Virtual reality - Wikipedia
Virtual reality (VR) is a simulated experience that employs 3D near-eye displays and pose tracking to give the user an immersive feel of a virtual world.
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## Contents

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- (Top)

- [1Etymology](#Etymology)
- [2Forms and methods](#Forms_and_methods)
- [3History](#History)Toggle History subsection  - [3.120th century](#20th_century)    - [3.1.11970–1990](#1970–1990)
    - [3.1.21990–2000](#1990–2000)
  - [3.221st century](#21st_century)    - [3.2.12010–present](#2010–present)
- [4Technology](#Technology)Toggle Technology subsection  - [4.1Hardware](#Hardware)
  - [4.2Software](#Software)
- [5Visual immersion experience](#Visual_immersion_experience)Toggle Visual immersion experience subsection  - [5.1Display resolution](#Display_resolution)
  - [5.2Image latency and display refresh frequency](#Image_latency_and_display_refresh_frequency)
  - [5.3Relationship between display and field of view](#Relationship_between_display_and_field_of_view)
- [6Applications](#Applications)
- [7Concerts](#Concerts)
- [8Concerns and challenges](#Concerns_and_challenges)Toggle Concerns and challenges subsection  - [8.1Health and safety](#Health_and_safety)
  - [8.2Children and teenagers in virtual reality](#Children_and_teenagers_in_virtual_reality)
  - [8.3Privacy](#Privacy)
  - [8.4Cyberattack](#Cyberattack)
- [9Virtual reality in fiction](#Virtual_reality_in_fiction)
- [10See also](#See_also)
- [11References](#References)
- [12Further reading](#Further_reading)
- [13External links](#External_links)

Toggle the table of contents

# Virtual reality

85 languages

- [Afrikaans](https://af.wikipedia.org/wiki/Skynwerklikheid "Skynwerklikheid – Afrikaans")
- [العربية](https://ar.wikipedia.org/wiki/%D9%88%D8%A7%D9%82%D8%B9_%D8%A7%D9%81%D8%AA%D8%B1%D8%A7%D8%B6%D9%8A "واقع افتراضي – Arabic")
- [Aragonés](https://an.wikipedia.org/wiki/Realidat_virtual "Realidat virtual – Aragonese")
- [Asturianu](https://ast.wikipedia.org/wiki/Realid%C3%A1_virtual "Realidá virtual – Asturian")
- [Azərbaycanca](https://az.wikipedia.org/wiki/Virtual_reall%C4%B1q "Virtual reallıq – Azerbaijani")
- [تۆرکجه](https://azb.wikipedia.org/wiki/%D9%85%D8%AC%D8%A7%D8%B2%DB%8C_%D9%88%D8%A7%D9%82%D8%B9%DB%8C%D8%AA "مجازی واقعیت – South Azerbaijani")
- [বাংলা](https://bn.wikipedia.org/wiki/%E0%A6%85%E0%A6%AA%E0%A7%8D%E0%A6%B0%E0%A6%95%E0%A7%83%E0%A6%A4_%E0%A6%AC%E0%A6%BE%E0%A6%B8%E0%A7%8D%E0%A6%A4%E0%A6%AC%E0%A6%A4%E0%A6%BE "অপ্রকৃত বাস্তবতা – Bangla")
- [閩南語 / Bân-lâm-gú](https://zh-min-nan.wikipedia.org/wiki/Hi-g%C3%AD_si%CC%8Dt-k%C3%A9ng "Hi-gí si̍t-kéng – Minnan")
- [Беларуская](https://be.wikipedia.org/wiki/%D0%92%D1%96%D1%80%D1%82%D1%83%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%8F_%D1%80%D1%8D%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%81%D1%86%D1%8C "Віртуальная рэальнасць – Belarusian")
- [Беларуская (тарашкевіца)](https://be-tarask.wikipedia.org/wiki/%D0%92%D1%96%D1%80%D1%82%D1%83%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%8F_%D1%80%D1%8D%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%81%D1%8C%D1%86%D1%8C "Віртуальная рэальнасьць – Belarusian (Taraškievica orthography)")
- [Български](https://bg.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B0%D0%BB%D0%BD%D0%B0_%D1%80%D0%B5%D0%B0%D0%BB%D0%BD%D0%BE%D1%81%D1%82 "Виртуална реалност – Bulgarian")
- [བོད་ཡིག](https://bo.wikipedia.org/wiki/%E0%BD%91%E0%BD%84%E0%BD%BC%E0%BD%A6%E0%BC%8B%E0%BD%91%E0%BD%BC%E0%BD%93%E0%BC%8B%E0%BD%A2%E0%BE%9F%E0%BD%BC%E0%BD%82%E0%BC%8B%E0%BD%96%E0%BD%9F%E0%BD%BC%E0%BC%8D "དངོས་དོན་རྟོག་བཟོ། – Tibetan")
- [Bosanski](https://bs.wikipedia.org/wiki/Virtualna_realnost "Virtualna realnost – Bosnian")
- [Català](https://ca.wikipedia.org/wiki/Realitat_virtual "Realitat virtual – Catalan")
- [Čeština](https://cs.wikipedia.org/wiki/Virtu%C3%A1ln%C3%AD_realita "Virtuální realita – Czech")
- [Cymraeg](https://cy.wikipedia.org/wiki/Rhithwir "Rhithwir – Welsh")
- [Dansk](https://da.wikipedia.org/wiki/Virtual_reality "Virtual reality – Danish")
- [Deutsch](https://de.wikipedia.org/wiki/Virtuelle_Realit%C3%A4t "Virtuelle Realität – German")
- [Eesti](https://et.wikipedia.org/wiki/Virtuaalreaalsus "Virtuaalreaalsus – Estonian")
- [Ελληνικά](https://el.wikipedia.org/wiki/%CE%95%CE%B9%CE%BA%CE%BF%CE%BD%CE%B9%CE%BA%CE%AE_%CF%80%CF%81%CE%B1%CE%B3%CE%BC%CE%B1%CF%84%CE%B9%CE%BA%CF%8C%CF%84%CE%B7%CF%84%CE%B1 "Εικονική πραγματικότητα – Greek")
- [Español](https://es.wikipedia.org/wiki/Realidad_virtual "Realidad virtual – Spanish")
- [Esperanto](https://eo.wikipedia.org/wiki/Virtuala_realeco "Virtuala realeco – Esperanto")
- [Euskara](https://eu.wikipedia.org/wiki/Errealitate_birtual "Errealitate birtual – Basque")
- [فارسی](https://fa.wikipedia.org/wiki/%D9%88%D8%A7%D9%82%D8%B9%DB%8C%D8%AA_%D9%85%D8%AC%D8%A7%D8%B2%DB%8C "واقعیت مجازی – Persian")
- [Français](https://fr.wikipedia.org/wiki/R%C3%A9alit%C3%A9_virtuelle "Réalité virtuelle – French")
- [Gaeilge](https://ga.wikipedia.org/wiki/R%C3%A9altacht_fh%C3%ADor%C3%BAil "Réaltacht fhíorúil – Irish")
- [Galego](https://gl.wikipedia.org/wiki/Realidade_virtual "Realidade virtual – Galician")
- [한국어](https://ko.wikipedia.org/wiki/%EA%B0%80%EC%83%81_%ED%98%84%EC%8B%A4 "가상 현실 – Korean")
- [Հայերեն](https://hy.wikipedia.org/wiki/%D5%8E%D5%AB%D6%80%D5%BF%D5%B8%D6%82%D5%A1%D5%AC_%D5%AB%D6%80%D5%A1%D5%AF%D5%A1%D5%B6%D5%B8%D6%82%D5%A9%D5%B5%D5%B8%D6%82%D5%B6 "Վիրտուալ իրականություն – Armenian")
- [हिन्दी](https://hi.wikipedia.org/wiki/%E0%A4%86%E0%A4%AD%E0%A4%BE%E0%A4%B8%E0%A5%80_%E0%A4%AF%E0%A4%A5%E0%A4%BE%E0%A4%B0%E0%A5%8D%E0%A4%A5 "आभासी यथार्थ – Hindi")
- [Hrvatski](https://hr.wikipedia.org/wiki/Virtualni_svijet "Virtualni svijet – Croatian")
- [Ido](https://io.wikipedia.org/wiki/Virtuala_Realeso_(VR) "Virtuala Realeso (VR) – Ido")
- [Bahasa Indonesia](https://id.wikipedia.org/wiki/Realitas_virtual "Realitas virtual – Indonesian")
- [Interlingue](https://ie.wikipedia.org/wiki/Virtual_realit%C3%A1 "Virtual realitá – Interlingue")
- [IsiZulu](https://zu.wikipedia.org/wiki/Indwalazo "Indwalazo – Zulu")
- [Íslenska](https://is.wikipedia.org/wiki/S%C3%BDndarveruleiki "Sýndarveruleiki – Icelandic")
- [Italiano](https://it.wikipedia.org/wiki/Realt%C3%A0_virtuale "Realtà virtuale – Italian")
- [עברית](https://he.wikipedia.org/wiki/%D7%9E%D7%A6%D7%99%D7%90%D7%95%D7%AA_%D7%9E%D7%93%D7%95%D7%9E%D7%94 "מציאות מדומה – Hebrew")
- [ಕನ್ನಡ](https://kn.wikipedia.org/wiki/%E0%B2%B5%E0%B2%B0%E0%B3%8D%E0%B2%9A%E0%B3%81%E0%B2%AF%E0%B2%B2%E0%B3%8D_%E0%B2%B0%E0%B2%BF%E0%B2%AF%E0%B2%BE%E0%B2%B2%E0%B2%BF%E0%B2%9F%E0%B2%BF "ವರ್ಚುಯಲ್ ರಿಯಾಲಿಟಿ – Kannada")
- [ქართული](https://ka.wikipedia.org/wiki/%E1%83%95%E1%83%98%E1%83%A0%E1%83%A2%E1%83%A3%E1%83%90%E1%83%9A%E1%83%A3%E1%83%A0%E1%83%98_%E1%83%A0%E1%83%94%E1%83%90%E1%83%9A%E1%83%9D%E1%83%91%E1%83%90 "ვირტუალური რეალობა – Georgian")
- [Қазақша](https://kk.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B0%D0%BB%D0%B4%D1%8B_%D1%88%D1%8B%D0%BD%D0%B4%D1%8B%D2%9B "Виртуалды шындық – Kazakh")
- [Кыргызча](https://ky.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B0%D0%BB%D0%B4%D1%83%D1%83_%D0%B0%D0%BD%D1%8B%D0%BA%D1%82%D1%8B%D0%BA "Виртуалдуу аныктык – Kyrgyz")
- [Latina](https://la.wikipedia.org/wiki/Realitas_virtualis "Realitas virtualis – Latin")
- [Latviešu](https://lv.wikipedia.org/wiki/Virtu%C4%81l%C4%81_realit%C4%81te "Virtuālā realitāte – Latvian")
- [Lietuvių](https://lt.wikipedia.org/wiki/Virtuali_realyb%C4%97 "Virtuali realybė – Lithuanian")
- [Magyar](https://hu.wikipedia.org/wiki/Virtu%C3%A1lis_val%C3%B3s%C3%A1g "Virtuális valóság – Hungarian")
- [Македонски](https://mk.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B5%D0%BB%D0%BD%D0%B0_%D1%80%D0%B5%D0%B0%D0%BB%D0%BD%D0%BE%D1%81%D1%82 "Виртуелна реалност – Macedonian")
- [മലയാളം](https://ml.wikipedia.org/wiki/%E0%B4%B5%E0%B5%86%E0%B5%BC%E0%B4%9A%E0%B5%8D%E0%B4%B5%E0%B5%BD_%E0%B4%B1%E0%B4%BF%E0%B4%AF%E0%B4%BE%E0%B4%B2%E0%B4%BF%E0%B4%B1%E0%B5%8D%E0%B4%B1%E0%B4%BF "വെർച്വൽ റിയാലിറ്റി – Malayalam")
- [Bahasa Melayu](https://ms.wikipedia.org/wiki/Realiti_maya "Realiti maya – Malay")
- [Монгол](https://mn.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B0%D0%BB_%D0%B1%D0%BE%D0%B4%D0%B8%D1%82_%D0%B1%D0%B0%D0%B9%D0%B4%D0%B0%D0%BB "Виртуал бодит байдал – Mongolian")
- [မြန်မာဘာသာ](https://my.wikipedia.org/wiki/%E1%80%A1%E1%80%9E%E1%80%BD%E1%80%84%E1%80%BA%E1%80%9A%E1%80%B1%E1%80%AC%E1%80%84%E1%80%BA_%E1%80%95%E1%80%80%E1%80%90%E1%80%AD "အသွင်ယောင် ပကတိ – Burmese")
- [Nederlands](https://nl.wikipedia.org/wiki/Virtuele_werkelijkheid "Virtuele werkelijkheid – Dutch")
- [Nedersaksies](https://nds-nl.wikipedia.org/wiki/Virtuele_warkelikheid "Virtuele warkelikheid – Low Saxon")
- [日本語](https://ja.wikipedia.org/wiki/%E3%83%90%E3%83%BC%E3%83%81%E3%83%A3%E3%83%AB%E3%83%BB%E3%83%AA%E3%82%A2%E3%83%AA%E3%83%86%E3%82%A3 "バーチャル・リアリティ – Japanese")
- [Norsk bokmål](https://no.wikipedia.org/wiki/Virtuell_virkelighet "Virtuell virkelighet – Norwegian Bokmål")
- [Occitan](https://oc.wikipedia.org/wiki/Realitat_virtuala "Realitat virtuala – Occitan")
- [Oʻzbekcha / ўзбекча](https://uz.wikipedia.org/wiki/Virtual_reallik "Virtual reallik – Uzbek")
- [ਪੰਜਾਬੀ](https://pa.wikipedia.org/wiki/%E0%A8%86%E0%A8%AD%E0%A8%BE%E0%A8%B8%E0%A9%80_%E0%A8%85%E0%A8%B8%E0%A8%B2%E0%A9%80%E0%A8%85%E0%A8%A4 "ਆਭਾਸੀ ਅਸਲੀਅਤ – Punjabi")
- [پنجابی](https://pnb.wikipedia.org/wiki/%D9%85%D8%AC%D8%A7%D8%B2%DB%8C_%D8%AD%D9%82%DB%8C%D9%82%D8%AA "مجازی حقیقت – Western Punjabi")
- [Polski](https://pl.wikipedia.org/wiki/Rzeczywisto%C5%9B%C4%87_wirtualna "Rzeczywistość wirtualna – Polish")
- [Português](https://pt.wikipedia.org/wiki/Realidade_virtual "Realidade virtual – Portuguese")
- [Română](https://ro.wikipedia.org/wiki/Realitate_virtual%C4%83 "Realitate virtuală – Romanian")
- [Runa Simi](https://qu.wikipedia.org/wiki/Sirma_sullull_kay "Sirma sullull kay – Quechua")
- [Русиньскый](https://rue.wikipedia.org/wiki/%D0%92%D1%96%D1%80%D1%82%D1%83%D0%B0%D0%BB%D0%BD%D0%B0_%D1%80%D0%B5%D0%B0%D0%BB%D0%BD%D0%BE%D1%81%D1%82%D1%8C "Віртуална реалность – Rusyn")
- [Русский](https://ru.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0%D1%8F_%D1%80%D0%B5%D0%B0%D0%BB%D1%8C%D0%BD%D0%BE%D1%81%D1%82%D1%8C "Виртуальная реальность – Russian")
- [Shqip](https://sq.wikipedia.org/wiki/Realiteti_virtual "Realiteti virtual – Albanian")
- [Simple English](https://simple.wikipedia.org/wiki/Virtual_reality "Virtual reality – Simple English")
- [Slovenčina](https://sk.wikipedia.org/wiki/Virtu%C3%A1lna_realita "Virtuálna realita – Slovak")
- [Slovenščina](https://sl.wikipedia.org/wiki/Navidezna_resni%C4%8Dnost "Navidezna resničnost – Slovenian")
- [Српски / srpski](https://sr.wikipedia.org/wiki/%D0%92%D0%B8%D1%80%D1%82%D1%83%D0%B5%D0%BB%D0%BD%D0%B0_%D1%80%D0%B5%D0%B0%D0%BB%D0%BD%D0%BE%D1%81%D1%82 "Виртуелна реалност – Serbian")
- [Srpskohrvatski / српскохрватски](https://sh.wikipedia.org/wiki/Virtuelna_stvarnost "Virtuelna stvarnost – Serbo-Croatian")
- [Suomi](https://fi.wikipedia.org/wiki/Virtuaalitodellisuus "Virtuaalitodellisuus – Finnish")
- [Svenska](https://sv.wikipedia.org/wiki/Virtuell_verklighet "Virtuell verklighet – Swedish")
- [தமிழ்](https://ta.wikipedia.org/wiki/%E0%AE%A4%E0%AF%8B%E0%AE%B1%E0%AF%8D%E0%AE%B1_%E0%AE%AE%E0%AF%86%E0%AE%AF%E0%AF%8D%E0%AE%AE%E0%AF%8D%E0%AE%AE%E0%AF%88 "தோற்ற மெய்ம்மை – Tamil")
- [తెలుగు](https://te.wikipedia.org/wiki/%E0%B0%B5%E0%B0%B0%E0%B1%8D%E0%B0%9A%E0%B1%81%E0%B0%B5%E0%B0%B2%E0%B1%8D_%E0%B0%B0%E0%B0%BF%E0%B0%AF%E0%B0%BE%E0%B0%B2%E0%B0%BF%E0%B0%9F%E0%B1%80 "వర్చువల్ రియాలిటీ – Telugu")
- [ไทย](https://th.wikipedia.org/wiki/%E0%B8%84%E0%B8%A7%E0%B8%B2%E0%B8%A1%E0%B9%80%E0%B8%9B%E0%B9%87%E0%B8%99%E0%B8%88%E0%B8%A3%E0%B8%B4%E0%B8%87%E0%B9%80%E0%B8%AA%E0%B8%A1%E0%B8%B7%E0%B8%AD%E0%B8%99 "ความเป็นจริงเสมือน – Thai")
- [Türkçe](https://tr.wikipedia.org/wiki/Sanal_ger%C3%A7eklik "Sanal gerçeklik – Turkish")
- [Українська](https://uk.wikipedia.org/wiki/%D0%92%D1%96%D1%80%D1%82%D1%83%D0%B0%D0%BB%D1%8C%D0%BD%D0%B0_%D1%80%D0%B5%D0%B0%D0%BB%D1%8C%D0%BD%D1%96%D1%81%D1%82%D1%8C "Віртуальна реальність – Ukrainian")
- [اردو](https://ur.wikipedia.org/wiki/%D9%85%D8%AC%D8%A7%D8%B2%DB%8C_%D8%AD%D9%82%DB%8C%D9%82%D8%AA "مجازی حقیقت – Urdu")
- [ئۇيغۇرچە / Uyghurche](https://ug.wikipedia.org/wiki/%D9%85%DB%95%DB%8B%DA%BE%DB%87%D9%85_%D8%B1%DB%90%D8%A6%D8%A7%D9%84%D9%84%D9%89%D9%82 "مەۋھۇم رېئاللىق – Uyghur")
- [Tiếng Việt](https://vi.wikipedia.org/wiki/Th%E1%BB%B1c_t%E1%BA%BF_%E1%BA%A3o "Thực tế ảo – Vietnamese")
- [Winaray](https://war.wikipedia.org/wiki/Reyalidad_birtuwal "Reyalidad birtuwal – Waray")
- [吴语](https://wuu.wikipedia.org/wiki/%E8%99%9A%E6%8B%9F%E7%8E%B0%E5%AE%9E "虚拟现实 – Wu")
- [粵語](https://zh-yue.wikipedia.org/wiki/%E8%99%9B%E6%93%AC%E5%AF%A6%E5%A2%83 "虛擬實境 – Cantonese")
- [中文](https://zh.wikipedia.org/wiki/%E8%99%9A%E6%8B%9F%E7%8E%B0%E5%AE%9E "虚拟现实 – Chinese")

