Virtual reality
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 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. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback .
Virtual reality headset
The virtual reality headset helps with therapy. People with mental health and addiction issues use therapy by virtual reality headsets to help get over these issues. The Virtual Reality Headset helped patients get over fear, anxiety, panic, and acrophobia. One patient was exposed to a virtual spider for 50 minutes a day over the course of a 12 week period. The Virtual Reality Headset also was used for exercising. Many exercising programs and sports games were created. When a patient is going through therapy, the patient has control over the exposure they have. During the exposure, the patients thoughts, feelings, muscle tension, and heart rate are all observed. Virtual Reality has psychological principles from cognitive-behavioral therapies, neurobiology, neurophysiology, existentialism, and psycho dynamic conceptualizations and knowledge in behavioral neuroscience. The Virtual Reality Headset helped patients get some emotional relief from their day-to-day medications.