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 .
Mixed reality
In 1994 Paul Milgram and Fumio Kishino defined a mixed reality as "...anywhere between the extrema of the "virtuality continuum"" (VC), where the virtuality continuum extends from the completely real through to the completely virtual environment with augmented reality and augmented virtuality ranging between. The first fully immersive mixed reality system was the Virtual Fixtures platform developed at US Air Force, Armstrong Labs in 1992 by Louis Rosenberg to enable human users to control robots in real-world environments that included real physical objects and 3D virtual overlays called "fixtures" that were added enhance human performance of manipulation tasks. Published studies showed that by introducing virtual objects into the real world, significant performance increases could be achieved by human operators.