[Edit links](https://www.wikidata.org/wiki/Special:EntityPage/Q170519#sitelinks-wikipedia "Edit interlanguage links")

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- [Talk](/wiki/Talk:Virtual_reality "Discuss improvements to the content page [t]")

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Computer-simulated experience

"Virtuality" redirects here. For other uses, see [Virtuality (disambiguation)](/wiki/Virtuality_(disambiguation) "Virtuality (disambiguation)") and [Virtual reality (disambiguation)](/wiki/Virtual_reality_(disambiguation) "Virtual reality (disambiguation)").

Not to be confused with [Simulated reality](/wiki/Simulated_reality "Simulated reality"), [Augmented reality](/wiki/Augmented_reality "Augmented reality"), or [Virtual economy](/wiki/Virtual_economy "Virtual economy").

[![](//upload.wikimedia.org/wikipedia/commons/thumb/a/ab/THE_VIEW_%28Virtual_Reality%29.jpg/314px-THE_VIEW_%28Virtual_Reality%29.jpg)](/wiki/File:THE_VIEW_(Virtual_Reality).jpg) An operator controlling The Virtual Interface Environment Workstation (VIEW)[\[1\]](#cite_note-1) at [NASA](/wiki/NASA "NASA") [Ames](/wiki/Ames_Research_Center "Ames Research Center") around 1990

**Virtual reality** ( **VR**) is a [simulated](/wiki/Simulation "Simulation") experience that employs [3D near-eye displays](/wiki/3D_near-eye_display "3D near-eye display") and [pose tracking](/wiki/Pose_tracking "Pose tracking") to give the user an immersive feel of a virtual world. [Applications of virtual reality](/wiki/Applications_of_virtual_reality "Applications of virtual reality") include entertainment (particularly [video games](/wiki/Video_game "Video game")), education (such as medical, safety or military training) and business (such as virtual meetings). VR is one of the key technologies in the [reality-virtuality continuum](/wiki/Reality%E2%80%93virtuality_continuum "Reality–virtuality continuum"). As such, it is different from other digital visualization solutions, such as [augmented virtuality](/wiki/Augmented_virtuality "Augmented virtuality") and [augmented reality](/wiki/Augmented_reality "Augmented reality").[\[2\]](#cite_note-2)

Currently, standard virtual reality systems use either [virtual reality headsets](/wiki/Virtual_reality_headset "Virtual reality headset") or multi-projected environments to generate some realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting of a [head-mounted display](/wiki/Head-mounted_display "Head-mounted display") with a small screen in front of the eyes, but can also be created through specially designed rooms with multiple large screens. Virtual reality typically incorporates [auditory](/wiki/Auditory_feedback "Auditory feedback") and [video feedback](/wiki/Video_feedback "Video feedback"), but may also allow other types of sensory and force feedback through [haptic technology](/wiki/Haptic_technology "Haptic technology").

## Etymology

" [Virtual](/wiki/Virtual_(philosophy) "Virtual (philosophy)")" has had the meaning of "being something in essence or effect, though not actually or in fact" since the mid-1400s.[\[3\]](#cite_note-etymonline.com-3) The term "virtual" has been used in the computer sense of "not [physically existing](/wiki/Reality "Reality") but made to appear by [software](/wiki/Software "Software")" since 1959.[\[3\]](#cite_note-etymonline.com-3)

In 1938, French avant-garde playwright [Antonin Artaud](/wiki/Antonin_Artaud "Antonin Artaud") described the illusory nature of characters and objects in the theatre as ["la réalité virtuelle"](https://fr.wikipedia.org/wiki/R%C3%A9alit%C3%A9_virtuelle "fr:Réalité virtuelle") in a collection of essays, _Le Théâtre et son double_. The English translation of this book, published in 1958 as _[The Theater and its Double](/wiki/The_Theater_and_its_Double "The Theater and its Double")_,[\[4\]](#cite_note-Artaud_1958-4) is the earliest published use of the term "virtual reality". The term " [artificial reality](/wiki/Artificial_reality "Artificial reality")", coined by [Myron Krueger](/wiki/Myron_W._Krueger "Myron W. Krueger"), has been in use since the 1970s. The term "virtual reality" was first used in a science fiction context in _The Judas Mandala_, a 1982 novel by [Damien Broderick](/wiki/Damien_Broderick "Damien Broderick").

Widespread adoption of the term "virtual reality" in the popular media is attributed to [Jaron Lanier](/wiki/Jaron_Lanier "Jaron Lanier"), who in the late 1980s designed some of the first business-grade virtual reality hardware under his firm [VPL Research](/wiki/VPL_Research "VPL Research"), and the 1992 film _[Lawnmower Man](/wiki/The_Lawnmower_Man_(film) "The Lawnmower Man (film)")_, which features use of virtual reality systems.[\[5\]](#cite_note-5)

## Forms and methods

Further information: [Immersion (virtual reality)](/wiki/Immersion_(virtual_reality) "Immersion (virtual reality)") and [Reality–virtuality continuum](/wiki/Reality%E2%80%93virtuality_continuum "Reality–virtuality continuum")

[![](//upload.wikimedia.org/wikipedia/commons/thumb/e/ee/Reality_check_ESA384313.jpg/220px-Reality_check_ESA384313.jpg)](/wiki/File:Reality_check_ESA384313.jpg) Researchers with the [European Space Agency](/wiki/European_Space_Agency "European Space Agency") in [Darmstadt](/wiki/Darmstadt "Darmstadt"), Germany, equipped with a [VR headset](/wiki/Virtual_reality_headset "Virtual reality headset") and [motion controllers](/wiki/Motion_controller "Motion controller"), demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat

One method of realizing virtual reality is through [simulation](/wiki/Simulation "Simulation")-based virtual reality. For example, driving simulators give the driver the impression of actually driving a vehicle by predicting vehicular motion based on the driver's input and providing corresponding visual, motion, and audio cues.

With [avatar image](/wiki/Avatar_(virtual_reality) "Avatar (virtual reality)")-based virtual reality, people can join the virtual environment in the form of real video as well as an avatar. One can participate in the [3D](/wiki/3D_computer_graphics "3D computer graphics") distributed virtual environment in the form of either a conventional avatar or a real video. Users can select their own type of participation based on the system capability.

