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 .
Thomas Dolby
Dolby’s first experiment with Virtual Reality took place in Fall 1992, when he was invited by the Guggenheim Museum in SoHo, NYC to design and install a sonic VR experience. This led to The Virtual String Quartet programmed by Eric Gullickson, and sponsored by Intel Corp. The experience ran on an IBM 386 processor with a Convolvatron 4-channel audio card. Users donned a head mounted display and found themselves in the midst of a CG string quartet playing Mozart. The sound was fully spatialized as the user moved around the physical space. Tickling a player with the joystick resulted in that musician switching to improvisation in a 'hot jazz' or Appalachian bluegrass style.