Beyond gaming, the VR boom is everywhere—from classrooms to therapy couches

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Aurich Lawson / Thinkstock Welcome to Ars UNITE, our week-long virtual conference on the ways that innovation brings unusual pairings together. Today, a look at how virtual reality excitement is happening beyond the world of gaming. Join us this afternoon for a live discussion on the topic with article author Kyle Orland and his expert guests; your comments and questions are welcome. When Oculus almost single-handedly revived the idea of virtual reality from its ‘90s vaporware grave, it chose the 2012 Electronic Entertainment Expo as the place to unveil the first public prototype of the Rift headset. The choice of a gaming convention isn’t that surprising, as the game industry has been the quickest and most eager to jump on potential applications for VR. Gaming has already demanded the majority of the attention and investments in the second VR boom that Oculus has unleashed. But just as the Rift itself is the result of what Oculus calls a “peace dividend from the smartphone wars,” other fields are benefiting from virtual reality’s gaming-driven growth. Creators all over the world are looking beyond entertainment to adapting head-mounted displays for everything from psychotherapy, special-needs education, and space exploration to virtual luxury car test drives, virtual travel, and even VR movies. The well-worn idea of “gaming on the holodeck” may be driving much of the interest in virtual reality, but the technology’s non-gaming applications could be just as exciting in the long term. Read 42 remaining paragraphs | Comments

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Beyond gaming, the VR boom is everywhere—from classrooms to therapy couches

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