In projector-based virtual reality, modeling of the real environment plays a vital role in various virtual reality applications, including robot navigation, construction modeling, and airplane simulation. Image-based virtual reality systems have been gaining popularity in [computer graphics](/wiki/Computer_graphics "Computer graphics") and [computer vision](/wiki/Computer_vision "Computer vision") communities. In generating realistic models, it is essential to accurately register acquired 3D data; usually, a camera is used for modeling small objects at a short distance.

Desktop-based virtual reality involves displaying a 3D [virtual world](/wiki/Virtual_world "Virtual world") on a regular [desktop display](/wiki/Visual_display_unit "Visual display unit") without use of any specialized [VR positional tracking](/wiki/VR_positional_tracking "VR positional tracking") equipment. Many modern [first-person](/wiki/First-person_(gaming) "First-person (gaming)") video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of [peripheral vision](/wiki/Peripheral_vision "Peripheral vision"), limiting the user's ability to know what is happening around them.

[![](//upload.wikimedia.org/wikipedia/commons/thumb/a/a0/Treadmill_Omni.jpg/220px-Treadmill_Omni.jpg)](/wiki/File:Treadmill_Omni.jpg) An Omni treadmill being used at a VR convention[![](//upload.wikimedia.org/wikipedia/commons/thumb/1/1f/Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg/220px-Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg)](/wiki/File:Engineers_train_in_virtual_environment_to_prepare_for_real_missions_150616-Z-YF431-084.jpg) A [Missouri National Guardsman](/wiki/Missouri_National_Guard "Missouri National Guard") looks into a VR training [head-mounted display](/wiki/Head-mounted_display "Head-mounted display") at [Fort Leonard Wood](/wiki/Fort_Leonard_Wood "Fort Leonard Wood") in 2015.

A [head-mounted display](/wiki/Head-mounted_display "Head-mounted display") (HMD) more fully immerses the user in a virtual world. A [virtual reality headset](/wiki/Virtual_reality_headset "Virtual reality headset") typically includes two small high resolution [OLED](/wiki/OLED "OLED") or [LCD](/wiki/LCD "LCD") monitors which provide separate images for each eye for [stereoscopic](/wiki/Stereoscopy "Stereoscopy") graphics rendering a 3D virtual world, a [binaural audio](/wiki/3D_audio_effect "3D audio effect") system, positional and rotational real-time [head tracking](/wiki/Motion_capture "Motion capture") for six degrees of movement. Options include [motion controls](/wiki/Motion_controller "Motion controller") with [haptic feedback](/wiki/Haptic_technology "Haptic technology") for physically interacting within the virtual world in an intuitive way with little to no abstraction and an [omnidirectional treadmill](/wiki/Omnidirectional_treadmill "Omnidirectional treadmill") for more freedom of physical movement allowing the user to perform locomotive motion in any direction.

[Augmented reality](/wiki/Augmented_reality "Augmented reality") (AR) is a type of virtual reality technology that blends what the user sees in their real surroundings with digital content generated by computer software. The additional software-generated images with the virtual scene typically enhance how the real surroundings look in some way. AR systems layer virtual information over a camera [live feed](/wiki/Live_feed "Live feed") into a headset or [smartglasses](/wiki/Smartglasses "Smartglasses") or through a [mobile device](/wiki/Mobile_device "Mobile device") giving the user the ability to view three-dimensional images.

[Mixed reality](/wiki/Mixed_reality "Mixed reality") (MR) is the merging of the real world and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.

A [cyberspace](/wiki/Cyberspace "Cyberspace") is sometimes defined as a networked virtual reality.[\[6\]](#cite_note-6)

[Simulated reality](/wiki/Simulated_reality "Simulated reality") is a hypothetical virtual reality as truly immersive as the [actual reality](/wiki/Real_life "Real life"), enabling an advanced lifelike experience or even virtual eternity.

## History

[![](//upload.wikimedia.org/wikipedia/commons/thumb/f/f5/View-Master_with_Reel.jpg/220px-View-Master_with_Reel.jpg)](/wiki/File:View-Master_with_Reel.jpg) [View-Master](/wiki/View-Master "View-Master"), a stereoscopic visual simulator, was introduced in 1939.

The development of [perspective](/wiki/Perspective_(graphical) "Perspective (graphical)") in [Renaissance](/wiki/Renaissance "Renaissance") European art and the [stereoscope](/wiki/Stereoscope "Stereoscope") invented by [Sir Charles Wheatstone](/wiki/Sir_Charles_Wheatstone "Sir Charles Wheatstone") were both precursors to virtual reality.[\[7\]](#cite_note-Baltrušaitis_1977-7)[\[8\]](#cite_note-Virtual_Reality_Society_2020-8)[\[9\]](#cite_note-Feature_from_Kings_College_London_2016-9) The first references to the more modern-day concept of virtual reality came from [science fiction](/wiki/Science_fiction "Science fiction").

### 20th century

[Morton Heilig](/wiki/Morton_Heilig "Morton Heilig") wrote in the 1950s of an "Experience Theatre" that could encompass all the senses in an effective manner, thus drawing the viewer into the onscreen activity. He built a prototype of his vision dubbed the [Sensorama](/wiki/Sensorama "Sensorama") in 1962, along with five short films to be displayed in it while engaging multiple senses (sight, sound, smell, and touch). Predating digital computing, the Sensorama was a [mechanical device](/wiki/Machine "Machine"). Heilig also developed what he referred to as the "Telesphere Mask" (patented in 1960). The patent application described the device as "a telescopic television apparatus for individual use... The spectator is given a complete sensation of reality, i.e. moving three dimensional images which may be in colour, with 100% peripheral vision, binaural sound, scents and air breezes."[\[10\]](#cite_note-10)

In 1968, Harvard Professor [Ivan Sutherland](/wiki/Ivan_Sutherland "Ivan Sutherland"), with the help of his students including [Bob Sproull](/wiki/Bob_Sproull "Bob Sproull"), created what was widely considered to be the first head-mounted display system for use in immersive simulation applications, called [The Sword of Damocles](/wiki/The_Sword_of_Damocles_(virtual_reality) "The Sword of Damocles (virtual reality)"). It was primitive both in terms of [user interface](/wiki/User_interface "User interface") and visual realism, and the HMD to be worn by the user was so heavy that it had to be suspended from the ceiling, which gave the device a formidable appearance and inspired its name.[\[11\]](#cite_note-11) Technically, the device was an augmented reality device due to optical passthrough. The graphics comprising the virtual environment were simple [wire-frame model](/wiki/Wire-frame_model "Wire-frame model") rooms.

#### 1970–1990

The virtual reality industry mainly provided VR devices for medical, flight simulation, automobile industry design, and military training purposes from 1970 to 1990.[\[12\]](#cite_note-12)

[David Em](/wiki/David_Em "David Em") became the first artist to produce navigable virtual worlds at [NASA](/wiki/NASA "NASA")'s [Jet Propulsion Laboratory](/wiki/Jet_Propulsion_Laboratory "Jet Propulsion Laboratory") (JPL) from 1977 to 1984.[\[13\]](#cite_note-Creative_Computing_March_1982-13) The [Aspen Movie Map](/wiki/Aspen_Movie_Map "Aspen Movie Map"), a crude [virtual tour](/wiki/Virtual_tour "Virtual tour") in which users could wander the streets of [Aspen](/wiki/Aspen,_Colorado "Aspen, Colorado") in one of the three modes (summer, winter, and [polygons](/wiki/Polygon_(computer_graphics) "Polygon (computer graphics)")), was created at [MIT](/wiki/Massachusetts_Institute_of_Technology "Massachusetts Institute of Technology") in 1978.

[![](//upload.wikimedia.org/wikipedia/commons/thumb/3/38/Virtual_Reality_Headset_Prototype.jpg/220px-Virtual_Reality_Headset_Prototype.jpg)](/wiki/File:Virtual_Reality_Headset_Prototype.jpg) [NASA Ames](/wiki/Ames_Research_Center "Ames Research Center")'s 1985 VIEW headset

In 1979, [Eric Howlett](/wiki/Eric_Howlett "Eric Howlett") developed the Large Expanse, Extra Perspective (LEEP) optical system. The combined system created a stereoscopic image with a field-of-view wide enough to create a convincing sense of space. The users of the system have been impressed by the sensation of depth ( [field of view](/wiki/Field_of_view "Field of view")) in the scene and the corresponding realism. The original LEEP system was redesigned for NASA's [Ames Research Center](/wiki/Ames_Research_Center "Ames Research Center") in 1985 for their first virtual reality installation, the VIEW (Virtual Interactive Environment Workstation)[\[14\]](#cite_note-14) by [Scott Fisher](/wiki/Scott_Fisher_(technologist) "Scott Fisher (technologist)"). The LEEP system provides the basis for most of the modern virtual reality headsets.[\[15\]](#cite_note-15)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/a/a8/VPL_DataSuit_1.jpg/170px-VPL_DataSuit_1.jpg)](/wiki/File:VPL_DataSuit_1.jpg) A [VPL Research](/wiki/VPL_Research "VPL Research") DataSuit, a full-body outfit with sensors for measuring the movement of arms, legs, and trunk. Developed c. 1989. Displayed at the [Nissho Iwai](/wiki/Nissho_Iwai "Nissho Iwai") showroom in Tokyo

By the late 1980s, the term "virtual reality" was popularized by [Jaron Lanier](/wiki/Jaron_Lanier "Jaron Lanier"), one of the modern pioneers of the field. Lanier had founded the company [VPL Research](/wiki/VPL_Research "VPL Research") in 1984. VPL Research has developed several VR devices like the [DataGlove](/wiki/DataGlove "DataGlove"), the EyePhone, the Reality Built For Two (RB2), and the AudioSphere. VPL licensed the DataGlove technology to [Mattel](/wiki/Mattel "Mattel"), which used it to make the [Power Glove](/wiki/Power_Glove "Power Glove"), an early affordable VR device, released in 1989. That same year [Broderbund](/wiki/Broderbund "Broderbund")'s [U-Force](/wiki/U-Force "U-Force") was released.

[Atari, Inc.](/wiki/Atari,_Inc. "Atari, Inc.") founded a research lab for virtual reality in 1982, but the lab was closed after two years due to the [video game crash of 1983](/wiki/Video_game_crash_of_1983 "Video game crash of 1983"). However, its hired employees, such as [\[16\]](#cite_note-16) [Scott Fisher](/wiki/Scott_Fisher_(technologist) "Scott Fisher (technologist)"), [Michael Naimark](/wiki/Michael_Naimark "Michael Naimark"), and [Brenda Laurel](/wiki/Brenda_Laurel "Brenda Laurel"), kept their research and development on VR-related technologies.

In 1988, the Cyberspace Project at [Autodesk](/wiki/Autodesk "Autodesk") was the first to implement VR on a low-cost personal computer.[\[17\]](#cite_note-17)[\[18\]](#cite_note-18) The project leader Eric Gullichsen left in 1990 to found Sense8 Corporation and develop the WorldToolKit virtual reality SDK,[\[19\]](#cite_note-19) which offered the first real time graphics with [Texture mapping](/wiki/Texture_mapping "Texture mapping") on a PC, and was widely used throughout industry and academia.[\[20\]](#cite_note-20)[\[21\]](#cite_note-21)

#### 1990–2000

The 1990s saw the first widespread commercial releases of consumer headsets. In 1992, for instance, _[Computer Gaming World](/wiki/Computer_Gaming_World "Computer Gaming World")_ predicted "affordable VR by 1994".[\[22\]](#cite_note-engler1992-22)

In 1991, [Sega](/wiki/Sega "Sega") announced the [Sega VR](/wiki/Sega_VR "Sega VR") headset for the [Mega Drive](/wiki/Mega_Drive "Mega Drive") home console. It used LCD screens in the visor, stereo headphones, and inertial sensors that allowed the system to [track](/wiki/Tracking_system "Tracking system") and react to the movements of the user's head.[\[23\]](#cite_note-Horowitz-23) In the same year, [Virtuality](/wiki/Virtuality_(gaming) "Virtuality (gaming)") launched and went on to become the first mass-produced, networked, multiplayer VR entertainment system that was released in many countries, including a dedicated VR [arcade](/wiki/Amusement_arcade "Amusement arcade") at [Embarcadero Center](/wiki/Embarcadero_Center "Embarcadero Center"). Costing up to $73,000 per multi-pod Virtuality system, they featured headsets and exoskeleton gloves that gave one of the first "immersive" VR experiences.[\[24\]](#cite_note-24)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/a/ad/CAVE_at_INL%27s_CAES_001.jpg/220px-CAVE_at_INL%27s_CAES_001.jpg)](/wiki/File:CAVE_at_INL%27s_CAES_001.jpg) A [CAVE](/wiki/Cave_automatic_virtual_environment "Cave automatic virtual environment") system at [IDL](/wiki/Idaho_National_Laboratory "Idaho National Laboratory")'s Center for Advanced Energy Studies in 2010

That same year, [Carolina Cruz-Neira](/wiki/Carolina_Cruz-Neira "Carolina Cruz-Neira"), [Daniel J. Sandin](/wiki/Daniel_J._Sandin "Daniel J. Sandin") and [Thomas A. DeFanti](/wiki/Thomas_A._DeFanti "Thomas A. DeFanti") from the [Electronic Visualization Laboratory](/wiki/Electronic_Visualization_Laboratory "Electronic Visualization Laboratory") created the first cubic immersive room, the [Cave automatic virtual environment](/wiki/Cave_automatic_virtual_environment "Cave automatic virtual environment") (CAVE). Developed as Cruz-Neira's PhD thesis, it involved a multi-projected environment, similar to the [holodeck](/wiki/Holodeck "Holodeck"), allowing people to see their own bodies in relation to others in the room.[\[25\]](#cite_note-25)[\[26\]](#cite_note-Arkansas_Online_Niera-26) Antonio Medina, a MIT graduate and NASA scientist, designed a virtual reality system to "drive" Mars rovers from Earth in apparent real time despite the substantial delay of Mars-Earth-Mars signals.[\[27\]](#cite_note-27)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/d/d4/Virtual-Fixtures-USAF-AR.jpg/220px-Virtual-Fixtures-USAF-AR.jpg)](/wiki/File:Virtual-Fixtures-USAF-AR.jpg) [Virtual Fixtures](/wiki/Virtual_fixture "Virtual fixture") immersive [AR](/wiki/Augmented_reality "Augmented reality") system developed in 1992. Picture features Dr. Louis Rosenberg interacting freely in 3D with overlaid virtual objects called 'fixtures'.

