logistical burdens of live exercises. The U.S. Army, for instance, integrates VR into its Synthetic Training Environment (STE), which supports dismounted infantry training by replicating urban warfare and mission rehearsals in immersive settings, reducing costs by up to 50% compared to traditional field training while maintaining or exceeding performance outcomes. Peer-reviewed analyses confirm VR's efficacy in enhancing skill acquisition, with a systematic review of interactive virtual environments demonstrating superior knowledge retention and transfer to real-world tasks over non-immersive methods. In and vehicle , VR simulators allow pilots and operators to practice maneuvers in dynamic threat environments; a capstone study for the U.S. Army Aviation Center of Excellence evaluated VR platforms for operations, finding they accelerated proficiency by providing repeatable exposure to rare events like engine failures, with trainees achieving 20-30% faster mission completion times post-simulation. For decision-making under stress, VR scenarios incorporate physiological stressors—such as auditory alarms or —to elicit measurable and elevations mirroring combat conditions, validating their use for building resilience as evidenced in controlled trials with cohorts. DARPA has advanced VR for specialized defense training, including the ENGAGE program, which leverages large-scale user data to refine adaptive simulations for complex tasks like squad-level coordination, yielding error reductions of 15-25% in empirical tests against baseline instruction. Additionally, hyper-realistic VR modules developed under DARPA initiatives simulate ballistic trauma and tactical medicine, enabling medics to rehearse procedures on virtual casualties with haptic feedback for wound packing and hemorrhage control, supported by frameworks assessing transfer validity to live tissue models. These applications prioritize empirical validation, with meta-analyses of VR military simulations reporting effect sizes (Cohen's d > 0.8) for improved tactical judgment over conventional e-learning. Despite benefits, VR training fidelity depends on hardware integration, such as haptics for tactile realism in weapons handling, which recent implementations have enhanced to bridge the gap between virtual and physical cues, though longitudinal studies emphasize the need for hybrid approaches combining VR with live-fire validation to ensure causal links to battlefield performance.

Aerospace, Automotive, and Mining Simulations

Virtual reality (VR) simulations enable high-fidelity training and testing in high-risk environments, allowing pilots and astronauts to practice maneuvers and procedures without physical hardware or exposure to danger. NASA's Virtual Reality Laboratory supports (EVA) training by immersing crew in simulated space scenarios, including interactions with robotic arms and full vehicle configurations. In 2020, implemented VR using headsets for remote astronaut training, eliminating the need for multiple physical simulators across locations. integrates mixed reality in pilot training, combining real flight controls with virtual overlays via headset pass-through cameras to enhance . These applications reduce costs and improve retention, as evidenced by NASA's use of VR for lunar science preparation, providing teams with interactive, scenario-based rehearsals. In automotive design and testing, VR facilitates virtual prototyping and crash simulations, accelerating development cycles while minimizing material use. BMW employs VR for collaborative design sessions and structural evaluations, including virtual crash tests that inform real-world engineering decisions. The company's simulation center, powered by Unreal Engine, features 14 driving simulators, with the high-fidelity model replicating real vehicle dynamics for ergonomic and performance testing as of 2025. Ford leverages global VR simulators to transition data into physical vehicles, optimizing designs through iterative virtual iterations since at least 2021. Peer-reviewed analyses confirm VR's role in Industry 4.0 automotive processes, enabling immersive device testing for assembly and quality control in Romania-based case studies. Mining operations utilize VR for safety training in hazardous underground and surface environments, simulating emergencies to build without real-world risks. Rio Tinto's VR induction program reduced onboarding time by 90% as of 2025, incorporating digital twins of autonomous trucks, trains, and drills for recognition. Specialized simulators, such as those for response, provide portable, realistic drills tailored to mine-specific layouts, improving response times. A 2024 highlights VR's efficacy in mining education and risk mitigation, with applications in self-escape and proximity detection via procedurally generated virtual mines. These tools enhance , as simulator-based training correlates with fewer incidents through repeated exposure to rare events.

Entertainment and Media Applications

Video Games and Gaming

Virtual reality (VR) gaming emerged as a distinct application following the development of head-mounted displays in the late 20th century, with early prototypes like Ivan Sutherland's 1968 Sword of Damocles system enabling basic interactive 3D environments. Commercial viability accelerated in the 2010s after Palmer Luckey founded Oculus VR in 2012, leading to the Kickstarter-funded Oculus Rift prototype that demonstrated feasible consumer-grade tracking and immersion. The release of the HTC Vive in April 2016 introduced room-scale VR, allowing players to physically move within a tracked play area of up to 5 by 5 meters using base stations for precise positional tracking. Standalone VR headsets, such as the launched in May 2019, eliminated the need for external sensors or PCs by integrating inside-out tracking via cameras and onboard processing, broadening accessibility for gaming without tethered setups. Haptic feedback advancements, including finger-tracking controllers in devices like the released in October 2023, enhance realism by simulating touch and resistance in games involving object manipulation. These technologies support genres from rhythm-based titles to first-person shooters, where spatial audio and 6DoF () motion enable intuitive locomotion and interaction. The VR gaming market grew from $19.24 billion in 2024 to an estimated $24.33 billion in 2025, driven by increased headset shipments and content libraries, though it remains a niche within the broader gaming industry. Popular titles include , a released in May 2018 that achieved over 10 million units sold on Quest platforms by 2024, generating more than $250 million in revenue including DLC. Half-Life: Alyx, launched in March 2020 by , sold approximately 3 million units and earned $127.6 million, praised for leveraging physics-based interactions and narrative depth to showcase VR's potential for AAA experiences. These successes correlate with improved hardware affordability, yet adoption lags due to high entry costs averaging $500 for mid-range headsets. Persistent challenges include cybersickness, affecting 20-30% of new users due to sensory conflicts between visual motion and vestibular input, which can limit session lengths to 20-30 minutes for susceptible individuals. Hardware barriers such as required play space (minimum 2x1.5 meters for room-scale) and computational demands for high-fidelity graphics further hinder mainstream uptake, with only about 10-15 million active VR gamers worldwide as of 2025. Developers mitigate these through techniques like and field-of-view adjustments, but empirical studies indicate no universal fix, underscoring VR gaming's reliance on user tolerance and iterative hardware improvements.

