Virtual reality
Virtual reality has a stranger origin than most people expect. In 1938, a French playwright named Antonin Artaud described the illusory nature of theatrical characters as "la réalité virtuelle" in a collection of essays called Le Théâtre et son double. He was not thinking about computers. He was thinking about actors, costumes, and the peculiar trick that theatre plays on the mind.
The phrase would later travel from philosophy to science fiction. In 1982, a novel called The Judas Mandala by Damien Broderick used "virtual reality" in a science fiction context for what appears to be the first time. A decade after that, the term had moved from paperback shelves into living rooms, television commercials, and the fevered imagination of investors.
What happened in between is a story of mechanical dream machines, government research labs, a headset too heavy to wear without hanging it from the ceiling, and a single entrepreneur who convinced the public that the future had arrived. It raises questions that have not been settled. What makes an experience feel real? How much of the body needs to be fooled before the mind follows? And when a technology promises to simulate reality, who owns the data about how you move through it?
Morton Heilig built the Sensorama in 1962, a mechanical cabinet that surrounded a single viewer with moving images, sound, smell, and wind. Predating digital computing entirely, it ran on film, not software. He had already patented a device he called the Telesphere Mask in 1960, describing it as a telescopic television apparatus that could deliver "moving three-dimensional images that may be in color, with 100% peripheral vision, binaural sound, scents, and air breezes." The language sounds like a contemporary product pitch. It was written before the first moon landing.
Six years later, at Harvard, Professor Ivan Sutherland built what was widely described as the first head-mounted display for immersive simulation. He called it The Sword of Damocles, a name that came from its appearance. The device was so heavy that it had to be suspended from the ceiling by a mechanical arm. The graphics it generated were simple wire-frame rooms. Technically, it was an augmented reality device, using optical passthrough to blend virtual imagery with the real world the user was standing in.
David Em, working at NASA's Jet Propulsion Laboratory from 1977 to 1984, became the first artist to create navigable virtual worlds. At MIT in 1978, researchers built the Aspen Movie Map, a virtual tour of the streets of Aspen that let users move through the city in summer mode, winter mode, or a stripped-down polygon mode. These were not consumer products. They were experiments in what it might mean to be somewhere you were not.
Jaron Lanier founded VPL Research in 1984, and the company would go on to build some of the most influential early VR hardware. Its product lineup included the DataGlove, the EyePhone, a system called Reality Built For Two, and the AudioSphere. VPL licensed the DataGlove technology to Mattel, which adapted it into the Power Glove, released in 1989 as one of the first affordable VR-adjacent devices a consumer could actually buy.
Atari had taken its own run at the technology, founding a VR research lab in 1982. The lab closed after two years, a casualty of the video game industry crash of 1983. But its researchers did not disappear. Scott Fisher, Michael Naimark, and Brenda Laurel all continued working in VR-related fields after the lab shut down. Fisher would go on to lead the redesign of Eric Howlett's LEEP optical system for NASA's Ames Research Center in 1985, producing the VIEW workstation that provided the optical foundation for most early VR headsets.
In 1988, the Cyberspace Project at Autodesk became the first to run VR on a low-cost personal computer. The project leader, Eric Gullichsen, left in 1990 to found Sense8 Corporation, where he developed the WorldToolKit SDK. It offered the first real-time graphics with texture mapping on a PC and spread through both industry and academia. By the late 1980s, Lanier's work at VPL had popularized the term "virtual reality" in the press, and the 1992 film Lawnmower Man carried it into the mainstream cultural vocabulary.
In 1991, a single year saw three distinct attempts to bring VR to the public. Sega announced a VR headset for its Mega Drive home console, using LCD screens, stereo headphones, and inertial sensors. Virtuality launched a networked multiplayer system installed in arcades worldwide, including a dedicated VR arcade at Embarcadero Center. Each multi-pod Virtuality system cost up to $73,000. And at the Electronic Visualization Laboratory, Carolina Cruz-Neira, Daniel J. Sandin, and Thomas A. DeFanti created the Cave automatic virtual environment, a cubic immersive room developed as Cruz-Neira's PhD thesis that used multi-projected walls so people could see their own bodies alongside others in the space.
Also in 1991, Antonio Medina, an MIT graduate and NASA scientist, designed a VR system to drive Mars rovers from Earth in what felt like real time, building in compensation for the communication delay between Earth and Mars.