In 1992, [Nicole Stenger](/wiki/Nicole_Stenger "Nicole Stenger") created _Angels_, the first real-time interactive immersive movie where the interaction was facilitated with a [dataglove](/wiki/Dataglove "Dataglove") and high-resolution goggles. That same year, Louis Rosenberg created the [virtual fixtures](/wiki/Virtual_fixture "Virtual fixture") system at the [U.S. Air Force](/wiki/United_States_Air_Force "United States Air Force")'s [Armstrong Labs](/wiki/Armstrong_Laboratory "Armstrong Laboratory") using a full upper-body [exoskeleton](/wiki/Exoskeleton "Exoskeleton"), enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.[\[28\]](#cite_note-Rosenberg_1992-28)[\[29\]](#cite_note-29)

By July 1994, Sega had released the [VR-1](/wiki/VR-1 "VR-1") motion simulator ride attraction in [Joypolis](/wiki/Joypolis "Joypolis") indoor theme parks,[\[30\]](#cite_note-30) as well as the _Dennou Senki Net Merc_ [arcade game](/wiki/Arcade_game "Arcade game"). Both used an advanced head-mounted display dubbed the "Mega Visor Display" developed in conjunction with Virtuality;[\[31\]](#cite_note-VR_Focus-31)[\[32\]](#cite_note-32) it was able to track head movement in a 360-degree stereoscopic 3D environment, and in its _Net Merc_ incarnation was powered by the [Sega Model 1](/wiki/Sega_Model_1 "Sega Model 1") [arcade system board](/wiki/Arcade_system_board "Arcade system board").[\[33\]](#cite_note-33) [Apple](/wiki/Apple_Inc. "Apple Inc.") released [QuickTime VR](/wiki/QuickTime_VR "QuickTime VR"), which, despite using the term "VR", was unable to represent virtual reality, and instead displayed 360-degree [interactive panoramas](/wiki/Interactive_panorama "Interactive panorama").

[Nintendo](/wiki/Nintendo "Nintendo")'s [Virtual Boy](/wiki/Virtual_Boy "Virtual Boy") console was released in 1995.[\[34\]](#cite_note-34) A group in Seattle created public demonstrations of a ["CAVE-like"](/wiki/Cave_automatic_virtual_environment "Cave automatic virtual environment") 270 degree immersive projection room called the Virtual Environment Theater, produced by entrepreneurs Chet Dagit and Bob Jacobson.[\[35\]](#cite_note-35) Forte released the [VFX1](/wiki/VFX1_Headgear "VFX1 Headgear"), a PC-powered virtual reality headset that same year.

In 1999, entrepreneur [Philip Rosedale](/wiki/Philip_Rosedale "Philip Rosedale") formed [Linden Lab](/wiki/Linden_Lab "Linden Lab") with an initial focus on the development of VR hardware. In its earliest form, the company struggled to produce a commercial version of "The Rig", which was realized in prototype form as a clunky steel contraption with several computer monitors that users could wear on their shoulders. The concept was later adapted into the personal computer-based, 3D virtual world program _[Second Life](/wiki/Second_Life "Second Life")_.[\[36\]](#cite_note-36)

### 21st century

The 2000s were a period of relative public and investment indifference to commercially available VR technologies.

In 2001, SAS Cube (SAS3) became the first PC-based cubic room, developed by Z-A Production ( [Maurice Benayoun](/wiki/Maurice_Benayoun "Maurice Benayoun"), David Nahon), Barco, and Clarté. It was installed in [Laval](/wiki/Laval,_Mayenne "Laval, Mayenne"), France. The SAS library gave birth to Virtools VRPack. In 2007, [Google](/wiki/Google "Google") introduced [Street View](/wiki/Google_Street_View "Google Street View"), a service that shows panoramic views of an increasing number of worldwide positions such as roads, indoor buildings and rural areas. It also features a stereoscopic 3D mode, introduced in 2010.[\[37\]](#cite_note-37)

#### 2010–present

[![](//upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg/220px-Oculus_Rift_Crescent_Bay_Prototype_%2816383004719%29.jpg)](/wiki/File:Oculus_Rift_Crescent_Bay_Prototype_(16383004719).jpg) An inside view of the [Oculus Rift](/wiki/Oculus_Rift "Oculus Rift") Crescent Bay prototype headset

In 2010, [Palmer Luckey](/wiki/Palmer_Luckey "Palmer Luckey") designed the first prototype of the [Oculus Rift](/wiki/Oculus_Rift "Oculus Rift"). This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking. However, it boasted a 90-degree field of vision that was previously unseen in the consumer market at the time. Luckey eliminated distortion issues arising from the type of lens used to create the wide field of vision using software that pre-distorted the rendered image in real-time. This initial design would later serve as a basis from which the later designs came.[\[38\]](#cite_note-38) In 2012, the Rift is presented for the first time at the [E3](/wiki/E3 "E3") video game trade show by [John Carmack](/wiki/John_Carmack "John Carmack").[\[39\]](#cite_note-Gamereactor_YouTube_2012-39)[\[40\]](#cite_note-BI_FB_Oculus_2018-40) In 2014, [Facebook](/wiki/Meta_Platforms "Meta Platforms") (later Meta) purchased Oculus VR for what at the time was stated as $2 billion[\[41\]](#cite_note-41) but later revealed that the more accurate figure was $3 billion.[\[40\]](#cite_note-BI_FB_Oculus_2018-40) This purchase occurred after the first development kits ordered through Oculus' 2012 [Kickstarter](/wiki/Kickstarter "Kickstarter") had shipped in 2013 but before the shipping of their second development kits in 2014.[\[42\]](#cite_note-Wired_Oculus_Mar2014-42) [ZeniMax](/wiki/ZeniMax_Media "ZeniMax Media"), Carmack's former employer, sued Oculus and Facebook for taking company secrets to Facebook;[\[40\]](#cite_note-BI_FB_Oculus_2018-40) the verdict was in favour of ZeniMax, settled out of court later.[\[43\]](#cite_note-Variety_Zenimax_FB_2018-43)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/c/cf/Mobile_World_Congress_2018_%2829129096677%29.jpg/220px-Mobile_World_Congress_2018_%2829129096677%29.jpg)](/wiki/File:Mobile_World_Congress_2018_(29129096677).jpg) HTC Vive headsets worn at [Mobile World Congress](/wiki/Mobile_World_Congress "Mobile World Congress") 2018

In 2013, [Valve](/wiki/Valve_Corporation "Valve Corporation") discovered and freely shared the breakthrough of low-persistence displays which make lag-free and smear-free display of VR content possible.[\[44\]](#cite_note-44) This was adopted by Oculus and was used in all their future headsets. In early 2014, Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 2016. It shared major features with the consumer headsets including separate 1K displays per eye, low persistence, positional tracking over a large area, and [Fresnel lenses](/wiki/Fresnel_lens "Fresnel lens").[\[45\]](#cite_note-45)[\[46\]](#cite_note-46) [HTC](/wiki/HTC "HTC") and Valve announced the virtual reality headset [HTC Vive](/wiki/HTC_Vive "HTC Vive") and controllers in 2015. The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using [infrared](/wiki/Infrared "Infrared") light.[\[47\]](#cite_note-verge-gdcsteamvr-47)[\[48\]](#cite_note-verge-valvevr-48)[\[49\]](#cite_note-49)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/d/d5/Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg/170px-Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_%2819705605174%29.jpg)](/wiki/File:Sony_Morpheus_Virtual_Reality_Gamescom_2015_Cologne_(19705605174).jpg) The Project Morpheus ( [PlayStation VR](/wiki/PlayStation_VR "PlayStation VR")) headset worn at [Gamescom](/wiki/Gamescom "Gamescom") 2015

In 2014, [Sony](/wiki/Sony "Sony") announced Project Morpheus (its code name for the [PlayStation VR](/wiki/PlayStation_VR "PlayStation VR")), a virtual reality headset for the [PlayStation 4](/wiki/PlayStation_4 "PlayStation 4") video game console.[\[50\]](#cite_note-50) The Chinese headset [AntVR](/wiki/AntVR "AntVR") was released in late 2014; it was briefly competitive in the Chinese market but ultimately unable to compete with the larger technology companies.[\[51\]](#cite_note-51)[\[52\]](#cite_note-52) In 2015, Google announced [Cardboard](/wiki/Google_Cardboard "Google Cardboard"), a do-it-yourself stereoscopic viewer: the user places their [smartphone](/wiki/Smartphone "Smartphone") in the cardboard holder, which they wear on their head. [Michael Naimark](/wiki/Michael_Naimark "Michael Naimark") was appointed Google's first-ever 'resident artist' in their new VR division. The Kickstarter campaign for Gloveone, a pair of gloves providing [motion tracking](/wiki/Motion_capture "Motion capture") and haptic feedback, was successfully funded, with over $150,000 in contributions.[\[53\]](#cite_note-53) Also in 2015, [Razer](/wiki/Razer_Inc. "Razer Inc.") unveiled its [open source](/wiki/Open_source "Open source") project [OSVR](/wiki/Open_Source_Virtual_Reality "Open Source Virtual Reality").

[![](//upload.wikimedia.org/wikipedia/commons/thumb/4/40/Samsung_Gear_VR_%2815060788240%29.jpg/220px-Samsung_Gear_VR_%2815060788240%29.jpg)](/wiki/File:Samsung_Gear_VR_(15060788240).jpg) [Smartphone](/wiki/Smartphone "Smartphone")-based budget headset [Samsung Gear VR](/wiki/Samsung_Gear_VR "Samsung Gear VR") in dismantled state

By 2016, there were at least 230 companies developing VR-related products. [Amazon](/wiki/Amazon_(company) "Amazon (company)"), Apple, Facebook, Google, [Microsoft](/wiki/Microsoft "Microsoft"), Sony and [Samsung](/wiki/Samsung "Samsung") all had dedicated AR and VR groups. Dynamic binaural audio was common to most headsets released that year. However, haptic interfaces were not well developed, and most hardware packages incorporated button-operated handsets for touch-based interactivity. Visually, displays were still of a low-enough resolution and [frame rate](/wiki/Frame_rate "Frame rate") that images were still identifiable as virtual.[\[54\]](#cite_note-Wired_Magic_Leap_Apr2016-54)

In 2016, HTC shipped its first units of the HTC Vive SteamVR headset.[\[55\]](#cite_note-55) This marked the first major commercial release of sensor-based tracking, allowing for free movement of users within a defined space.[\[56\]](#cite_note-Wareable_Vive_Aug2016-56) A patent filed by Sony in 2017 showed they were developing a similar location tracking technology to the Vive for PlayStation VR, with the potential for the development of a wireless headset.[\[57\]](#cite_note-DT_SonyVR_Feb2017-57)

In 2019, Oculus released the [Oculus Rift S](/wiki/Oculus_Rift_S "Oculus Rift S") and a standalone headset, the [Oculus Quest](/wiki/Oculus_Quest "Oculus Quest"). These headsets utilized inside-out tracking compared to external outside-in tracking seen in previous generations of headsets.[\[58\]](#cite_note-58)

Later in 2019, Valve released the [Valve Index](/wiki/Valve_Index "Valve Index"). Notable features include a 130° field of view, off-ear headphones for immersion and comfort, open-handed controllers which allow for individual finger tracking, front facing cameras, and a front expansion slot meant for extensibility.[\[59\]](#cite_note-59)

In 2020, Oculus released the [Oculus Quest 2](/wiki/Oculus_Quest_2 "Oculus Quest 2"), later renamed the Meta Quest 2. Some new features include a sharper screen, reduced price, and increased performance. Facebook (which became Meta a year later) initially required users to log in with a Facebook account in order to use the new headset.[\[60\]](#cite_note-60) In 2021 the Oculus Quest 2 accounted for 80% of all VR headsets sold.[\[61\]](#cite_note-61)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/c/c0/R22_VRM_Helicopter_Training_Solution.jpg/220px-R22_VRM_Helicopter_Training_Solution.jpg)](/wiki/File:R22_VRM_Helicopter_Training_Solution.jpg) Robinson R22 Virtual Reality Training Device developed by VRM Switzerland[\[62\]](#cite_note-62)

In 2021, [EASA](/wiki/European_Aviation_Safety_Agency "European Aviation Safety Agency") approved the first Virtual Reality based Flight Simulation Training Device. The device, for rotorcraft pilots, enhances safety by opening up the possibility of practicing risky maneuvers in a virtual environment. This addresses a key risk area in rotorcraft operations,[\[63\]](#cite_note-63) where statistics show that around 20% of accidents occur during training flights.