Cinema, Virtual Production, and Film

Virtual production integrates real-time with live-action filming, primarily through technologies like LED video walls and game engines such as , enabling directors to visualize and adjust environments instantaneously on set. This approach originated from earlier techniques like rear-projection in films such as the 1962 James Bond movie Dr. No, where projected footage simulated backgrounds, but evolved significantly with digital tools. By the late 2000s, performance capture advanced the field, as seen in James Cameron's Avatar (2009), which used motion-capture suits and virtual cameras to create photorealistic alien worlds during . A pivotal advancement occurred in 2019 with Disney's , which employed ""—a 20-foot-diameter cylindrical LED screen array surrounding actors—to project dynamic, parallax-corrected backgrounds, comprising over 50% of the season's shots and reducing reliance on green-screen . This method allowed for real-time lighting interaction between physical sets and virtual elements, improving actor immersion and cutting VFX timelines by enabling immediate feedback, though it demands high computational power and precise camera tracking to avoid artifacts. , the series' director, highlighted its efficiency in 2019 discussions, applying similar real-time rendering to (2019) for virtual scouting of African landscapes. From 2020 onward, virtual production proliferated amid pandemic restrictions, with facilities like LED volumes adopted in projects such as Avengers: Endgame (2019) for in-camera effects and subsequent films, lowering costs by minimizing location shoots and post-VFX revisions—potentially saving millions per production while enhancing creative control. By 2023-2025, integrations of VR headsets for virtual scouting and AR overlays for on-set monitoring further streamlined workflows, as evidenced in industry reports on real-time engines facilitating collaborative remote directing. However, limitations persist, including high initial setup expenses (e.g., millions for Volume-scale installations) and issues for complex crowd simulations. In parallel, enables immersive cinema experiences, where 360-degree or interactive narratives place viewers within the story, diverging from traditional linear by incorporating user agency and spatial audio. Early VR films like those premiered at Sundance's since 2015 emphasized experiential storytelling, with examples such as Goliath: Playing with Reality (2019) earning the Grand Jury Prize for Best VR at the for its psychological exploration via mixed reality. VR also aids , with filmmakers using headsets for storyboarding and set design, as in Unity-based virtual environments that allow precise camera path planning before physical builds. Recent immersive VR works include Lutaw (2024), a finalist for VR Film of the Year at the AIXR Awards, and Venice Immersive 2025 winners like The Clouds Are 2000 Meters Up, which blend animation and interaction to simulate emotional journeys, demonstrating VR's capacity for non-verbal, empathy-driven narratives. Despite acclaim, VR cinema faces distribution hurdles, with platforms like Meta Quest hosting experiences but limited theatrical viability due to headset requirements and shorter runtimes (typically 10-30 minutes), alongside physiological challenges like cybersickness affecting 20-30% of users in prolonged sessions. Overall, these applications expand film's toolkit, prioritizing empirical visualization in production and perceptual realism in viewing, though adoption remains constrained by technological maturity and audience accessibility.

Music, Live Events, and Performances

Virtual reality enables musicians to compose and produce music in immersive 3D environments, simulating studio setups or collaborative spaces that enhance spatial audio experimentation. For instance, KORG Gadget VR, released in 2023, allows users to interact with virtual synthesizers and drum machines in a fully immersive digital audio workstation (DAW), providing tactile feedback through hand-tracking and supporting multi-track recording with realistic gadget interfaces. Similarly, Virtuoso, a VR music creation app compatible with Meta Quest headsets, offers gesture-based interfaces for drums, synths, and effects, enabling real-time collaboration and performance without traditional screens, as noted in reviews from 2025 highlighting its accessibility for beginners and professionals alike. These tools leverage VR's spatial computing to visualize waveforms and audio layers in three dimensions, potentially improving creative workflow efficiency, though adoption remains limited by hardware costs and motion sickness risks reported in user studies. In live events, VR facilitates remote attendance at concerts, with platforms hosting fully virtual performances that integrate 360-degree video, interactive avatars, and reactive environments. Travis Scott's "Astronomical" event in Fortnite on April 24, 2020, drew 12.3 million viewers, including VR users via Oculus integration, blending gaming with music in a metaverse-style spectacle featuring aerial acrobatics and crowd simulations. Ariana Grande's Rift Tour on August 6-8, 2021, attracted over 28 million participants across platforms, allowing VR headset users to experience multi-stage sets with positional audio and avatar dancing, demonstrating scalability for global audiences amid pandemic restrictions. More recent examples include The Weeknd's VR-enabled "After Hours Til Dawn" experience in 2022, which combined live-streamed elements with interactive VR worlds, and ongoing platforms like Soundscape VR, which synchronize virtual environments to live-streamed music from artists such as deadmau5, enabling users to "attend" festivals with reactive visuals tied to beats. These events often generate revenue through ticketed VR access, with industry analyses from 2025 estimating VR concerts could capture 10-15% of live music markets by reducing travel barriers, though challenges like latency in spatial audio persist. For performances beyond music, VR extends to theater and stage arts, creating hybrid or fully virtual productions that enhance immersion and accessibility. Research from the in 2024 found that VR adaptations of live theater, such as remote-viewed plays using 360-degree captures, increase attendance for mobility-impaired audiences by 40% without diminishing emotional impact, as viewers report comparable empathy to in-person experiences. Small theater companies have produced interactive VR shows since 2020, simulating audience-performer dynamics with avatar interactions, as documented in case studies of pandemic-era adaptations. In music-infused performances, tools like VR, updated in 2024, provide real-time synesthetic visualizations with 47 audio-reactive effects, allowing performers to project immersive graphics synced to live sets for enhanced stage presence. While VR expands reach—evidenced by events reaching millions virtually—critics note it lacks the unpredictable human elements of physical venues, potentially altering artistic authenticity. Overall, these applications underscore VR's role in democratizing access, though empirical data on long-term revenue viability remains sparse beyond major artist tie-ins.