Nicole Stenger created Angels in 1992, described as the first real-time interactive immersive film, navigated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg built the virtual fixtures system at the U.S. Air Force's Armstrong Labs, using a full upper-body exoskeleton. It produced what researchers called the first true augmented reality experience incorporating sight, sound, and touch.
Nintendo's Virtual Boy arrived in 1995 to widespread criticism for the physical discomfort it caused, including dizziness and nausea. By 1999, Philip Rosedale was trying a different approach: he founded Linden Lab with ambitions to build VR hardware, struggled with a clunky steel prototype users could wear on their shoulders, and eventually turned the concept into Second Life, a personal-computer-based virtual world.
Palmer Luckey designed the first Oculus Rift prototype in 2010. Built on the shell of an existing headset, it offered a 90-degree field of vision that was wider than anything previously available to consumers. Luckey solved the distortion problem that came with that wide field by writing software that pre-distorted the rendered image in real time before it reached the lens. In 2012, John Carmack presented the Rift at the E3 trade show. A Kickstarter campaign that year shipped development kits in 2013.
In 2014, Facebook purchased Oculus VR. The price was publicly stated at $2 billion but was later clarified to be closer to $3 billion. ZeniMax, Carmack's former employer, subsequently sued Oculus and Facebook for allegedly taking company secrets; the verdict went in ZeniMax's favor, and the case was later settled out of court.
Valve made a quieter but technically significant contribution in 2013, discovering that low-persistence displays could eliminate the lag and smear that had made earlier VR headsets nauseating. Valve shared this finding freely. Oculus adopted it across all their subsequent headsets. Valve's own SteamSight prototype, shown in early 2014, featured separate 1K displays per eye, positional tracking across a large area, and Fresnel lenses. HTC and Valve announced the HTC Vive in 2015, which used wall-mounted base stations and infrared light for positional tracking under a system called Lighthouse.
In 2016, the Oculus Quest 2 had not yet arrived, but at least 230 companies were developing VR products, and Amazon, Apple, Facebook, Google, Microsoft, Sony, and Samsung all maintained dedicated teams. By 2021, the Oculus Quest 2 accounted for 80% of all VR headsets sold.
Flight training was one of the earliest serious applications, and it remains one of the most consequential. In 2021, the European Union Aviation Safety Agency approved the first VR-based Flight Simulation Training Device, built by Loft Dynamics for rotorcraft pilots. The U.S. Federal Aviation Administration followed with its own approval in 2024, qualifying Loft Dynamics' Airbus Helicopters H125 simulator. The device addresses a specific risk: around 20% of rotorcraft accidents occur during training flights. Practicing dangerous maneuvers in a simulator removes that risk entirely.
In medicine, simulated surgical environments date to the 1990s. Programs like LapSim have demonstrated measurable improvements in task completion time and instrument handling after four-week training sessions. Studies at North Carolina medical institutions showed improvement among both students and practicing surgeons in procedures such as total hip arthroplasty. A system developed at North Carolina's Chapel Hill campus allows surgeons to overlay CT scan data on their direct view of a patient during laparoscopic procedures.
In mental health, virtual reality exposure therapy treats anxiety disorders including post-traumatic stress disorder and specific phobias. A VR therapy for psychosis and agoraphobia, under assessment by the UK's National Institute for Health and Care Excellence, places a user in simulated public environments like cafes and busy streets while a virtual character provides guidance. Seventeen randomized controlled trials have shown VR applications to be effective in treating cognitive deficits linked to neurological diagnoses. In 2021, a South Korean documentary drew wide attention by allowing a grieving mother to interact with a virtual replica of her deceased daughter, prompting researchers to begin formally studying VR's role in bereavement.
Every VR system tracks its user continuously. That is not a side effect of the technology; it is the mechanism. Positional tracking, head rotation, hand movement, and response to virtual stimuli are all logged to create the illusion of presence. As eye-tracking sensors move toward becoming standard in headsets, the data they capture may indirectly reveal a user's ethnicity, personality traits, fears, emotions, interests, and physical and mental health conditions.