In 2022, Meta released the [Meta Quest Pro](/wiki/Meta_Quest_Pro "Meta Quest Pro"). This device utilised a thinner, visor-like design that was not fully enclosed, and was the first headset by Meta to target mixed reality applications using high-resolution colour video passthrough. It also included integrated [face](/wiki/Facial_motion_capture "Facial motion capture") and [eye tracking](/wiki/Eye_tracking "Eye tracking"), [pancake lenses](/wiki/Pancake_lens "Pancake lens"), and updated [Touch Pro](/wiki/Oculus_Touch#Touch_Pro_(Quest_Pro) "Oculus Touch") controllers with on-board motion tracking.[\[64\]](#cite_note-64)[\[65\]](#cite_note-65)

In 2023, Sony released the [PlayStation VR2](/wiki/PlayStation_VR2 "PlayStation VR2"), a follow-up to their 2016 headset. The device includes inside-out tracking, eye-tracked [foveated rendering](/wiki/Foveated_rendering "Foveated rendering"), higher-resolution OLED displays, controllers with adaptive triggers and haptic feedback, [3D audio](/wiki/3D_audio_effect "3D audio effect"), and a wider field of view.[\[66\]](#cite_note-66) While initially exclusive for use with the [PlayStation 5](/wiki/PlayStation_5 "PlayStation 5") console, a PC adapter is scheduled for August 2024.[\[67\]](#cite_note-67)

Later in 2023, Meta released the [Meta Quest 3](/wiki/Meta_Quest_3 "Meta Quest 3"), the successor to the Quest 2. It features the pancake lenses and mixed reality features of the Quest Pro, as well as an increased field of view and resolution compared to Quest 2.[\[68\]](#cite_note-68)

In 2024, Apple released the [Apple Vision Pro](/wiki/Apple_Vision_Pro "Apple Vision Pro"). The device is a fully enclosed mixed reality headset that strongly utilises video passthrough. While some VR experiences are available on the device, it lacks standard VR headset features such as external controllers or support for [OpenXR](/wiki/OpenXR "OpenXR") and is instead branded as a “ [spatial computer](/wiki/Spatial_computing "Spatial computing")”.[\[69\]](#cite_note-69)[\[70\]](#cite_note-70)

## Technology

See also: [Immersive technology](/wiki/Immersive_technology "Immersive technology")

### Hardware

See also: [List of virtual reality headsets](/wiki/List_of_virtual_reality_headsets "List of virtual reality headsets")

[![](//upload.wikimedia.org/wikipedia/commons/thumb/9/91/Linux_kernel_and_gaming_input-output_latency.svg/220px-Linux_kernel_and_gaming_input-output_latency.svg.png)](/wiki/File:Linux_kernel_and_gaming_input-output_latency.svg) Paramount for the sensation of [immersion](/wiki/Immersion_(virtual_reality) "Immersion (virtual reality)") into virtual reality are a high [frame rate](/wiki/Frame_rate "Frame rate") and low [latency](/wiki/Latency_(engineering) "Latency (engineering)").

Modern virtual reality headset displays are based on technology developed for smartphones including: [gyroscopes](/wiki/Gyroscope "Gyroscope") and motion sensors for tracking head, body, and [hand positions](/wiki/Hand_tracking "Hand tracking"); small [HD](/wiki/High-definition_video "High-definition video") screens for stereoscopic displays; and small, lightweight and fast computer processors. These components led to relative affordability for independent VR developers, and led to the 2012 Oculus Rift Kickstarter offering the first independently developed VR headset.[\[54\]](#cite_note-Wired_Magic_Leap_Apr2016-54)

Independent production of VR images and video has increased alongside the development of affordable [omnidirectional cameras](/wiki/Omnidirectional_camera "Omnidirectional camera"), also known as 360-degree cameras or VR cameras, that have the ability to record [360 interactive photography](/wiki/360_interactive_photography "360 interactive photography"), although at relatively low resolutions or in highly compressed formats for online streaming of [360 video](/wiki/360_video "360 video").[\[71\]](#cite_note-CNET_May_2016-71) In contrast, [photogrammetry](/wiki/Photogrammetry "Photogrammetry") is increasingly used to combine several high-resolution photographs for the creation of detailed 3D objects and environments in VR applications.[\[72\]](#cite_note-RE7_80.lv-72)[\[73\]](#cite_note-otherboard_March_2016-73)

To create a feeling of immersion, special output devices are needed to display virtual worlds. Well-known formats include head-mounted displays or the CAVE. In order to convey a spatial impression, two images are generated and displayed from different perspectives (stereo projection). There are different technologies available to bring the respective image to the right eye. A distinction is made between active (e.g. [shutter glasses](/wiki/Active_shutter_3D_system "Active shutter 3D system")) and passive technologies (e.g. [polarizing filters](/wiki/Polarizer "Polarizer") or [Infitec](/wiki/Infitec "Infitec")).[\[74\]](#cite_note-74)

In order to improve the feeling of immersion, wearable multi-string cables offer haptics to complex geometries in virtual reality. These strings offer fine control of each finger joint to simulate the haptics involved in touching these virtual geometries.[\[75\]](#cite_note-75)

Special input devices are required for interaction with the virtual world. Some of the most common input devices are [motion controllers](/wiki/Motion_controller "Motion controller") and [optical tracking](/wiki/Optical_tracking_instruments "Optical tracking instruments") sensors. In some cases, [wired gloves](/wiki/Wired_glove "Wired glove") are used. Controllers typically use optical tracking systems (primarily [infrared cameras](/wiki/Infrared_camera "Infrared camera")) for location and navigation, so that the user can move freely without wiring. Some input devices provide the user with [force feedback](/wiki/Haptic_technology "Haptic technology") to the hands or other parts of the body, so that the user can orientate themselves in the three-dimensional world through haptics and sensor technology as a further sensory sensation and carry out realistic simulations. This allows for the viewer to have a sense of direction in the artificial landscape. Additional haptic feedback can be obtained from [omnidirectional treadmills](/wiki/Omnidirectional_treadmill "Omnidirectional treadmill") (with which walking in virtual space is controlled by real walking movements) and vibration gloves and suits.

Virtual reality cameras can be used to create [VR photography](/wiki/VR_photography "VR photography") using [360-degree panorama videos](/wiki/360-degree_video "360-degree video"). VR cameras are available in various formats, with varying numbers of lenses installed in the camera.[\[76\]](#cite_note-76)

### Software

The [Virtual Reality Modelling Language](/wiki/VRML "VRML") (VRML), first introduced in 1994, was intended for the development of "virtual worlds" without dependency on headsets.[\[77\]](#cite_note-W3_VRML_archive-77) The [Web3D](/wiki/Web3D "Web3D") consortium was subsequently founded in 1997 for the development of industry standards for web-based 3D graphics. The consortium subsequently developed [X3D](/wiki/X3D "X3D") from the VRML framework as an archival, [open-source](/wiki/Open_source_software "Open source software") standard for web-based distribution of VR content.[\[78\]](#cite_note-W3D_Brutzman_2016-78) [WebVR](/wiki/WebVR "WebVR") is an experimental [JavaScript](/wiki/JavaScript "JavaScript") [application programming interface](/wiki/Application_programming_interface "Application programming interface") (API) that provides support for various virtual reality devices, such as the HTC Vive, Oculus Rift, Google Cardboard or OSVR, in a [web browser](/wiki/Web_browser "Web browser").[\[79\]](#cite_note-79)

## Visual immersion experience

### Display resolution

Minimal Angle of Resolution (MAR) refers to the minimum distance between two display pixels. At the distance, viewer can clearly distinguish the independent pixels. Often measured in arc-seconds, MAR between two pixels has to do with the viewing distance. For the general public, resolution is about 30-65 arc-seconds, which is referred to as the spatial resolution when combined with distance. Given the viewing distance of 1m and 2m respectively, regular viewers won't be able to perceive two pixels as separate if they are less than 0.29mm apart at 1m and less than 0.58mm apart at 2m.[\[80\]](#cite_note-80)

### Image latency and display refresh frequency

Most small-size displays have a refresh rate of 60 Hz, which adds about 15ms of additional latency. The number is reduced to less than 7ms if the refresh rate is increased to 120 Hz or even 240 Hz and more.[\[81\]](#cite_note-81) Participants generally feel that the experience is more immersive with higher refresh rates as a result. However, higher refresh rates require a more powerful [graphics processing unit](/wiki/Graphics_processing_unit "Graphics processing unit").

### Relationship between display and field of view

[![](//upload.wikimedia.org/wikipedia/commons/thumb/a/a6/Immersive_Index_In_Theory_larger.jpg/220px-Immersive_Index_In_Theory_larger.jpg)](/wiki/File:Immersive_Index_In_Theory_larger.jpg) In theory, VR represents a participant's field of view (yellow area).

In assessing the achieved immersion by a VR device, we need to consider our field of view ( [FOV](/wiki/FOV "FOV")) in addition to image quality. Our eyes have a horizontal FOV from about 107 or 110 degrees to the temporal side to about 60 or 70 degrees toward the nose, and a vertical FOV from about 95 degrees downward to 85 degrees upward,[\[82\]](#cite_note-myths-82) and eye movements are estimated as roughly 30 deg to either side horizontally and 20 vertically. Binocular vision is limited to the 120 or 140 degrees where the right and the left visual fields overlap. With eye movements, we have a FOV of roughly 300 degrees x 175 degrees with two eyes, i.e., approximately one third of the full 360-deg sphere.

## Applications

Main article: [Virtual reality applications](/wiki/Virtual_reality_applications "Virtual reality applications")

Virtual reality is most commonly used in entertainment applications such as [video games](/wiki/Video_game "Video game"), [3D cinema](/wiki/3D_cinema "3D cinema"), [amusement park rides](/wiki/Amusement_park_rides "Amusement park rides") including [dark rides](/wiki/Dark_ride "Dark ride") and [social virtual worlds](/wiki/Virtual_world#Social "Virtual world"). Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development.[\[83\]](#cite_note-83) 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and [theme parks](/wiki/Theme_parks "Theme parks") have incorporated virtual reality to match visual effects with haptic feedback.[\[54\]](#cite_note-Wired_Magic_Leap_Apr2016-54) VR not only fits the trend of the digital industry but also enhances the film's visual effect. The film gives the audience more ways to interact through VR technology.[\[84\]](#cite_note-84)

In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.[\[85\]](#cite_note-:3-85) It can be used as a form of therapeutic intervention.[\[86\]](#cite_note-VR-Review-86) For instance, there is the case of the [virtual reality exposure therapy](/wiki/Virtual_reality_exposure_therapy "Virtual reality exposure therapy") (VRET), a form of [exposure therapy](/wiki/Exposure_therapy "Exposure therapy") for treating anxiety disorders such as post traumatic stress disorder ( [PTSD](/wiki/Posttraumatic_stress_disorder "Posttraumatic stress disorder")) and phobias.[\[87\]](#cite_note-87)[\[88\]](#cite_note-88)[\[89\]](#cite_note-89)

A VR therapy has been designed to help people with [psychosis](/wiki/Psychosis "Psychosis") and [agoraphobia](/wiki/Agoraphobia "Agoraphobia") manage their avoidance of outside environments. In the therapy, the user wears a headset and a virtual character provides psychological advice and guides them as they explore simulated environments (such as a cafe or a busy street). [NICE](/wiki/National_Institute_for_Health_and_Care_Excellence "National Institute for Health and Care Excellence") is assessing the therapy to see if it should be recommended on the [NHS](/wiki/National_Health_Service "National Health Service").[\[90\]](#cite_note-90)[\[91\]](#cite_note-91)

During the COVID-19 pandemic, social VR has also been used as a mental-health tool in a form of self-administered, non-traditional [cognitive behavioural therapy](/wiki/Cognitive_behavioral_therapy "Cognitive behavioral therapy").[\[92\]](#cite_note-92)

Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with [Alzheimer's disease](/wiki/Alzheimer%27s_disease "Alzheimer's disease"). This gives these elderly patients the opportunity to simulate real experiences that they would not otherwise be able to experience due to their current state. 17 recent studies with randomized controlled trials have shown that virtual reality applications are effective in treating cognitive deficits with neurological diagnoses.[\[93\]](#cite_note-93) Loss of mobility in elderly patients can lead to a sense of loneliness and depression. Virtual reality is able to assist in making aging in place a lifeline to an outside world that they cannot easily navigate. Virtual reality allows exposure therapy to take place in a safe environment.[\[94\]](#cite_note-94)

In medicine, simulated VR surgical environments were first developed in the 1990s.[\[95\]](#cite_note-95)[\[96\]](#cite_note-96)[\[97\]](#cite_note-97) Under the supervision of experts, VR can provide effective and repeatable training[\[98\]](#cite_note-98) at a low cost, allowing trainees to recognize and amend errors as they occur.[\[99\]](#cite_note-99)

Virtual reality has been used in [physical rehabilitation](/wiki/Physical_rehabilitation "Physical rehabilitation") since the 2000s. Despite numerous studies conducted, good quality evidence of its efficacy compared to other rehabilitation methods without sophisticated and expensive equipment is lacking for the treatment of [Parkinson's disease](/wiki/Parkinson%27s_disease "Parkinson's disease").[\[100\]](#cite_note-100) A 2018 review on the effectiveness of mirror therapy by virtual reality and robotics for any type of pathology concluded in a similar way.[\[101\]](#cite_note-101) Another study was conducted that showed the potential for VR to promote mimicry and revealed the difference between neurotypical and [autism spectrum disorder](/wiki/Autism_spectrum "Autism spectrum") individuals in their response to a two-dimensional avatar.[\[102\]](#cite_note-102)[\[103\]](#cite_note-103)

Immersive virtual reality technology with myoelectric and motion tracking control may represent a possible therapy option for treatment-resistant phantom limb pain. Pain scale measurements were taken into account and an interactive 3-D kitchen environment was developed based on the principles of mirror therapy to allow for control of virtual hands while wearing a motion-tracked VR headset.[\[104\]](#cite_note-104) A systematic search in Pubmed and Embase was performed to determine results that were pooled in two meta-analysis. Meta-analysis showed a significant result in favor of VRT for balance.[\[105\]](#cite_note-105)

In the fast-paced and globalised business world, meetings in VR are used to create an environment in which interactions with other people (e.g. colleagues, customers, partners) can feel more natural than a phone call or video chat. In the customisable meeting rooms all parties can join using the VR headset and interact as if they are in the same physical room. Presentations, videos or 3D models (of e.g. products or prototypes) can be uploaded and interacted with.[\[106\]](#cite_note-106) Compared to traditional text-based CMC, Avatar-based interactions in 3D virtual environment lead to higher levels of consensus, satisfaction, and cohesion among group members.[\[107\]](#cite_note-107)

[![](//upload.wikimedia.org/wikipedia/commons/thumb/e/ef/VR-Helm.jpg/220px-VR-Helm.jpg)](/wiki/File:VR-Helm.jpg) [U.S. Navy](/wiki/United_States_Navy "United States Navy") [Hospital Corpsman](/wiki/Hospital_Corpsman "Hospital Corpsman") demonstrating a VR parachute simulator at the Naval Survival Training Institute in 2006

VR can simulate real workspaces for workplace occupational safety and health purposes, educational purposes, and training purposes. It can be used to provide learners with a virtual environment where they can develop their skills without the real-world consequences of failing. It has been used and studied [in primary education](/wiki/Virtual_reality_in_primary_education "Virtual reality in primary education"),[\[108\]](#cite_note-108) anatomy teaching,[\[109\]](#cite_note-109)[\[110\]](#cite_note-110) military,[\[111\]](#cite_note-111)[\[112\]](#cite_note-Virtual_Reality_Simulator-112) astronaut training,[\[113\]](#cite_note-113)[\[114\]](#cite_note-114)[\[115\]](#cite_note-115) flight simulators,[\[116\]](#cite_note-116) miner training,[\[117\]](#cite_note-117) medical education,[\[118\]](#cite_note-118) geography education,[\[119\]](#cite_note-119) architectural design,\[ _[citation needed](/wiki/Wikipedia:Citation_needed "Wikipedia:Citation needed")_\] driver training,[\[120\]](#cite_note-Virtual_Reality_Training-120) empathy enhancement training for caregivers and healthcare workers,[\[121\]](#cite_note-121) and bridge inspection.[\[122\]](#cite_note-omer-122) Immersive VR engineering systems enable engineers to see virtual prototypes prior to the availability of any physical prototypes.[\[123\]](#cite_note-seu-123) Supplementing training with virtual training environments has been claimed to offer avenues of realism in military[\[124\]](#cite_note-:1-124) and healthcare[\[125\]](#cite_note-125) training while minimizing cost.[\[126\]](#cite_note-126) It also has been claimed to reduce military training costs by minimizing the amounts of ammunition expended during training periods.[\[124\]](#cite_note-:1-124) VR can be used for the healthcare training and education for medical practitioners.[\[127\]](#cite_note-127)[\[128\]](#cite_note-128) Further, several application have been developed for multiple types of safety training.[\[129\]](#cite_note-129)[\[130\]](#cite_note-130) The latest results indicates that virtual reality safety training is more effective than traditional training in terms of knowledge acquisition and knowledge retention.[\[131\]](#cite_note-131)

In the engineering field, VR has proved very useful for both engineering educators and the students. A previously expensive cost in the educational department now being much more accessible due to lowered overall costs, has proven to be a very useful tool in educating future engineers. The most significant element lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real world possibilities. This added tool of education provides many the immersion needed to grasp complex topics and be able to apply them.[\[132\]](#cite_note-132) As noted, the future architects and engineers benefit greatly by being able to form understandings between spatial relationships and providing solutions based on real-world future applications.[\[133\]](#cite_note-133)

The first fine art virtual world was created in the 1970s.[\[134\]](#cite_note-134) As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible.[\[135\]](#cite_note-135)[\[136\]](#cite_note-136)

Virtual reality's growing market presents an opportunity and an alternative channel for [digital marketing](/wiki/Digital_marketing "Digital marketing").[\[137\]](#cite_note-137) It is also seen as a new platform for [e-commerce](/wiki/E-commerce "E-commerce"), particularly in the bid to challenge traditional "brick and mortar" retailers. However, a 2018 study revealed that the majority of goods are still purchased in physical stores.[\[138\]](#cite_note-138)

In the case of education, the uses of virtual reality have demonstrated being capable of promoting higher order thinking,[\[139\]](#cite_note-139) promoting the interest and commitment of students, the acquisition of knowledge, promoting mental habits and understanding that are generally useful within an academic context.[\[140\]](#cite_note-140)

A case has also been made for including virtual reality technology in the context of public libraries. This would give library users access to cutting-edge technology and unique educational experiences.[\[141\]](#cite_note-141) This could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project).[\[142\]](#cite_note-142)

Starting in the early 2020s, virtual reality has also been discussed as a technological setting that may support people's grieving process, based on digital recreations of deceased individuals. In 2021, this practice received substantial media attention following a South Korean TV documentary, which invited a grieving mother to interact with a virtual replica of her deceased daughter.[\[143\]](#cite_note-143) Subsequently, scientists have summarized several potential implications of such endeavours, including its potential to facilitate adaptive mourning, but also many ethical challenges.[\[144\]](#cite_note-144)[\[145\]](#cite_note-145)

Growing interest in the [metaverse](/wiki/Metaverse "Metaverse") has resulted in organizational efforts to incorporate the many diverse applications of virtual reality into [ecosystems](/wiki/Digital_ecosystem "Digital ecosystem") like [VIVERSE](/wiki/VIVERSE "VIVERSE"), reportedly offering connectivity between platforms for a wide range of uses.[\[146\]](#cite_note-146)

## Concerts

In June of 2020, [Jean Michel Jarre](/wiki/Jean-Michel_Jarre "Jean-Michel Jarre") performed in [VRChat](/wiki/VRChat "VRChat").[\[147\]](#cite_note-147) In July, Brendan Bradley released the free FutureStages web-based virtual reality venue for live events and concerts throughout the 2020 shutdown,[\[148\]](#cite_note-148) [Justin Bieber](/wiki/Justin_Bieber "Justin Bieber") performed on November 18, 2021 in WaveXR.[\[149\]](#cite_note-149) On December 2, 2021, [non-player characters](/wiki/Non-player_character "Non-player character") performed at the [Mugar Omni Theater](/wiki/Mugar_Omni_Theater "Mugar Omni Theater") with audiences interacting with a live performer in both virtual reality and projected on the [IMAX dome](/wiki/IMAX_Dome "IMAX Dome") screen.[\[150\]](#cite_note-150)[\[151\]](#cite_note-151) Meta's [Foo Fighters](/wiki/Foo_Fighters "Foo Fighters") Super Bowl VR concert performed on Venues.[\[152\]](#cite_note-152) [Post Malone](/wiki/Post_Malone "Post Malone") performed in Venues starting July 15, 2022.[\[153\]](#cite_note-153) [Megan Thee Stallion](/wiki/Megan_Thee_Stallion "Megan Thee Stallion") performed on AmazeVR at AMC Theaters throughout 2022.[\[154\]](#cite_note-154)

On October 24, 2021, [Billie Eilish](/wiki/Billie_Eilish "Billie Eilish") performed on Oculus Venues. Pop group [Imagine Dragons](/wiki/Imagine_Dragons "Imagine Dragons") performed on June 15, 2022.

## Concerns and challenges

### Health and safety

There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality,[\[155\]](#cite_note-155) and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices.[\[156\]](#cite_note-Oculus_Rift_Warnings-156) Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Motion sickness, eyestrain, headaches, and discomfort are the most prevalent short-term adverse effects. In addition, because of the virtual reality headsets' heavy weight, discomfort may be more likely among children. Therefore, children are advised against using VR headsets.[\[157\]](#cite_note-157) Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects.[\[158\]](#cite_note-158)

VR headsets may regularly cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out.[\[159\]](#cite_note-159) There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.[\[160\]](#cite_note-160)

[Virtual reality sickness](/wiki/Virtual_reality_sickness "Virtual reality sickness") (also known as cybersickness) occurs when a person's exposure to a virtual environment causes symptoms that are similar to [motion sickness](/wiki/Motion_sickness "Motion sickness") symptoms.[\[161\]](#cite_note-Kiryu2007-161) Women are significantly more affected than men by headset-induced symptoms, at rates of around 77% and 33% respectively.[\[162\]](#cite_note-Munafo_et_al_2016-162)[\[163\]](#cite_note-Park_et_al_2016-163) The most common symptoms are general discomfort, headache, stomach awareness, nausea, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy.[\[164\]](#cite_note-164) For example, Nintendo's Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".[\[165\]](#cite_note-165) These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body perceives. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it.[\[166\]](#cite_note-166) Because approximately 25–40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.[\[167\]](#cite_note-167)

[Vergence-accommodation conflict](/wiki/Vergence-accommodation_conflict "Vergence-accommodation conflict") (VAC) is one of the main causes of virtual reality sickness.[\[168\]](#cite_note-168)

In January 2022 _[The Wall Street Journal](/wiki/The_Wall_Street_Journal "The Wall Street Journal")_ found that VR usage could lead to physical injuries including leg, hand, arm and shoulder injuries.[\[169\]](#cite_note-169) VR usage has also been tied to incidents that resulted in neck injuries (especially injures to the [cervical vertebrae](/wiki/Cervical_vertebrae "Cervical vertebrae")).[\[170\]](#cite_note-170)

### Children and teenagers in virtual reality

Children are becoming increasingly aware of VR, with the number in the USA having never heard of it dropping by half from Autumn 2016 (40%) to Spring 2017 (19%).[\[171\]](#cite_note-auto-171)

A 2022 research report by [Piper Sandler](/wiki/Piper_Sandler "Piper Sandler") revealed that only 26% of [U.S.](/wiki/United_States "United States") teens own a VR device, 5% use it daily, while 48% of teen headset owners "seldom" use it. Of the teens who don't own a [VR headset](/wiki/VR_headset "VR headset"), 9% plan to buy one. 50% of surveyed teens are unsure about the [metaverse](/wiki/Metaverse "Metaverse") or don't have any interest, and don't have any plans to purchase a VR headset.[\[172\]](#cite_note-172)

Studies show that young children, compared to adults, may respond cognitively and behaviorally to immersive VR in ways that differ from adults. VR places users directly into the media content, potentially making the experience very vivid and real for children. For example, children of 6–18 years of age reported higher levels of presence and "realness" of a virtual environment compared with adults 19–65 years of age.[\[173\]](#cite_note-173)

Studies on VR consumer behavior or its effect on children and a code of ethical conduct involving underage users are especially needed, given the availability of VR porn and violent content. Related research on violence in video games suggests that exposure to media violence may affect attitudes, behavior, and even self-concept. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents.[\[174\]](#cite_note-174) Early studies conducted on observing versus participating in violent VR games suggest that physiological arousal and aggressive thoughts, but not hostile feelings, are higher for participants than for observers of the virtual reality game.[\[175\]](#cite_note-175)

Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of [Job Simulator](/wiki/Job_Simulator "Job Simulator"), and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.[\[171\]](#cite_note-auto-171)

### Privacy

[Digital privacy](/wiki/Digital_privacy "Digital privacy") concerns have been associated with VR platforms;[\[176\]](#cite_note-176)[\[177\]](#cite_note-177) the persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass [surveillance](/wiki/Surveillance "Surveillance"), including information gathering of personal actions, movements and responses.[\[54\]](#cite_note-Wired_Magic_Leap_Apr2016-54) Data from eye tracking sensors, which are projected to become a standard feature in virtual reality headsets,[\[178\]](#cite_note-Rogers_2019-178)[\[179\]](#cite_note-Stein_2020-179) may indirectly reveal information about a user's ethnicity, personality traits, fears, emotions, interests, skills, and physical and mental health conditions.[\[180\]](#cite_note-KrögerLutz2020-180)

The nature of VR technology means that it can gather a wide range of data about its users. This can include obvious information such as usernames and account information, but also extends to more personal data like physical movements, interaction habits, and responses to virtual environments. In addition, advanced VR systems can capture biometric data like voice patterns, eye movements, and physiological responses to VR experiences.[\[181\]](#cite_note-181)[\[182\]](#cite_note-182) Virtual reality technology has grown substantially since its inception, moving from a niche technology to a mainstream consumer product. As the user base has grown, so too has the amount of personal data collected by these systems.[\[183\]](#cite_note-183) This data can be used to improve VR systems, to provide personalized experiences, or to collect demographic information for marketing purposes. However, it also raises significant privacy concerns, especially when this data is stored, shared, or sold without the user's explicit consent.[\[184\]](#cite_note-184)

Existing data protection and privacy laws like the [General Data Protection Regulation](/wiki/General_Data_Protection_Regulation "General Data Protection Regulation") (GDPR) in the EU, and the [California Consumer Privacy Act](/wiki/California_Consumer_Privacy_Act "California Consumer Privacy Act") (CCPA) in the United States, can be applied to VR. These regulations require companies to disclose how they collect and use data, and give users a degree of control over their personal information.[\[185\]](#cite_note-185) Despite these regulations, enforcing privacy laws in VR can be challenging due to the global nature of the technology and the vast amounts of data collected.[\[186\]](#cite_note-186)

Due to its history of privacy issues, the involvement of [Meta Platforms](/wiki/Meta_Platforms "Meta Platforms") (formerly Facebook, Inc.) in the VR market has led to [privacy concerns specific to its platforms](/wiki/Privacy_concerns_with_Facebook#Oculus_and_metaverse_platforms "Privacy concerns with Facebook"). In August 2020, Facebook announced that Oculus products would become subject to the terms of use and privacy policy of the [Facebook](/wiki/Facebook "Facebook") social network, and that a Facebook account would be required to use future Oculus headset models, and all existing models (via deprecation of the separate Oculus account system) beginning January 2023. The announcement was criticized for the mandatory integration of Oculus headsets with Facebook data collection and policies (including the [Facebook real-name policy](/wiki/Facebook_real-name_policy_controversy "Facebook real-name policy controversy")), and preventing use of the hardware if the user's account is suspended.[\[187\]](#cite_note-:5-187)[\[188\]](#cite_note-188)[\[189\]](#cite_note-189) The following month, Facebook halted the sale of Oculus products in Germany due to concerns from regulators that the new policy was a violation of GDPR.[\[190\]](#cite_note-190) In 2022, the company would later establish a separate "Meta account" system.[\[191\]](#cite_note-191)

### Cyberattack

In 2024, researchers from the [University of Chicago](/wiki/University_of_Chicago "University of Chicago") were able to exploit a [vulnerability](/wiki/Vulnerability_(computing) "Vulnerability (computing)") in [Meta Platforms](/wiki/Meta_Platforms "Meta Platforms")' Quest VR system to obtain users' [login](/wiki/Login "Login") credentials and inject false details during [online banking](/wiki/Online_banking "Online banking") sessions. In another study using [Beat Saber](/wiki/Beat_Saber "Beat Saber"), the majority of the participants did not suspect anything when their VR headsets were [attacked](/wiki/Cyberattack "Cyberattack") by the researchers. This hack should be difficult to execute outside research settings but would make its target vulnerable to many risks such as [phishing](/wiki/Phishing "Phishing"), [Internet fraud](/wiki/Internet_fraud "Internet fraud"), and [grooming](/wiki/Online_youth_radicalization "Online youth radicalization").[\[192\]](#cite_note-192)

## Virtual reality in fiction

Main article: [Virtual reality in fiction](/wiki/Virtual_reality_in_fiction "Virtual reality in fiction")

## See also

- [16K resolution](/wiki/16K_resolution "16K resolution")
- [360-degree video](/wiki/360-degree_video "360-degree video")
- [AlloSphere](/wiki/AlloSphere "AlloSphere")
- [Computer-mediated reality](/wiki/Computer-mediated_reality "Computer-mediated reality")
- [Diorama](/wiki/Diorama "Diorama")
- [Extended reality](/wiki/Extended_reality "Extended reality")
- [Haptic suit](/wiki/Haptic_suit "Haptic suit")
- [Holographic principle](/wiki/Holographic_principle "Holographic principle")
- [Hyperreality](/wiki/Hyperreality "Hyperreality")
- [Mixed reality](/wiki/Mixed_reality "Mixed reality")
- [Virtual body](/wiki/Virtual_body "Virtual body")
- [Virtual globe](/wiki/Virtual_globe "Virtual globe")
- [Virtual machining](/wiki/Virtual_machining "Virtual machining")
- [Virtual reality in nursing](/wiki/Virtual_reality_in_nursing "Virtual reality in nursing")
- [Metaverse](/wiki/Metaverse "Metaverse")
- [Gustatory technology](/wiki/Gustatory_technology "Gustatory technology")
- [List of virtual reality headsets](/wiki/List_of_virtual_reality_headsets "List of virtual reality headsets")
- [MOO](/wiki/MOO "MOO")

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## Further reading

- Choi, SangSu, Kiwook Jung, and Sang Do Noh (2015). ["Virtual reality applications in manufacturing industries: Past research, present findings, and future directions"](https://www.researchgate.net/publication/273514630). _Concurrent Engineering_. 1063293X14568814.`{{cite web}}`: CS1 maint: multiple names: authors list ( [link](/wiki/Category:CS1_maint:_multiple_names:_authors_list "Category:CS1 maint: multiple names: authors list"))

## External links

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Wikiquote has quotations related to _**[Virtual reality](https://en.wikiquote.org/wiki/Special:Search/Virtual_reality "q:Special:Search/Virtual reality")**_.

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Wikimedia Commons has media related to [Virtual reality](https://commons.wikimedia.org/wiki/Category:Virtual_reality "commons:Category:Virtual reality").

- Isaac, Joseph (2016). ["Step into a new world – Virtual Reality (VR)"](https://www.completegate.com/2016070154/blog/virtual-reality-explained). Retrieved 2 July 2016. Basic Concepts of Virtual Reality along with Research Challenges explained in simple words.
- [Mixed Reality Scale](https://commons.wikimedia.org/wiki/File:Mixed_Reality_Scale.png "commons:File:Mixed Reality Scale.png") – Milgram and Kishino's (1994) Virtuality Continuum paraphrase with examples.
- Drummond, Katie (2014). ["The Rise and Fall and Rise of Virtual Reality"](https://www.theverge.com/a/virtual-reality/). _[The Verge](/wiki/The_Verge "The Verge")_. Retrieved 15 November 2014. Interviews on the history and future of virtual reality by leaders in the field.
- ["Virtual reality in human-system interaction"](http://www.dguv.de/ifa/fachinfos/virtuelle-realitaet/index-2.jsp).External videos![video icon](//upload.wikimedia.org/wikipedia/commons/thumb/1/1b/Nuvola_apps_kaboodle.svg/16px-Nuvola_apps_kaboodle.svg.png)[Virtual Reality](https://archive.org/details/virtualreali), _[Computer Chronicles](/wiki/Computer_Chronicles "Computer Chronicles")_ (1992)

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- [Logic](/wiki/Logic_in_computer_science "Logic in computer science")
- [Semantics](/wiki/Semantics_(computer_science) "Semantics (computer science)")

[Algorithms](/wiki/Algorithm "Algorithm")

- [Algorithm design](/wiki/Algorithm_design "Algorithm design")
- [Analysis of algorithms](/wiki/Analysis_of_algorithms "Analysis of algorithms")
- [Algorithmic efficiency](/wiki/Algorithmic_efficiency "Algorithmic efficiency")
- [Randomized algorithm](/wiki/Randomized_algorithm "Randomized algorithm")
- [Computational geometry](/wiki/Computational_geometry "Computational geometry")

Mathematics of [computing](/wiki/Computing "Computing")

- [Discrete mathematics](/wiki/Discrete_mathematics "Discrete mathematics")
- [Probability](/wiki/Probability "Probability")
- [Statistics](/wiki/Statistics "Statistics")
- [Mathematical software](/wiki/Mathematical_software "Mathematical software")
- [Information theory](/wiki/Information_theory "Information theory")
- [Mathematical analysis](/wiki/Mathematical_analysis "Mathematical analysis")
- [Numerical analysis](/wiki/Numerical_analysis "Numerical analysis")
- [Theoretical computer science](/wiki/Theoretical_computer_science "Theoretical computer science")

[Information systems](/wiki/Information_system "Information system")

- [Database management system](/wiki/Database "Database")
- [Information storage systems](/wiki/Computer_data_storage "Computer data storage")
- [Enterprise information system](/wiki/Enterprise_information_system "Enterprise information system")
- [Social information systems](/wiki/Social_software "Social software")
- [Geographic information system](/wiki/Geographic_information_system "Geographic information system")
- [Decision support system](/wiki/Decision_support_system "Decision support system")
- [Process control system](/wiki/Process_control "Process control")
- [Multimedia information system](/wiki/Multimedia_database "Multimedia database")
- [Data mining](/wiki/Data_mining "Data mining")
- [Digital library](/wiki/Digital_library "Digital library")
- [Computing platform](/wiki/Computing_platform "Computing platform")
- [Digital marketing](/wiki/Digital_marketing "Digital marketing")
- [World Wide Web](/wiki/World_Wide_Web "World Wide Web")
- [Information retrieval](/wiki/Information_retrieval "Information retrieval")

[Security](/wiki/Computer_security "Computer security")

- [Cryptography](/wiki/Cryptography "Cryptography")
- [Formal methods](/wiki/Formal_methods "Formal methods")
- [Security hacker](/wiki/Security_hacker "Security hacker")
- [Security services](/wiki/Security_service_(telecommunication) "Security service (telecommunication)")
- [Intrusion detection system](/wiki/Intrusion_detection_system "Intrusion detection system")
- [Hardware security](/wiki/Hardware_security "Hardware security")
- [Network security](/wiki/Network_security "Network security")
- [Information security](/wiki/Information_security "Information security")
- [Application security](/wiki/Application_security "Application security")

[Human–computer interaction](/wiki/Human%E2%80%93computer_interaction "Human–computer interaction")

- [Interaction design](/wiki/Interaction_design "Interaction design")
- [Social computing](/wiki/Social_computing "Social computing")
- [Ubiquitous computing](/wiki/Ubiquitous_computing "Ubiquitous computing")
- [Visualization](/wiki/Visualization_(graphics) "Visualization (graphics)")
- [Accessibility](/wiki/Computer_accessibility "Computer accessibility")

[Concurrency](/wiki/Concurrency_(computer_science) "Concurrency (computer science)")

- [Concurrent computing](/wiki/Concurrent_computing "Concurrent computing")
- [Parallel computing](/wiki/Parallel_computing "Parallel computing")
- [Distributed computing](/wiki/Distributed_computing "Distributed computing")
- [Multithreading](/wiki/Multithreading_(computer_architecture) "Multithreading (computer architecture)")
- [Multiprocessing](/wiki/Multiprocessing "Multiprocessing")

[Artificial intelligence](/wiki/Artificial_intelligence "Artificial intelligence")

- [Natural language processing](/wiki/Natural_language_processing "Natural language processing")
- [Knowledge representation and reasoning](/wiki/Knowledge_representation_and_reasoning "Knowledge representation and reasoning")
- [Computer vision](/wiki/Computer_vision "Computer vision")
- [Automated planning and scheduling](/wiki/Automated_planning_and_scheduling "Automated planning and scheduling")
- [Search methodology](/wiki/Mathematical_optimization "Mathematical optimization")
- [Control method](/wiki/Control_theory "Control theory")
- [Philosophy of artificial intelligence](/wiki/Philosophy_of_artificial_intelligence "Philosophy of artificial intelligence")
- [Distributed artificial intelligence](/wiki/Distributed_artificial_intelligence "Distributed artificial intelligence")

[Machine learning](/wiki/Machine_learning "Machine learning")