Social VR and Virtual Communities

Social virtual reality (social VR) encompasses platforms that enable users to interact through avatars in persistent, shared three-dimensional environments, facilitating real-time communication, collaboration, and community formation via head-mounted displays or desktop access. These systems emerged prominently in the mid-2010s, building on earlier concepts but leveraging immersive VR hardware for enhanced embodiment and spatial audio. Key examples include , launched in beta in 2017, which emphasizes user-generated worlds and avatar customization; Rec Room, released in 2016, focusing on multiplayer games and events with cross-platform support; and Meta's , introduced in 2020, which integrates world-building tools for up to eight users per instance. Virtual communities in social VR form around shared interests, such as gaming, , or niche hobbies, often exhibiting persistence through user-moderated instances and economies based on digital assets. Platforms like support thousands of concurrent users, with daily peaks approaching 100,000, fostering emergent social structures including groups and virtual events that mimic real-world gatherings. Rec Room's diverse demographics, with approximately 61% male and 32% female users, enable broader via non-VR modes, promoting activities like matches or concerts that build camaraderie. These communities provide avenues for remote , particularly beneficial during isolation periods, as evidenced by associations between VR interactions and increased feelings of relatedness and enjoyment. Despite these affordances, social VR faces significant challenges, including prevalent and , which research identifies as barriers to equitable participation, particularly affecting female users through discriminatory content and unwanted proximity in virtual spaces. Ethical concerns arise from inadequate tools, enabling abusive behaviors, and potential psychological impacts like dissociation from prolonged immersion. Studies highlight that while social presence in VR can enhance spontaneous communication, it also amplifies real-world , including exclusionary group formations, necessitating robust design interventions for safer environments.

Business and Commercial Applications

Digital Marketing and Advertising

Virtual reality (VR) enables marketers to craft immersive brand experiences that simulate product interactions, such as virtual try-ons or exploratory environments, surpassing traditional digital ads in user engagement. These applications leverage VR headsets or mobile-compatible formats to transport consumers into branded worlds, fostering deeper emotional connections through sensory immersion rather than passive viewing. Empirical studies indicate VR advertising excels in emotional appeals, outperforming (AR) formats when evoking affective responses, as participants in controlled experiments reported higher persuasion and intent to purchase. Adoption of VR in has accelerated with hardware accessibility, evidenced by the global VR market reaching $15.8 billion in 2023 and projecting growth to over $18 billion by the end of 2025, driven partly by commercial applications. VR accounted for 55.7% of (XR) use cases in 2023, including marketing campaigns that integrate to enhance brand recall by up to 70% compared to conventional media. For instance, implemented VR showrooms allowing users to configure and "test drive" vehicles virtually, resulting in reported increases in and customer dwell time exceeding 75 seconds per session. Notable campaigns demonstrate measurable ROI: Coca-Cola's "Virtual Thirst" initiative immersed users in a 360-degree holiday experience, boosting social shares and affinity through novel interactivity. Similarly, a manufacturer's VR simulation of scenic drives in new models enhanced prospective buyer visualization, correlating with elevated conversion rates in post-campaign analytics. scoping reviews of AR/VR ads confirm these tools elevate user engagement and satisfaction, though effectiveness hinges on content alignment with rational versus emotional messaging strategies. Despite benefits, VR marketing faces scalability hurdles due to headset penetration—only about 171 million global users as of 2025—and requires high-fidelity content production, yet data from enterprise deployments show sustained investment yields superior long-term loyalty over fleeting ad exposures. The AR/VR marketing segment is forecasted to expand at a 18.3% CAGR, reaching $24.2 billion by 2033, underscoring its role in personalized, experiential paradigms.