Facebook's acquisition of Oculus brought these concerns into focus. In August 2020, Facebook announced that Oculus headsets would be tied to Facebook accounts, subject to Facebook's data collection terms and its real-name policy. Users whose accounts were suspended would lose access to the hardware they had bought. German regulators halted Oculus sales the following month, citing concerns that the policy violated GDPR. Facebook later created a separate Meta account system in 2022.
In 2024, researchers from the University of Chicago demonstrated a specific attack against Meta Quest's Android-based operating system. By exploiting the headset's Developer Mode to install an infected app, they showed it was possible to capture login credentials and inject false information during online banking sessions conducted in VR. The researchers described the attack as difficult to execute outside controlled settings, but noted it would expose a target to phishing, fraud, and grooming. The General Data Protection Regulation in the EU and the California Consumer Privacy Act in the United States both apply to VR platforms, but researchers and regulators have noted that enforcing those laws across a global technology with this volume of data remains an open challenge.
Common questions
Who coined the term virtual reality?
The earliest published use of the term "virtual reality" in English appears in the 1958 translation of Antonin Artaud's 1938 essay collection Le Théâtre et son double. Myron Krueger coined the related term "artificial reality" in the 1970s, and Jaron Lanier is credited with popularizing "virtual reality" in mainstream media through his work at VPL Research in the late 1980s.
What was the first VR headset ever made?
Harvard Professor Ivan Sutherland, with help from students including Bob Sproull, created what is widely considered the first head-mounted display for immersive simulation in 1968. Called The Sword of Damocles, it was so heavy it had to be suspended from the ceiling. It displayed simple wire-frame rooms and was technically an augmented reality device due to optical passthrough.
How much did Facebook pay for Oculus VR?
Facebook purchased Oculus VR in 2014. The price was publicly stated at $2 billion but was later clarified to be closer to $3 billion.
What are the health risks of using VR headsets?
Prolonged VR use can cause motion sickness, eyestrain, headaches, and discomfort. One in 4,000 people may experience seizures or blackouts even without a prior history of epilepsy. Women experience headset-induced cybersickness symptoms at a rate of around 77%, compared to around 33% for men. Children are advised against VR use because of the headsets' weight and because young children may have difficulty distinguishing virtual from physical environments.
What is virtual reality used for in medicine?
VR is used in surgical training, rehabilitation, and mental health therapy. Programs like LapSim improve instrument handling and coordination, with measurable gains after four-week training sessions. Virtual reality exposure therapy treats PTSD and phobias, and seventeen randomized controlled trials have shown VR effective for cognitive deficits linked to neurological diagnoses.
What VR privacy risks do users face?
VR systems continuously log physical movements, eye tracking, and responses to virtual stimuli. Eye-tracking data may indirectly reveal ethnicity, personality traits, fears, and health conditions. In 2024, University of Chicago researchers demonstrated an attack on Meta Quest that could capture login credentials and inject false data during online banking sessions conducted in VR.
All sources
194 references cited across the entry
- 2journalVirtual reality in neuroscience research and therapyCorey J. Bohil et al. — 2011
- 3journalThe use of virtual reality in psychology: A case study in visual perceptionCharles J. Wilson et al. — 2015
- 4conferenceVirtual reality for fire evacuation researchMax Kinateder et al. — IEEE — 2014
- 5bookTelemanipulator and Telepresence TechnologiesPaul Milgram et al. — 1995
