Virtual reality is a simulated experience that can be similar to or completely different from the real world.
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Virtual reality is a simulated experience that can be similar to or completely different from the real world.
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Applications of virtual reality include entertainment, education (such as medical or military training) and business (such as virtual meetings).
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The term "artificial Virtual reality", coined by Myron Krueger, has been in use since the 1970s.
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One method by which virtual reality can be realized is simulation-based virtual reality.
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Image-based virtual reality systems have been gaining popularity in computer graphics and computer vision communities.
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Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment.
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Mixed reality 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.
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Simulated reality is a hypothetical virtual reality as truly immersive as the actual reality, enabling an advanced lifelike experience or even virtual eternity.
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Exact origins of virtual reality are disputed, partly because of how difficult it has been to formulate a definition for the concept of an alternative existence.
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Antonin Artaud took the view that illusion was not distinct from Virtual reality, advocating that spectators at a play should suspend disbelief and regard the drama on stage as Virtual reality.
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Virtual reality built a prototype of his vision dubbed the Sensorama in 1962, along with five short films to be displayed in it while engaging multiple senses.
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Virtual reality is most commonly used in entertainment applications such as video games, 3D cinema, dark rides and social virtual worlds.
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Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s.
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In social sciences and psychology, virtual reality offers a cost-effective tool to study and replicate interactions in a controlled environment.
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Virtual reality programs are being used in the rehabilitation processes with elderly individuals that have been diagnosed with Alzheimer's disease.
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Virtual reality is able to assist in making aging in place a lifeline to an outside world that they cannot easily navigate.
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Virtual reality allows exposure therapy to take place in a safe environment.
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Virtual reality has been used in physical rehabilitation since the 2000s.
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Virtual reality's growing market presents an opportunity and an alternative channel for digital marketing.
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Virtual reality sickness occurs when a person's exposure to a virtual environment causes symptoms that are similar to motion sickness symptoms.
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For example, Nintendo's Virtual reality Boy received much criticism for its negative physical effects, including "dizziness, nausea, and headaches".
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Immersive VR can provide users with multisensory experiences that replicate Virtual reality or create scenarios that are impossible or dangerous in the physical world.
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