Real Estate, Retail, and Consumer Experiences

Virtual reality enables prospective buyers to conduct immersive walkthroughs of properties without physical visits, facilitating remote evaluation of layouts, finishes, and spatial dynamics. Platforms like Matterport, which capture digital twins of spaces, have been adopted by firms to generate 3D tours that reduce time on market by up to 31% and cut staging expenses through virtual furnishing options. Adoption of such tools surged 434% among agents in 2020 amid pandemic-driven demand for contactless viewing, with ongoing integration of AI for enhanced virtual staging by 2025. projects the VR segment to reach $2.6 billion by 2026, driven by global accessibility that allows agents to market listings across borders while minimizing travel logistics. In retail, VR simulates store environments for product interaction, such as virtual try-ons for apparel or through simulated aisles, enhancing by bridging the gap between online and in-person . IKEA's Kreativ app, launched in 2022, permits users to scan rooms, remove existing furniture via AR, and place virtual items to assess fit and aesthetics in real time, evolving from its 2017 IKEA Place AR tool for basic visualization. Despite promotional enthusiasm, actual retailer adoption remains low, with only about 1% utilizing VR/AR in customer experiences as of 2020, though trials demonstrate potential for personalized interactions like interactive showrooms. A 2021 of 72 studies confirms VR boosts but highlights implementation barriers like hardware costs and limited . Consumer VR experiences extend to branded immersive events and product demos, where users explore virtual worlds to test goods, fostering higher retention through sensory simulation. Surveys indicate 25% of consumers have tried VR by 2024, with 80% of users engaging monthly and 32% having used retail applications, often citing realism as a key draw. data from 2022 shows one-third of VR users shopped via the technology in the prior six months, while 61% report increased purchase likelihood from brands offering such features. The consumer VR market grew from under $16 billion in 2024 to over $18 billion by late 2025, reflecting rising headset ownership among 43% of recent users, though Gen Z (45% of users) drives disproportionate adoption compared to older cohorts.

Recruitment, Corporate Training, and Productivity Tools

Virtual reality (VR) has been adopted in processes to simulate job environments and assess candidates' skills through immersive scenarios, enabling remote evaluations that reduce logistical costs. For instance, companies have used VR for virtual job interviews, where candidates interact with simulated interviewers and workplace tasks, potentially mitigating biases associated with physical appearances as evidenced by a 2018 study demonstrating VR's capacity to focus assessments on behavioral performance rather than demographic cues. collaborated with San Diego County to implement VR training for caseworker recruitment, allowing candidates to practice eligibility interviews in a controlled virtual setting, which improved preparation accuracy and hiring efficiency by replicating real-world interactions without on-site requirements. Empirical data from VR interview simulations indicate up to a 40% increase in hiring managers' confidence in candidate selections, based on tracking patterns during sessions. In corporate training, VR facilitates hands-on skill development through hazard-free simulations, outperforming traditional methods in retention and application. deployed VR headsets across its academies starting in 2018, training over 10,000 employees initially on retail scenarios like Black Friday rushes, resulting in a 10-15% rise in post-training test scores, 275% greater confidence in applying learned skills, and a 96% reduction in training duration from eight hours to 15 minutes per module. A 2024 of VR training programs confirmed overall effectiveness in skill acquisition, with effect sizes indicating superior compared to lectures or videos, particularly in procedural tasks. Peer-reviewed studies further substantiate VR's impact on occupational , showing enhanced worker confidence and reduced accident rates in industrial settings post-training, as VR allows repeated exposure to risks without real consequences. VR productivity tools, including virtual workspaces and collaborative platforms, aim to boost efficiency in distributed teams by enabling spatial interactions that mimic physical presence. A 2024 study comparing VR to videoconferencing in agile meetings at a German public organization found VR increased task completion rates by fostering deeper engagement and spatial awareness, though it required adaptation to headset . Enterprise implementations, such as immersive collaboration headsets, have correlated with sustained focus amid distractions, with users reporting higher immersion leading to meaningful interactions and reduced context-switching time in hybrid work environments. Guidelines from workspace emphasize VR's potential to enhance via customizable virtual offices, but empirical gains depend on hardware fidelity and user training to offset initial or setup overheads. Overall, while VR tools show promise in elevating output through , long-term adoption hinges on cost-benefit analyses revealing net gains over conventional digital alternatives.

Scientific, Cultural, and Research Applications

Heritage, Archaeology, and Museums

(VR) facilitates the digital reconstruction and preservation of sites, enabling high-fidelity 3D models of structures damaged by time, conflict, or environmental factors. For instance, projects like Reborn have produced immersive VR representations of , drawing on archaeological data to simulate urban layouts from the 4th century BCE. Similarly, digital twins of sites such as the Pishan archaeological area in , , integrate and VR to create explorable models that support ongoing preservation efforts without physical intervention. These applications mitigate risks to fragile heritage by shifting access to virtual environments, as demonstrated in restorations of historical buildings where VR ensures accurate representation based on empirical surveys. In archaeology, VR platforms enhance site analysis and fieldwork by providing immersive visualization of remote or restricted locations. A 2020 prototype VR system for Pleito Cave, a Spanish rock-art site with limited physical access, allows researchers to overlay geospatial data, stratigraphic layers, and artifact positions in a shared virtual space, improving collaborative interpretation over traditional 2D maps. VR also streamlines data management; a 2024 application developed for archaeological studies integrates excavation records into VR interfaces, enabling users to query and manipulate datasets in situ simulations, which reduced retrieval times by up to 40% in tested workflows. Such tools promote efficiency in hypothesis testing, as VR's spatial fidelity supports causal inferences about site formation processes grounded in first-hand digital navigation. Museums leverage VR for virtual exhibitions that extend accessibility beyond physical constraints, fostering educational engagement through narrative-driven immersions. At the Liangzhu Museum in , an online VR exhibition launched around 2023 simulates ancient jade artifact contexts, with user studies from 313 participants indicating high acceptance due to perceived and realism, though affected 12% of sessions. Comparative analyses of VR in history museums, such as immersive setups at institutions like the British Museum's analogs, show improved retention of historical facts—e.g., 25% higher recall rates versus static displays—via embodied learning, though implementation costs averaged $50,000–$100,000 per exhibit in 2023 case studies. These deployments prioritize empirical validation, with peer-reviewed evaluations confirming VR's role in democratizing access while preserving original artifacts from overuse.