- 7journalComputer science: Visionary of virtual realityAldo Faisal — 2017
- 8webThe Virtual Interface Environment Workstation (VIEW), 1990Lois Rosson — 2014-04-15
- 10bookAnamorphic artJurgis Baltrušaitis et al. — Harry N. Abrams — 1977
- 11webVirtual Reality Society2020-01-02
- 13webForgotten genius: the man who made a working VR machine in 1957Holly Brockwell — Tech Radar — 3 April 2016
- 14bookVirtual Reality Excursions with Programs in CChristopher Watkins et al. — Academic Press Inc. — 1994
- 15webNational Center for Supercomputing Applications: HistoryThe Board of Trustees of the University of Illinois
- 16journalReport on Siggraph '81Ted Nelson — March 1982
- 17journalThe NASA Ames VIEWlab Project—A Brief HistoryScott S. Fisher — 22 December 2016
- 18webSection 17: Virtual RealityWayne Carlson
- 20magazineBeing in NothingnessJohn Perry Barlow — 1990
- 21webCyberspace – The New Explorers1989
- 22bookVirtual Reality 1.0 -- The 90s: The Birth of VRBen Delaney — CyberEdge Information Services — 2017
- 23webMARSMAP: AN INTERACTIVE VIRTUAL REALITY MODEL OF THE PATHFINDER LANDING SITECarol Stoker — NASA
- 24webPioneering VR Stories Part 1: Idaho National Laboratory In The '90sChris Cullen — 13 April 2017
- 25magazineAffordable VR by 1994Engler, Craig E. — November 1992
- 26webSega VR: Great Idea or Wishful Thinking?Ken Horowitz — Sega-16 — December 28, 2004
- 27webVirtuality17 April 2008
- 28webCarolina Cruz-Neira Introductions NecessaryAngela Goad
- 29newsEngineer envisions sci-fi as realityDavid Smith — November 24, 2014
- 30journalAutomation and Robotics for the Space Exploration Initiative: Results from Project OutreachD. Gonzales et al. — 1991
- 31magazineNews & InformationJuly 1994
- 32webThe Virtual Arena – Blast From The Past: The VR-1Kevin Williams — VR Focus
- 33magazineSega Teams Up With W. Industries For Its VR GameAugust 1993
- 34bookNEXT GenerationJune 1995
- 38magazineOculus RiftPeter Rubin — 2014
- 39webE3 12: John Carmack's VR PresentationGamereactor — 27 July 2012
- 40newsFacebook just settled a $500 million lawsuit over virtual reality after a years-long battle — here's what's going onBen Gilbert — 12 December 2018
- 41newsFacebook to buy Oculus virtual reality firm for $2BMarch 25, 2014
- 42magazineFacebook Buys VR Startup Oculus for $2 BillionCade Metz — 2014-03-25
- 43newsZeniMax Agrees to Settle Facebook VR LawsuitTodd Spangler — 12 December 2018
- 46newsValve to Demonstrate Prototype VR HMD and Talk Changes to Steam to "Support and Promote VR Games" – Road to VRPaul James — 2013-11-18
- 48webValve's VR headset revealed with Oculus-like features2014-06-03
- 51journalPioneers Pushing BoundariesJanuary 2017
- 52journalSony's PlayStation VR tops HTC Vive in headset shipment battleShah Agam — December 13, 2016
- 54magazineThe Untold Story of Magic Leap, the World's Most Secretive StartupKevin Kelly — April 2016
- 55webVive Shipment Updates – VIVE Blog2016-04-07
- 56webHTC Vive: Everything you need to know about the SteamVR headsetLily Prasuethsut — August 2, 2016
- 57webVive-like sensor spotted in new Sony patent could make its way to PlayStation VRJon Martindale — 15 February 2017
- 60webOculus Quest 2 Review: Better, Cheaper VRAdi Robertson — 2020-09-16
- 61webSurvey: Quest 2 Accounted for 80% of Headset Sales in 2021Sam Ochanji — 2022-03-27
- 64webMeta Quest Pro review: For those with more money than senseKyle Orland — 2022-10-28
- 65webMeta Quest Pro review: get me out of hereAdi Robertson — 2022-11-11
- 67webEverything You Need to Use PlayStation VR2 on PCTimothy Monbleau — January 29, 2025
- 68webMeta Quest 3 review: almost the one we've been waiting forDavid Pierce — 2023-10-09
- 69webMeta Quest 3S review: The best VR headset for the moneyTony Polanco — October 14, 2024
- 70webApple Vision Pro review: magic, until it's notNilay Patel — 2024-01-30
- 71webHands-on with Apple Vision Pro: This is not a VR headsetSamuel Axon — 2023-06-06
- 72webPilots Are Learning To Fly Helicopters In VR, Thanks To This Swiss Startup2 September 2024
