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Atari founded a research lab for virtual reality in , but the lab was closed after two years due to the Atari Shock North American video game crash of By the s the term "virtual reality" was popularized by Jaron Lanier, one of the modern pioneers of the field.
Lanier had founded the company VPL Research in Sandin and Thomas A. Between , Nicole Stenger created Angels , the first real-time interactive immersive movie.
The interaction was facilitated with a dataglove and high-resolution goggles. The s saw the first widespread commercial releases of consumer headsets.
It was able to track head movement and featured 3D polygon graphics in stereoscopic 3D , powered by the Sega Model 1 arcade system board.
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 Second Life. It was installed in Laval , France. By , Google introduced 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 In , Palmer Luckey designed the first prototype of the Oculus Rift. This prototype, built on a shell of another virtual reality headset, was only capable of rotational tracking.
However, it boasted a degree field of vision that was previously unseen in the consumer market at the time. This initial design would later serve as a basis from which the later designs came.
In , Miguel Schiaffino Tienda announced vrAse  , a headset that used the smartphone for doing both virtual and augmented reality.
In , Valve Corporation discovered and freely shared the breakthrough of low-persistence displays which made lag-free and smear-free display of VR content possible.
In early , Valve showed off their SteamSight prototype, the precursor to both consumer headsets released in 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.
The set included tracking technology called Lighthouse, which utilized wall-mounted "base stations" for positional tracking using infrared light.
In , Google announced Cardboard , a do-it-yourself stereoscopic viewer for smartphones. The user places their smartphone in the cardboard holder, which they wear on their head.
By there were at least companies developing VR-related products. 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 that images were still identifiable as virtual.
VR is most commonly used in entertainment applications such as gaming and 3D cinema. Consumer virtual reality headsets were first released by video game companies in the early-mid s.
Since , roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback. In robotics , virtual reality has been used to control robots in telepresence and telerobotic systems.
For example, in experiments that investigate how robots—through virtual articulations—can be applied as an intuitive human user interface. Here, virtual reality not only offers insights into the manipulation and locomotion of robotic technology but also shows opportunities for inspection.
In social sciences and psychology , virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.
For instance, there is the case of the virtual reality exposure therapy VRET , a form of exposure therapy for treating anxiety disorders such as post traumatic stress disorder PTSD and phobias.
In medicine , simulated VR surgical environments - under the supervision of experts - can provide effective and repeatable training at a low cost, allowing trainees to recognize and amend errors as they occur.
Virtual reality has been used in rehabilitation since the s. 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 ,  military,   astronaut training,    flight simulators  , miner training  , driver training  and bridge inspection.
The first fine art virtual world was created in the s. When commercially available technology became more widespread, VR festivals began to emerge in the mids.
The first uses of VR in museum settings began in the s, seeing a significant increase in the mids. Additionally, museums have begun making some of their content virtual reality accessible.
However, a study revealed that the majority of goods are still purchased in physical stores. There are many health and safety considerations of virtual reality.
A number of unwanted symptoms have been caused by prolonged use of virtual reality,  and these may have slowed proliferation of the technology.
Most virtual reality systems come with consumer warnings, including: As many as one in people may experience these symptoms.
Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets.
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.
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.
Worn as a headpiece and connected to a typical controller, the Virtual Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".
The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance.
The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.
In addition, there are conceptual and philosophical considerations and implications associated with the use of virtual reality.
What the phrase "virtual reality" means or refers to can be ambiguous. Cline argued in that through virtual reality techniques will be developed to influence human behavior, interpersonal communication , and cognition.
From Wikipedia, the free encyclopedia. This is the latest accepted revision , reviewed on 29 January For other uses, see Virtuality disambiguation.
Not to be confused with Simulated reality. Applications of virtual reality. Computer-simulated environment simulating physical presence in real or imagined worlds.
Computer Science portal Information technology portal. Artificial Reality 2, Addison-Wesley Professional, Retrieved 20 March Retrieved 13 March The Use of Photogrammetry for VR".
The State of Virtual Reality". Retrieved 7 March The Board of Trustees of the University of Illinois. Archived from the original on 21 August Retrieved 28 March Perceptual Overlays for Telerobotic Manipulation".
Symposium on Virtual Reality Great Idea or Wishful Thinking? Archived from the original on Retrieved 21 August Retrieved 21 September Retrieved 4 July Retrieved 20 October Technology is finding important places in medicine, engineering and many other realms — LA Times".
The Making of Second Life , pg. Wired, 22 6 , Retrieved March 27, Retrieved 1 March Everything you need to know about the SteamVR headset".
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