Fine Arts and Creative Expression

Virtual reality facilitates novel forms of artistic creation by enabling three-dimensional spatial manipulation, allowing artists to sculpt, paint, and compose without physical medium limitations. Applications include volumetric painting tools where brush strokes remain fixed in virtual space, fostering intuitive expression through motion-tracked controllers. This medium supports persistent, shareable artworks that viewers can explore immersively. Tilt Brush, a seminal VR art application developed by Skillman & Hackett and acquired by in 2015, exemplifies this capability by permitting users to draw luminous trails in 3D environments, with features like particle effects and adjustable brush properties. Demonstrated as a core experience for the headset in early 2016, it influenced subsequent tools such as for layered 2D-3D illustration and Gravity Sketch for conceptual modeling. In 2021, following Google's discontinuation, the software was open-sourced as Open Brush, sustaining its use among artists for ideation and exhibition pieces. Peer-reviewed analysis indicates VR tools like Tilt Brush enhance spontaneous creativity by aligning bodily gestures with digital output, as evidenced in neuroscientific studies tracking brain activity during VR sketching sessions. VR extends to immersive installations and virtual exhibitions, where artists craft interactive environments blending visual, auditory, and sometimes haptic elements. Museums have integrated VR for reconstructed historical artworks or original digital pieces; for instance, the Smithsonian American Art Museum's "Beyond the Walls" experience places users inside gallery spaces via headset, simulating direct engagement with collections. The VR Museum of Fine Art provides high-resolution 3D models of masterpieces, enabling scaled navigation and multi-perspective views unattainable in physical settings. These applications, documented in creative industry reports, demonstrate VR's role in democratizing access to art while enabling hybrid physical-digital outputs, such as exporting VR designs for . Empirical studies on VR in art education report improved spatial cognition and expressive freedom, though adoption remains constrained by hardware accessibility.

Social Science, Psychology, and Behavioral Studies

Virtual reality (VR) has been employed in psychological research to simulate controlled environments for studying human behavior, cognition, and emotional responses, offering advantages over traditional methods by enabling precise manipulation of stimuli and immersive participant experiences. Empirical studies demonstrate VR's utility in replicating real-world scenarios with high ecological validity while minimizing logistical constraints, such as ethical risks in live social experiments. For instance, VR allows researchers to investigate interpersonal dynamics, decision-making under stress, and perceptual biases in three-dimensional interactive settings that traditional 2D media cannot match. In , VR exposure therapy (VRET) has shown efficacy for treating anxiety disorders, phobias, and (PTSD) by gradually exposing patients to feared stimuli in a safe, titratable manner. A of randomized controlled trials found VRET produced significant reductions in PTSD symptoms, with effect sizes comparable to exposure, supporting its application as an adjunct or alternative therapy. Similarly, for , VRET yielded stronger pre- to post-treatment improvements than waitlist controls, with sustained effects at follow-up in multiple studies. These outcomes stem from VR's ability to induce physiological responses akin to real exposure, such as elevated heart rates during simulated , which facilitates . However, long-term maintenance of gains requires integration with cognitive-behavioral techniques, as standalone VR sessions show diminishing effects without reinforcement. Behavioral studies leverage VR for examining , , and through embodied avatars that alter self-perception and social interactions. Research indicates VR-induced embodiment—such as inhabiting an elderly or opposite-gender body—can temporarily reduce implicit biases and enhance , with meta-analytic evidence from 39 studies confirming small to moderate shifts in attitudes toward outgroups. In social neuroscience, VR environments simulate group scenarios to probe neural correlates of and , revealing patterns like increased in virtual conditions that mirror real-world resource dilemmas. Yet, debates persist, as some experiments find VR behaviors do not fully predict real-life actions due to reduced sensory cues and novelty effects. Applications in extend to reduction and , where VR narratives foster by placing users in marginalized viewpoints, leading to measurable decreases in stereotyping. A critical of such interventions highlights VR's potential over passive media, though effects often attenuate without repeated exposure or real-world bridging. For , VR promotes social-emotional learning in youth by simulating peer conflicts, with reviews of over 20 studies showing improved and reduced tendencies post-intervention. These findings underscore VR's causal leverage in dissecting behavioral mechanisms, but rigorous controls are essential to distinguish immersion-driven changes from expectancy biases inherent in novel tech trials.

