Virtual reality

Researchers with the European Space Agency in Darmstadt, Germany, equipped with a VR headset and motion controllers, demonstrating how astronauts might use virtual reality in the future to train to extinguish a fire inside a lunar habitat

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. Applications of virtual reality include entertainment (particularly video games), education (such as medical, safety, or military training)[1], research [2] [3] [4] and business (such as virtual meetings). VR is one of the key technologies in the reality-virtuality continuum. As such, it is different from other digital visualization solutions, such as augmented virtuality and augmented reality.[5]

Currently, standard virtual reality systems use either virtual reality headsets 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 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 and video feedback but may also allow other types of sensory and force feedback through haptic technology.

  1. ^ "VR Training for Maritime, Renewables & High-Risk Work". 3t. Retrieved 25 March 2025.
  2. ^ Bohil, Corey J.; Alicea, Bradly; Biocca, Frank A. (2011). "Virtual reality in neuroscience research and therapy". Nature Reviews Neuroscience. 12 (12): 752–762. doi:10.1038/nrn3122. PMID 22048061.
  3. ^ Wilson, Charles J.; Soranzo, Alessandro (2015). "The use of virtual reality in psychology: A case study in visual perception". Computational and Mathematical Methods in Medicine. 2015 (1): 151702. doi:10.1155/2015/151702. PMC 4538594. PMID 26339281.
  4. ^ Kinateder, Max; Ronchi, Enrico; Nilsson, Daniel; Kobes, Margrethe; Müller, Matthias; Pauli, Paul; Mühlberger, Andreas (2014). "Virtual reality for fire evacuation research". 2014 Federated Conference on Computer Science and Information Systems. IEEE. pp. 313–321. doi:10.15439/2014F134 (inactive 29 June 2025).{{cite conference}}: CS1 maint: DOI inactive as of June 2025 (link)
  5. ^ Milgram, Paul; Takemura, Haruo; Utsumi, Akira; Kishino, Fumio (1995). "Augmented reality: A class of displays on the reality-virtuality continuum". In Das, Hari (ed.). Telemanipulator and Telepresence Technologies. Vol. 2351. pp. 282–292. doi:10.1117/12.197321.

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