- 73web10 things I wish I knew before shooting 360 videoVanessa Hand Orellana — 31 May 2016
- 74webResident Evil 7: The Use of Photogrammetry for VR28 August 2016
- 75webForget 360 Videos, Photogrammetric Virtual Reality Is Where It's At – MotherboardLeif Johnson — 13 March 2016
- 76bookUnderstanding Virtual RealityWilliam R. Sherman et al. — 2019
- 77bookProceedings of the 2020 CHI Conference on Human Factors in Computing SystemsCathy Fang et al. — 2020
- 78newsWie Virtual-Reality-Brillen die Arbeit verändernThomas Kuhn — WirtschaftsWoche
- 80webX3D Graphics and VRDon Brutzman — Web3D Consortium — October 2016
- 81webWebVR API
- 82bookThe Physiology of The Eye.Hugh Davson — Elsevier Science — 1972
- 83webFrom 60Hz to 240Hz: Refresh Rates on Phones ExplainedDave Leclair — 2022-09-21
- 84journalSeven myths on crowding and peripheral visionHans Strasburger — 2020
- 85webComparison of VR headsets: Project Morpheus vs. Oculus Rift vs. HTC ViveFabian Rohr — 14 August 2015
- 86journalApplication of Digital Interactive Display Design Based on Computer Technology in VR FilmJing He et al. — 10 October 2022
- 87journalThe influence of racial embodiment on racial bias in immersive virtual environmentsVictoria Groom et al. — July 2009
- 88journalVirtual reality in the diagnostic and therapy for mental disorders: A systematic reviewAnnika Wiebe et al. — 2022
- 89journalEfficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic ReviewRaquel Gonçalves et al. — 2012-12-27
- 90bookTrauma Treatment Techniques: Innovative TrendsJacqueline Garrick et al. — Routledge — 2014
- 91journalVirtual Reality Exposure Therapy for Post-Traumatic Stress Disorder and Other Anxiety DisordersMaryrose Gerardi — June 2010
- 92journalAutomated virtual reality therapy to treat agoraphobic avoidance and distress in patients with psychosis (gameChange): a multicentre, parallel-group, single-blind, randomised, controlled trial in England with mediation and moderation analysesDaniel Freeman et al. — 2022-05-01
- 93reportVirtual reality could help people with psychosis and agoraphobia2023
- 94bookProceedings of the 2023 CHI Conference on Human Factors in Computing SystemsMairi Therese Deighan et al. — 2023
- 95journalThe effectiveness of virtual reality training in reducing the risk of falls among elderly peopleMagdalena Sylwia Kamińska et al. — 14 November 2018
- 96journalMedical virtual reality. The current status of the futureR. M. Satava — 1996
- 97journalA haptic interface for virtual simulation of endoscopic surgeryLouis Rosenberg et al. — 1996
- 98journalA virtual simulation environment for learning epidural anesthesiaD. Stredney et al. — 1996
- 99journalLetter to the Editor: Virtual Reality in Surgical TrainingDaniel J. Thomas et al. — 2021-04-02
- 100bookMedicine Meets Virtual Reality 21: NextMed / MMVR21J.D Westwood — IOS Press
- 101journalVirtual reality for rehabilitation in Parkinson's diseaseKim Dockx — 2016
- 102journalDoes Robotics and Virtual Reality Add Real Progress to Mirror Therapy Rehabilitation? A Scoping ReviewNelly Darbois et al. — 2018
- 103journalReduced Mimicry to Virtual Reality Avatars in Autism Spectrum DisorderPaul A. G. Forbes et al. — 2016
- 104webHow virtual reality is transforming autism studies24 October 2018
- 105journalImmersive virtual reality therapy with myoelectric control for treatment-resistant phantom limb pain: Case reportBrian Chau — Aug 2017
- 106journalEffect of virtual reality therapy on balance and walking in children with cerebral palsy: A systematic review.Nadieh Warnier — Nov 2019
- 108journalVirtual Team Work: Group Decision Making in 3D Virtual EnvironmentsAlexander P. Schouten et al. — March 2016
- 109webOnline High School In Japan Enters Virtual Reality2016-04-07
- 110journalThe effectiveness of virtual and augmented reality in health sciences and medical anatomyChristian Moro et al. — November 2017
- 111journalVirtualisation devices for student learning: Comparison between desktop-based (Oculus Rift) and mobile-based (Gear VR) virtual reality in medical and health science educationChristian Moro et al. — 2017-11-29