Environmental, Agricultural, and Animal Husbandry Simulations

Virtual reality (VR) simulations enable immersive modeling of environmental systems, allowing users to visualize complex ecological dynamics and predict outcomes of interventions such as or habitat alteration. For instance, the (NOAA) employs the Virtual Ecosystem Viewer, an interactive VR model that simulates marine , particularly population changes, to aid in and policy decisions. Similarly, VR tools have been developed to render ecosystem reference conditions, facilitating landscape planning by immersing users in dynamic virtual environments that demonstrate shifts and restoration scenarios. These applications leverage VR's capacity for spatial intuition, though empirical studies indicate mixed results in translating simulations to real-world behavioral changes, with one analysis finding VR only mildly effective in enhancing forest conservation intentions compared to traditional methods. In conservation efforts, VR supports awareness and fundraising by simulating threatened habitats, such as marine ecosystems, where 360-degree experiences have been shown to increase empathy and support for protective measures among targeted audiences. The U.S. Environmental Protection Agency (EPA) utilizes VR for training in , creating risk-free virtual scenarios for environmental hazards like floods or spills to prepare personnel without real-world exposure. Peer-reviewed research further demonstrates VR's role in , where simulations of natural areas combined with interactive elements improve users' understanding of ecological processes, such as water cycles in soil-plant systems. Agricultural simulations in VR focus on training and optimization, replicating farm operations to enhance skills in machinery handling and resource allocation. A systematic review of extended reality (XR) technologies highlights their use in educating farmers on sustainable practices, with VR-based tools simulating crop growth and pest management to promote environmentally friendly techniques. Digital twin systems integrated into VR environments allow for gamified decision-making, where users manage virtual farms to optimize yields and inputs, as evidenced by studies showing improved resource management proficiency among trainees. The Virtual Reality Facilitation, Application, Reflection, and Measurement (VRFARM) framework, introduced in 2024, applies VR to agricultural education by immersing students in realistic fieldwork scenarios, fostering practical knowledge without physical infrastructure costs. For , VR simulations train handlers in management, emphasizing safe practices and welfare assessment. CattleVR, launched in 2024, provides the first dedicated VR tool for handling, enabling users to practice yard and animal movement in a controlled virtual setting, reducing injury risks during real operations. Interactive 3D simulations, such as those for farm pen inspections developed for /, allow virtual walkthroughs of barns to identify health issues, supporting remote training for veterinary and husbandry personnel. University-level VR tours of and operations, evaluated in 2025, reported high among students, enhancing comprehension of production systems and ethical considerations in animal care. These tools, including modules for commercial and welfare funded in 2020, simulate operational challenges to build competencies in monitoring and intervention, with evidence of improved handling accuracy in post-training assessments.

Emerging and Specialized Applications

Occupational Health and Safety Training

Virtual reality (VR) simulations enable workers to experience and respond to workplace hazards in controlled, risk-free environments, facilitating that traditional classroom or video-based methods cannot replicate. This application is widely adopted in industries with elevated injury risks, including , , oil and gas, and , where real-world training could result in accidents or fatalities. By immersing trainees in interactive scenarios—such as identifying electrical faults, navigating confined spaces, or escaping mine collapses—VR promotes and decision-making under pressure without the associated costs or dangers of physical mockups. Empirical evidence from controlled studies demonstrates VR's superiority in enhancing recognition and safety compliance. A systematic of VR safety training across non-medical and non-military sectors found consistent improvements in knowledge acquisition and behavioral transfer, with trainees outperforming those in conventional programs due to heightened engagement and realism. For example, in identification modules, participants using VR identified 20-30% more risks than in 2D video simulations, attributing this to the spatial awareness fostered by head-mounted displays. Similarly, VR modules for escapeways and operations have shown retention rates up to 15% higher than desktop-based alternatives, as measured by post-training assessments and simulated recall tasks. Quantitative evaluations further quantify these gains. In a study of electrical workers, VR training yielded statistically significant increases in occupational safety and health (OSH) comprehension, with pre- and post-test scores improving by an average of 25%, alongside positive feedback on usability from graduate trainees. Broader meta-analyses report that VR participants score higher on safety tests 70% of the time and exhibit 10-15% better long-term knowledge retention compared to non-VR cohorts, though only about 36% of studies track retention beyond immediate evaluation. In industrial settings, VR-based training outperforms traditional methods by increasing safety awareness by 30%, enhancing risk perception, and improving self-efficacy. Haptic feedback integration in some VR systems amplifies these effects, boosting construction workers' procedural adherence by reinforcing tactile cues absent in purely visual simulations. Applications extend to auditing and compliance auditing, where VR replicates or site layouts for proactive scanning. In , eye-tracking-enabled VR has refined hazard detection by analyzing gaze patterns, leading to tailored retraining that reduces oversight errors. Despite these advantages, effectiveness depends on hardware accessibility and scenario fidelity; under-resourced implementations may yield relative to investment. Overall, VR's causal impact on reducing incident rates stems from its ability to encode heuristics through repeated, low-stakes exposure, supported by transfer validity in field validations.

Restorative and Therapeutic Environments

(VR) facilitates restorative and therapeutic environments by simulating calming natural settings or controlled exposure scenarios that promote psychological recovery and physical rehabilitation. Systematic reviews indicate VR's efficacy in reducing anxiety and depression symptoms through immersive interventions, often outperforming waitlist controls while matching conventional therapies in randomized trials. For instance, VR-based has demonstrated significant reductions in PTSD symptoms, with effect sizes exceeding those of non-VR controls in meta-analyses of clinical trials. In applications, VR restorative environments, such as virtual nature walks, enhance emotional by lowering stress and negative affect, particularly among older adults in urban settings lacking access to real environments. These simulations leverage principles to induce psychophysiological relaxation, reducing perceptions of discomfort and unease without the logistical barriers of physical spaces. Evidence from controlled studies supports VR's role in anxiety treatment, where immersive scenarios improve patient states more effectively than traditional methods in some cohorts. Therapeutic VR extends to physical rehabilitation, notably post-stroke recovery, where moderate- to low-certainty from Cochrane reviews shows slight advantages over conventional alone for function and balance. In , randomized clinical trials report VR interventions reducing acute and intensity by up to 20-30% and decreasing requirements during procedures, attributed to distraction and attentional modulation mechanisms. However, benefits are adjunctive, with optimal outcomes when combined with standard care, and long-term efficacy requires further high-quality longitudinal studies. Applications in lower extremity rehabilitation, including balance and , yield positive outcomes in systematic reviews, enhancing treatment adherence through gamified elements. For chronic conditions like lower , self-administered VR programs over 8 weeks have produced clinically meaningful improvements in pain and function compared to active controls. Despite these advances, varies; while peer-reviewed meta-analyses affirm modest gains, smaller trials may overestimate effects due to , underscoring the need for replication in diverse populations. Overall, VR's controlled, repeatable environments enable precise therapeutic dosing, though accessibility and headset tolerability remain practical constraints.