- [Supervised learning](/wiki/Supervised_learning "Supervised learning")
- [Unsupervised learning](/wiki/Unsupervised_learning "Unsupervised learning")
- [Reinforcement learning](/wiki/Reinforcement_learning "Reinforcement learning")
- [Multi-task learning](/wiki/Multi-task_learning "Multi-task learning")
- [Cross-validation](/wiki/Cross-validation_(statistics) "Cross-validation (statistics)")

[Graphics](/wiki/Computer_graphics "Computer graphics")

- [Animation](/wiki/Computer_animation "Computer animation")
- [Rendering](/wiki/Rendering_(computer_graphics) "Rendering (computer graphics)")
- [Photograph manipulation](/wiki/Photograph_manipulation "Photograph manipulation")
- [Graphics processing unit](/wiki/Graphics_processing_unit "Graphics processing unit")
- [Mixed reality](/wiki/Mixed_reality "Mixed reality")
- Virtual reality
- [Image compression](/wiki/Image_compression "Image compression")
- [Solid modeling](/wiki/Solid_modeling "Solid modeling")

Applied computing

- [Quantum Computing](/wiki/Quantum_Computing "Quantum Computing")
- [E-commerce](/wiki/E-commerce "E-commerce")
- [Enterprise software](/wiki/Enterprise_software "Enterprise software")
- [Computational mathematics](/wiki/Computational_mathematics "Computational mathematics")
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- [Computational chemistry](/wiki/Computational_chemistry "Computational chemistry")
- [Computational biology](/wiki/Computational_biology "Computational biology")
- [Computational social science](/wiki/Computational_social_science "Computational social science")
- [Computational engineering](/wiki/Computational_engineering "Computational engineering")
- [Differentiable computing](/wiki/Template:Differentiable_computing "Template:Differentiable computing")
- [Computational healthcare](/wiki/Health_informatics "Health informatics")
- [Digital art](/wiki/Digital_art "Digital art")
- [Electronic publishing](/wiki/Electronic_publishing "Electronic publishing")
- [Cyberwarfare](/wiki/Cyberwarfare "Cyberwarfare")
- [Electronic voting](/wiki/Electronic_voting "Electronic voting")
- [Video games](/wiki/Video_game "Video game")
- [Word processing](/wiki/Word_processor "Word processor")
- [Operations research](/wiki/Operations_research "Operations research")
- [Educational technology](/wiki/Educational_technology "Educational technology")
- [Document management](/wiki/Document_management_system "Document management system")

- ![](//upload.wikimedia.org/wikipedia/en/thumb/9/96/Symbol_category_class.svg/16px-Symbol_category_class.svg.png)[Category](/wiki/Category:Computer_science "Category:Computer science")
- ![](//upload.wikimedia.org/wikipedia/commons/thumb/4/41/Global_thinking.svg/10px-Global_thinking.svg.png)[Outline](/wiki/Outline_of_computer_science "Outline of computer science")
- ![](//upload.wikimedia.org/wikipedia/en/thumb/e/e0/Symbol_question.svg/16px-Symbol_question.svg.png)[Glossaries](/wiki/Template:Glossaries_of_computers "Template:Glossaries of computers")

- [v](/wiki/Template:Extended_reality "Template:Extended reality")
- [t](/wiki/Template_talk:Extended_reality "Template talk:Extended reality")
- [e](/wiki/Special:EditPage/Template:Extended_reality "Special:EditPage/Template:Extended reality")

[Extended reality](/wiki/Extended_reality "Extended reality") (XR)

- [Augmented reality](/wiki/Augmented_reality "Augmented reality") (AR)
- Virtual reality (VR)
- [Mixed reality](/wiki/Mixed_reality "Mixed reality") (MR)

Concepts

- [Cinematic virtual reality](/wiki/Cinematic_virtual_reality "Cinematic virtual reality")
- [Computer-mediated reality](/wiki/Computer-mediated_reality "Computer-mediated reality")
- [Immersion](/wiki/Immersion_(virtual_reality) "Immersion (virtual reality)")
- [Metaverse](/wiki/Metaverse "Metaverse")
- [On-set virtual production](/wiki/On-set_virtual_production "On-set virtual production")
- [Persistent world](/wiki/Persistent_world "Persistent world")
- [Projection augmented model](/wiki/Projection_augmented_model "Projection augmented model")
- [Real life](/wiki/Real_life "Real life")
- [Room-scale](/wiki/Room-scale "Room-scale")
- [Simulation hypothesis](/wiki/Simulation_hypothesis "Simulation hypothesis")
- [Six degrees of freedom](/wiki/Six_degrees_of_freedom "Six degrees of freedom")
- [Spatial computing](/wiki/Spatial_computing "Spatial computing")
- [Telepresence](/wiki/Telepresence "Telepresence")
- [Virtual reality applications](/wiki/Virtual_reality_applications "Virtual reality applications")
- [Virtual reality sickness](/wiki/Virtual_reality_sickness "Virtual reality sickness")
- [Virtual world](/wiki/Virtual_world "Virtual world")

Technologies

Display

- [EyeTap](/wiki/EyeTap "EyeTap")
- [Head-mounted display](/wiki/Head-mounted_display "Head-mounted display")
  - [optical](/wiki/Optical_head-mounted_display "Optical head-mounted display")
- [Head-up display](/wiki/Head-up_display "Head-up display")
- [Smartglasses](/wiki/Smartglasses "Smartglasses")
- [Virtual reality headset](/wiki/Virtual_reality_headset "Virtual reality headset")
  - [list](/wiki/List_of_virtual_reality_headsets "List of virtual reality headsets")
- [Virtual retinal display](/wiki/Virtual_retinal_display "Virtual retinal display")

3D interaction

- [Eye tracking](/wiki/Eye_tracking "Eye tracking")
- [Finger tracking](/wiki/Finger_tracking "Finger tracking")
- [Pose tracking](/wiki/Pose_tracking "Pose tracking")
- [Simultaneous localization and mapping](/wiki/Simultaneous_localization_and_mapping "Simultaneous localization and mapping")

Software

- [Asynchronous reprojection](/wiki/Asynchronous_reprojection "Asynchronous reprojection")
- [Foveated rendering](/wiki/Foveated_rendering "Foveated rendering")
- [Image-based modeling and rendering](/wiki/Image-based_modeling_and_rendering "Image-based modeling and rendering")

Photography

- [360-degree video](/wiki/360-degree_video "360-degree video")
- [Free viewpoint television](/wiki/Free_viewpoint_television "Free viewpoint television")
- [Omnidirectional (360-degree) camera](/wiki/Omnidirectional_(360-degree)_camera "Omnidirectional (360-degree) camera")
- [VR photography](/wiki/VR_photography "VR photography")

Other

- [Haptic suit](/wiki/Haptic_suit "Haptic suit")
- [Omnidirectional treadmill](/wiki/Omnidirectional_treadmill "Omnidirectional treadmill")
- [Wearable computer](/wiki/Wearable_computer "Wearable computer")

Peripherals

- [Cyberith Virtualizer](/wiki/Cyberith_Virtualizer "Cyberith Virtualizer")
- [Leap Motion](/wiki/Leap_Motion "Leap Motion")
- [Oculus Touch](/wiki/Oculus_Touch "Oculus Touch")
- [PlayStation Move](/wiki/PlayStation_Move "PlayStation Move")
- [Razer Hydra](/wiki/Razer_Hydra "Razer Hydra")
- [Virtuix Omni](/wiki/Virtuix_Omni "Virtuix Omni")
- [Wired glove](/wiki/Wired_glove "Wired glove")
- [Wizdish ROVR](/wiki/Wizdish_ROVR "Wizdish ROVR")

Devices

Current

- [Apple Vision Pro](/wiki/Apple_Vision_Pro "Apple Vision Pro")
- [Golden-i headsets](/wiki/Golden-i "Golden-i")
- [HTC Vive](/wiki/HTC_Vive "HTC Vive")
- [Magic Leap](/wiki/Magic_Leap "Magic Leap")
- [Meta Quest 2](/wiki/Quest_2 "Quest 2")
  - [Pro](/wiki/Meta_Quest_Pro "Meta Quest Pro")
- [Meta Quest 3](/wiki/Meta_Quest_3 "Meta Quest 3")
- [Microsoft HoloLens](/wiki/Microsoft_HoloLens "Microsoft HoloLens")
  - [2](/wiki/HoloLens_2 "HoloLens 2")
- [OSVR](/wiki/Open_Source_Virtual_Reality "Open Source Virtual Reality")
- [PICO 4](/wiki/Pico_4 "Pico 4")
- [Pimax](/wiki/Pimax "Pimax")
- [PlayStation VR](/wiki/PlayStation_VR "PlayStation VR")
- [PlayStation VR2](/wiki/PlayStation_VR2 "PlayStation VR2")
- [Valve Index](/wiki/Valve_Index "Valve Index")
- [Vuzix Blade](/wiki/Vuzix "Vuzix")
- [Windows Mixed Reality](/wiki/Windows_Mixed_Reality "Windows Mixed Reality")

Former

- [AntVR](/wiki/AntVR "AntVR")
- [castAR](/wiki/CastAR "CastAR")
- [EyePhone](/wiki/VPL_Research "VPL Research")
- [Google Cardboard](/wiki/Google_Cardboard "Google Cardboard")
- [Google Daydream](/wiki/Google_Daydream "Google Daydream")
- [Google Glass](/wiki/Google_Glass "Google Glass")
- [Liquid Image](/wiki/Liquid_Image "Liquid Image")
- [Oculus Go](/wiki/Oculus_Go "Oculus Go")
- [Oculus Quest](/wiki/Oculus_Quest "Oculus Quest")
- [Oculus Rift](/wiki/Oculus_Rift "Oculus Rift")
  - [CV1](/wiki/Oculus_Rift_CV1 "Oculus Rift CV1")
  - [Rift S](/wiki/Oculus_Rift_S "Oculus Rift S")
- [Samsung Gear VR](/wiki/Samsung_Gear_VR "Samsung Gear VR")
- [Sensorama](/wiki/Sensorama "Sensorama")
- [SixthSense](/wiki/SixthSense "SixthSense")
- [The Sword of Damocles](/wiki/The_Sword_of_Damocles_(virtual_reality) "The Sword of Damocles (virtual reality)")
- [VFX1 Headgear](/wiki/VFX1_Headgear "VFX1 Headgear")
- [Virtual Boy](/wiki/Virtual_Boy "Virtual Boy")
- [Virtual fixture](/wiki/Virtual_fixture "Virtual fixture")
- [Virtuality](/wiki/Virtuality_(product) "Virtuality (product)")
- [VR-1](/wiki/VR-1 "VR-1")

Unreleased

- [Project Iris](/wiki/Project_Iris "Project Iris")
- [Sega VR](/wiki/Sega_VR "Sega VR")

Software

General

- [ARCore](/wiki/ARCore "ARCore")
- [ARToolKit](/wiki/ARToolKit "ARToolKit")
- [Interactive art](/wiki/Interactive_art "Interactive art")
  - [virtual graffiti](/wiki/Virtual_graffiti "Virtual graffiti")
- [Meta Horizon OS](/wiki/Meta_Horizon_OS "Meta Horizon OS")
- [OpenVR](/wiki/OpenVR "OpenVR")
- [OpenXR](/wiki/OpenXR "OpenXR")
- [Pervasive game](/wiki/Pervasive_game "Pervasive game")
- [Software related to augmented reality](/wiki/List_of_software_related_to_augmented_reality "List of software related to augmented reality")
- [Virtual reality game](/wiki/Virtual_reality_game "Virtual reality game")
- [visionOS](/wiki/VisionOS "VisionOS")
- [Vuforia Augmented Reality SDK](/wiki/Vuforia_Augmented_Reality_SDK "Vuforia Augmented Reality SDK")
- [WebXR](/wiki/WebXR "WebXR")

Games

- [List of HTC Vive games](/wiki/List_of_HTC_Vive_games "List of HTC Vive games")
- [List of Meta Quest games](/wiki/List_of_Meta_Quest_games "List of Meta Quest games")
- [List of Oculus Rift games](/wiki/List_of_Oculus_Rift_games "List of Oculus Rift games")
- [List of PlayStation VR games](/wiki/List_of_PlayStation_VR_games "List of PlayStation VR games")
  - [VR2](/wiki/List_of_PlayStation_VR2_games "List of PlayStation VR2 games")

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National

- [Germany](https://d-nb.info/gnd/4399931-1)
- [United States](https://id.loc.gov/authorities/sh92000880)
- [France](https://catalogue.bnf.fr/ark:/12148/cb12313763q)
- [BnF data](https://data.bnf.fr/ark:/12148/cb12313763q)
- [Japan](https://id.ndl.go.jp/auth/ndlna/00806287)
- [Czech Republic](https://aleph.nkp.cz/F/?func=find-c&local_base=aut&ccl_term=ica=ph127114&CON_LNG=ENG)
- [Latvia](https://kopkatalogs.lv/F?func=direct&local_base=lnc10&doc_number=000061434&P_CON_LNG=ENG)
- [Israel](http://olduli.nli.org.il/F/?func=find-b&local_base=NLX10&find_code=UID&request=987007548984405171)

Other

- [NARA](https://catalog.archives.gov/id/10675494)

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