- 113webVirtual reality used to train Soldiers in new training simulatorAugust 2012
- 115newsA Look at NASA's Hybrid Reality Astronaut Training System, Powered by HTC Vive – Road to VRPaul James — 2016-04-19
- 116newsHow NASA is Using Virtual and Augmented Reality to Train Astronauts2016-04-11
- 117journalNew concept of dynamic flight simulator, Part IAntônio O. Dourado — 2013
- 118webVirtual Reality in Mine Training21 September 2012
- 119conferenceVirtual Reality and Sim-to-Real Development of Metallurgical OperationsA. Navarra et al. — Springer Nature Switzerland — 2024
- 120journalVirtual and Augmented Reality Enhancements to Medical and Science Student Physiology and Anatomy Test Performance: A Systematic Review and Meta-AnalysisChristian Moro et al. — May 2021
- 121journalCollaborative and individual learning of geography in immersive virtual reality: An effectiveness studyMichal Sedlák et al. — 2022-10-18
- 122webHow Virtual Reality Military Applications Work2007-08-27
- 123journalPerformance evaluation of bridges using virtual realityOmer — 2018
- 126journalA Framework for Determining the Return on Investment of Simulation-Based Training in Health CareHatim Bukhari et al. — 2017
- 127journalThe Long History of Gaming in Military TrainingRoger Smith — 2010-02-01
- 128journalMedical virtual realityOphelie Puissegur Dennis et al. — April 2020
- 129journal3D virtual reality vs. 2D desktop registration user interface comparisonAndreas Bueckle et al. — 2021-10-27
- 130bookDigital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Health, Operations Management, and DesignSameeran G. Kanade et al. — 2022
- 131journalEvaluating the effectiveness of virtual reality for safety-relevant training: a systematic reviewHans Stefan et al. — December 2023
- 132journalVirtual reality for safety training: A systematic literature review and meta-analysisD. Scorgie et al. — March 2024
- 133book2011 IEEE Global Engineering Education Conference (EDUCON)Abdul-Hadi G. Abulrub et al. — April 2011
- 134journalSTEAM approach in architectural educationElif Süyük Makaklı — 2019
- 135bookMetaplasticity in Virtual Worlds: Aesthetics and Semantic ConceptsGianluca Mura — Information Science Reference — 2011
- 137webExtending the Museum Experience with Virtual Reality18 March 2016
- 138webWorldwide Spending on Augmented and Virtual Reality Forecast to Reach $13.9 Billion in 2017, According to IDCMichael Shirer et al. — February 27, 2017
- 140journalAugmented reality in surgery: The Computer-Aided Medicine revolutionDaniel J. Thomas — December 2016
- 141journalAplicación del juego ubicuo con realidad aumentada en Educación PrimariaJosé-Manuel Sáez-López et al. — 2019
- 142journalVirtual Reality: The Next Big Thing for Libraries to ConsiderBreanne Kirsch — 2019
- 143journalUsing 3D/VR for Research and Cultural Heritage Preservation: Project Update on the Virtual Ganjali Khan ProjectKhosrow Bozorgi et al. — 2020
- 144webMeeting You VR Documentary on MBC Global MediaFebruary 2, 2022
- 145journalΗ επανασύνδεση με ένα αγαπημένο πρόσωπο που έχει αποβιώσει, μέσω της εικονικής πραγματικότητας. Απόψεις και προβληματισμοί ενώπιον πρωτοφανούς προκλήσεωςNiki Nikolaou (Νίκη Νικολάου) — 25 September 2020
- 146journalConjuring up the departed in virtual reality: The good, the bad, and the potentially uglyJan-Philipp Stein — 2021
- 147webHTC Vive partners with holoride; private 5G solution; location based entertainmentSteve Takle — 28 February 2022
- 148citationWorking with social VRPhil Jones et al. — Bristol University Press — 2022
- 150journalEvaluation of Laparoscopy Virtual Reality Training on the Improvement of Trainees' Surgical SkillsMohamed Elessawy et al. — 2021-02-02
- 151webElectronic Music Pioneer Jean-Michel Jarre to Host Concert in 'VRChat' This WeekendScott Hayden — 2020-06-18
- 152webCan This Game-Changing Innovation Get Live Theatre Back Before the Pandemic Ends?RUTHIE FIERBERG — 2020-07-20
- 153webJustin Bieber to Stage Interactive Virtual Concert With WaveJem Aswad — 2021-11-09
