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 .
Meron Gribetz
In 2016, Meron Gribetz introduced the Meta 2 at TED conference (TED). The Meta 2 consisted of an augmented reality headset that maked it possible for users to see, grab, interact with, and move holograms in a natural fashion. At TED, Gribetz suggested this new technology was designed to allow users to interact with virtual objects yet maintain their sense of presence and interaction with their natural surroundings rather than being focused or distracted by traditional 2D computer screens.