Space Exploration and Remote Operations

![Astronaut Christina Koch working inside the ISS Destiny module](./assets/ISS-59_Christina_Koch_works_inside_the_Destiny_module_11 NASA's operates the Virtual Reality Lab (VRL), an immersive training facility dedicated to (EVA) and operations for . The VRL integrates real-time graphics, motion simulators, and tendon-driven systems to replicate space environments, enabling practice of complex maneuvers without physical hardware risks. This setup has supported preparation for decades, including simulations of (ISS) assembly and maintenance tasks. VR systems facilitate high-fidelity spacewalk training through hardware-in-the-loop simulations, such as the (SAFER) trainer, which was deployed on the ISS as the first onboard VR system for jetpack locomotion practice. In the APACHE lab, VR environments prepare astronauts for lunar and Martian EVAs by simulating surface operations with HTC Vive Pro headsets and dual immersive stations for collaborative training. These tools allow dual-astronaut sessions in shared virtual spaces, enhancing efficiency and reducing costs compared to neutral buoyancy labs. For remote operations, VR enables control of robotic systems from Earth or orbit, as demonstrated in ISS applications where crew use VR to manipulate robots for tasks like equipment handling in microgravity. employs VR for teleoperation of planetary rovers and probes, providing immersive interfaces that improve precision in and sample acquisition during missions. In preparation for lunar missions, VR supports mission planning by allowing flight control and science teams to rehearse rover deployments and habitat setups in virtual analogs of the Moon's surface. Beyond training, VR aids in operational support for strategies, including visualization of mission data for and safety . Projects like Boeing's Starliner program integrate VR for end-to-end s, from pre-launch checks to docking, marking advancements in commercial remote procedure validation. These applications underscore VR's role in mitigating risks associated with high-stakes tasks, though efficacy depends on simulation matching real-world physics.

Challenges, Criticisms, and Limitations

Technical and Accessibility Barriers

High costs of VR hardware, including headsets starting at $399 for models like the and up to $599 for advanced systems, limit widespread adoption, particularly when combined with requirements for powerful GPUs and accessories that elevate total setup expenses into thousands of dollars. Ongoing running costs, such as maintenance and software updates, further exacerbate these barriers, as noted in therapeutic VR implementation studies where financial constraints were cited as the primary obstacle by both institutional and individual users. Performance demands impose additional technical hurdles; VR systems require low latency below 20 milliseconds to minimize sensory conflicts that trigger , yet many applications exceed this threshold due to bottlenecks in rendering high-resolution, immersive environments. Frame rates of at least 120 Hz are necessary to reduce symptoms effectively, but achieving this consistently demands high-end computational resources, often unavailable in consumer-grade devices. , or cybersickness, affects 30-80% of users depending on exposure duration and content velocity, with symptoms like disorientation and arising from mismatches between visual cues and vestibular input, persisting as a core limitation despite hardware advancements. Accessibility challenges compound these issues for users with disabilities; empirical analyses reveal that 88.99% of VR applications exhibit accessibility problems, including insufficient support for visual, auditory, or mobility impairments. For instance, individuals with visual disabilities face barriers from absent tactile or auditory feedback alternatives, while those with or developmental disabilities encounter difficulties with intuitive controls and overwhelming sensory input in single-user setups. Community reviews indicate that only 0.078% of VR app feedback addresses disability-specific needs across sampled titles, underscoring underdeveloped practices. Broader socioeconomic divides arise from hardware inaccessibility for low-income groups, restricting VR's utility in diverse applications like or .

Health and Physiological Risks

Cybersickness, akin to but triggered by sensory conflicts between visual cues and vestibular input in virtual environments, represents a primary physiological risk of VR exposure via head-mounted displays (HMDs). Common symptoms encompass , , oculomotor disturbances, disorientation, sweating, and pallor, with severity influenced by factors such as content velocity, , and individual susceptibility including age, , and . Peer-reviewed analyses indicate prevalence rates ranging from 20% to 95% across users, with one investigation reporting symptom onset in 80% of participants within 10 minutes of immersion. Incidence in specific cohorts, such as medical trainees, reached 57.3%, positively associated with , , and—contrary to some findings suggesting female predominance— gender in that sample. Ocular strain emerges as a frequent , stemming from prolonged fixation on near-field displays that reduce blink rates and induce vergence-accommodation mismatch, wherein eyes converge on virtual depth planes without corresponding focus adjustments. This can manifest as eye fatigue, , dryness, and discomfort, with research confirming heightened reports during extended sessions exceeding 20-30 minutes. Headaches often accompany these effects, attributed to facial pressure from HMD straps and exacerbated neural processing demands on the . While no conclusive evidence links casual VR use to permanent refractive errors like , acute episodes correlate with temporary shifts in prolonged exposure. Musculoskeletal strains arise from static head positioning and device weight, typically 400-600 grams per HMD, promoting and cervical loading that may yield or trapezius fatigue after sessions beyond . Post-exposure disorientation heightens fall risks, particularly in ambulatory users, with some trials documenting elevated imbalance for up to 30 minutes following immersion. Physiological monitoring during VR reveals elevated heart rates and skin conductance indicative of stress responses, though these normalize post-session in most cases. Long-term effects remain understudied due to VR's relative novelty, with scant longitudinal data beyond one year; available reviews of immersive interventions report transient adverse events in subsets, including worsened balance or , but no widespread of irreversible harm in healthy adults under moderated use (e.g., <2 hours daily). Vulnerable populations, such as children or those with preexisting vestibular disorders, warrant precautions, as extrapolated risks from simulator studies suggest potential for cumulative sensory adaptation issues. Mitigation strategies, including higher refresh rates (>90 Hz) and seated interactions, demonstrably reduce incidence by 20-50% in controlled tests, underscoring hardware and protocol refinements as key to minimizing hazards.