- 154webStage And Screen: Virtual Creators Take The Next Step2022-10-01
- 156webMeta's Foo Fighters Super Bowl VR concert failed in the most basic waysHamish Hector — 2022-02-14
- 157magazinePost Malone to Perform 'Twelve Carat Toothache' in a Virtual Reality Concert Hosted by Meta: ExclusiveLyndsey Havens — 2022-07-06
- 159bookHandbook of Virtual EnvironmentsBen D. Lawson — 2014
- 161journalAre we ready for virtual reality in K–12 classrooms?Paola Araiza-Alba et al. — 8 August 2022
- 162newsHere's what happens to your body when you've been in virtual reality for too longKaylee Fagan — Business Insider
- 163webAre Virtual Reality Headsets Safe for Eyes?Reena Mukamal — 2017-02-28
- 164webWe need to look more carefully into the long-term effects of VRHugh Langley — 2017-08-22
- 165journalSensation of presence and cybersickness in applications of virtual reality for advanced rehabilitationT Kiryu et al. — 25 September 2007
- 166journalThe virtual reality head-mounted display Oculus Rift induces motion sickness and is sexist in its effectsJustin Munafo et al. — 3 December 2016
- 167journalSimulator Sickness Scores According to Symptom Susceptibility, Age, and Gender for an Older Driver Assessment StudyGeorge D. Park et al. — 5 November 2016
- 168reportA Summary of Simulator Sickness Ratings for U.S. Army Aviation Engineering SimulatorsJamison S Hicks et al. — 2010
- 169newsELSEWHERE IN GAMELANDSteve Marsh et al. — 24 October 1995
- 170webVomit Reality: Why VR makes some of us feel sick and how to make it stopBecca Caddy — 2016-10-19
- 171webA Possible Cure for Virtual Reality Motion SicknessJay Samit
- 172journalEditorial: Cybersickness in Virtual Reality and Augmented RealityBen D. Lawson et al. — 2021
- 173newsVR to the ER: Metaverse Early Adopters Prove Accident-ProneSarah E. Needleman and Salvador Rodriguez — 2022-02-01
- 174newsMan breaks neck playing virtual reality gameAdriana Elgueta — 2022-01-31
- 175webChildren and Virtual Reality: Emerging Possibilities and ChallengesDylan Yamada-Rice et al. — 2017-09-12
- 176magazineTeens are split on the metaverse, most barely use VR headsets, survey shows14 April 2022
- 177bookCognitive Development in Digital ContextsJakki O. Bailey et al. — 2017
- 178journalPlaying Violent Video and Computer Games and Adolescent Self-ConceptJeanne B. Funk et al. — June 1996
- 179journalImpact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observationSandra L. Calvert et al. — January 1994
- 180journalShifts in Privacy ConcernsAvi Goldfarb et al. — May 2012
- 181journalInternet Privacy Concerns: An Integrated Conceptualization and Four Empirical StudiesWeiyin Hong et al. — 2013
- 182webSeven Reasons Why Eye-tracking Will Fundamentally Change VRSol Rogers — 2019-02-05
- 183webEye tracking is the next phase for VR, ready or notScott Stein — 2020-01-31
- 184bookPrivacy and Identity Management. Data for Better Living: AI and PrivacyJacob Leon Kröger et al. — 2020
- 185journalEmpirical Studies on Online Information Privacy Concerns: Literature Review and an Integrative FrameworkYuan Li — 2011
- 186journalInternet users' perceptions of 'privacy concerns' and 'privacy actions'Carina Paine et al. — June 2007
- 187journalPrivacy attitudes and privacy behaviour: A review of current research on the privacy paradox phenomenonSpyros Kokolakis — January 2017
- 188journalInformation Privacy Concerns: Linking Individual Perceptions with Institutional Privacy AssurancesHeng Xu et al. — December 2011
- 189journalOnline Privacy Concerns and Privacy Management: A Meta-Analytical Review: Privacy Concerns Meta-AnalysisLemi Baruh et al. — February 2017
- 190newsThe Facebookening of Oculus VR becomes more pronounced starting in OctoberSam Machkovech — Ars Technica
- 191newsFacebook is accidentally locking some users out of their new Oculus headsetsAdi Robertson — 15 October 2020
- 192webFacebook Halts Sale of Rift & Quest in Germany Amid Regulatory ConcernsScott Hayden — 2020-09-02
- 193webMeta removes Facebook account mandate from Quest VR—but is that enough?Sam Machkovech — 2022-07-09