Ethical, Privacy, and Social Concerns

Virtual reality (VR) systems often collect extensive biometric and behavioral , including eye-tracking patterns, head movements, and physiological responses, which can reveal users' emotional states, preferences, and even health conditions without explicit awareness. This raises risks, as it enables profiling for or unauthorized sharing, with studies indicating that VR platforms like those from Meta have faced scrutiny for inadequate safeguards against breaches. Parents of child users frequently underestimate these risks, perceiving VR as underdeveloped and thus low-threat, despite evidence of persistent from cameras and microphones. Regulatory challenges persist, as traditional text-based models fail to address VR's immersive , where users may not fully comprehend data implications during engagement. Ethical frameworks for VR emphasize principles such as , transparency, and to mitigate harms from immersive manipulation, where altered realities could desensitize users to real-world consequences or erode through persuasive designs. For instance, in social VR environments, logging and sharing of user habits without granular controls violates deontological standards of respect for persons, potentially leading to unintended psychological intensification of experiences like trauma simulations. Developers are urged to adopt governance models balancing consequentialist outcomes—such as societal benefits from therapeutic VR—with duties to prevent misuse, including for harmful interactions. Peer-reviewed analyses highlight that VR research protocols must account for vulnerabilities like , which could coerce participation or amplify biases in algorithmic recommendations. Socially, excessive VR engagement correlates with addiction-like behaviors, where users neglect real-life responsibilities, resulting in isolation and diminished interpersonal skills, as evidenced by self-reports of prioritizing virtual worlds over physical interactions. For socially isolated individuals with low , high involvement in social VR platforms exacerbates depression rather than alleviating it, due to superficial connections failing to substitute genuine relationships; some experts similarly worry that VR companionship could deepen long-term loneliness, foster ethical issues around emotional dependency and blurred boundaries between virtual and real interactions, without fully replacing in-person human connections. Behavioral studies note increased antisocial tendencies in VR, such as , stemming from reduced in disembodied interactions, which may normalize deviant actions transferable to offline contexts. While some VR social features provide support that mitigates anxiety for certain users, problematic usage patterns—driven by immersive personalization—link to broader declines, including reinforcing non-adaptive coping. Public perceptions reinforce a of VR as isolating, potentially slowing adoption but underscoring causal risks of over-reliance on mediated .

Economic Viability and Adoption Hurdles

Despite projections indicating growth, the (VR) market remains economically modest relative to broader sectors, valued at approximately $21 billion in 2025 after expanding from $16.71 billion in 2024. This expansion, driven primarily by gaming and enterprise applications, faces viability constraints due to high development and deployment costs that outpace revenue generation in non-gaming sectors. For instance, VR headset markets are forecasted to reach only $10.3 billion in 2025, underscoring limited scalability compared to smartphones or tablets, where billions of units ship annually. A primary adoption hurdle is the elevated upfront investment in hardware, with enterprise-grade VR systems often exceeding consumer models in price and requiring additional like high-end PCs or dedicated spaces, deterring small and medium-sized enterprises (SMEs). Studies in sectors like , , and highlight that integration costs, including software licensing and maintenance, can surpass $10,000 per setup, limiting viability for educational or programs without clear short-term returns. Moreover, ongoing expenses for —estimated at 5-10 times higher than traditional 2D simulations due to specialized —exacerbate economic barriers, as bespoke VR applications demand skilled developers scarce in the labor market. Business adoption is further hindered by uncertain (ROI), with surveys indicating that fears of prolonged payback periods and insufficient measurable outcomes prevent widespread implementation beyond pilot projects. While VR training can yield cost savings of up to 75% over physical simulations in fields like , the initial outlay and need for employee upskilling often result in ROI timelines extending beyond 2-3 years, particularly in industries lacking digital-native workforces. Content scarcity compounds this, as the ecosystem relies heavily on gaming (accounting for over 70% of usage), leaving enterprise applications underdeveloped and unproven at scale. Broader economic factors, including market fragmentation and dependency on subsidies or , undermine long-term viability, with adoption rates projected at only 30% in key industries by despite hype. Resistance from stakeholders citing job displacement risks and technical integration complexities further slows enterprise uptake, as firms weigh VR against cheaper alternatives like video-based . These hurdles persist even as hardware prices decline, reflecting causal realities of network effects: without user bases, platforms struggle to achieve , perpetuating a cycle of niche rather than mainstream .

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