You can wear a special mask. 

A VR headset is a special mask for your eyes. 


A virtual reality headset is a device worn on the head. 

Some headsets need a computer to work. Other types are "standalone." This means they have their own power and parts. They can run apps all by themselves. 
People use this technology for many things. Doctors use it to practice surgery on virtual patients. This is a safe way to learn. Soldiers use it to train for hard tasks. It lets them practice without being in danger. Workers also use it to learn about safety. They can practice what to do during a fire. It is a helpful tool for learning and playing.
A virtual reality headset is a device you wear on your head. 

These headsets work using many clever parts. They use stereoscopic displays to show two images. This helps your brain see depth. They also use sensors like gyroscopes to track your head. These sensors tell the headset how you are moving. This is called positional tracking. The headset matches the virtual camera to your eyes. This makes the movement feel natural. 
People have been building these for a long time. VPL Research made early headsets in the 1980s. Sega announced the Sega VR in 1991. It was used in an arcade in 1994. Sony released the Glasstron in 1997. These early tools were not very successful. A man named John Carmack said they felt like looking through toilet paper tubes. Later, Palmer Luckey started a project for the Oculus Rift in 2012. Facebook bought Oculus VR for $2 billion in 2014.
Many different companies make headsets today. Sony released the PlayStation VR in October 2016. Valve and HTC made the Vive in April 2016. Google even made Google Cardboard from simple materials. Some headsets need a big computer to work. Other ones are called standalone headsets. These have their own parts to run apps. The Oculus Quest was a famous standalone headset. Meta released the Quest 3 in October 2023.
VR is a very useful tool for learning. 
A virtual reality headset, or VR headset, is a head-mounted device that creates a digital environment. 

To make a virtual world feel real, the headset uses several complex mechanisms. First, it employs a stereoscopic display. This means it provides a slightly different image to each eye to create depth. The device also uses stereo sound to match the visual experience. To track movement, headsets use sensors like accelerometers and gyroscopes. These sensors track the pose of the user's head. This allows the virtual camera to match the orientation of the user's eyes in the real world. 
There are different ways a headset can connect to a computer system. Many traditional headsets rely on a powerful personal computer to operate. However, some modern devices are known as "standalone" headsets. These are based on mobile operating systems and hardware similar to a smartphone. They can run VR applications directly on the device. They can also stream applications from a PC via USB or Wi-Fi. Another type of viewer is designed for smartphones. These use the phone's own screen and lenses to act as a stereoscope.
History shows that VR technology has evolved significantly since the late 20th century. VPL Research produced early headsets during the 1980s. In 1991, Sega announced the Sega VR, which later appeared in an arcade attraction in 1994. Sony released the Glasstron in 1997, which allowed users to see their surroundings while immersed. Despite these efforts, early headsets struggled commercially. Developer John Carmack once described the experience as looking through "toilet paper tubes." The modern era began in 2012 with Palmer Luckey's Oculus Rift crowdfunding campaign. 
Visual quality in VR depends on several technical factors. Image clarity is determined by display resolution, optic quality, refresh rate, and field of view. Because VR stretches a display across a wide field of view, flaws become very obvious. One common issue is the "screen-door effect." This happens when the gaps between pixels become visible to the user. To manage focus, headsets use specialized lenses. Fresnel lenses are common because they are compact and lightweight. 
Latency is a critical requirement for a safe VR experience. Latency is the time between a user's movement and the visual response. If the system is too slow, it can cause virtual reality sickness. This is a form of motion sickness. Engineers suggest that ideal latency should be between 7 and 15 milliseconds. To help with processing, a technique called foveated rendering is used. This uses eye-tracking hardware to focus high resolution only where the user is looking. This reduces the workload on the graphics processing unit (GPU).
Today, VR is a vital tool in several professional fields. 
🖼️ Images & Media (5)
More to explore
✨ What else?
Related topics you might enjoy
🔬 Go deeper
More advanced topics to explore
🪜 Step back
Simpler topics to build understanding
What is Nepedia?
A free, ad-free encyclopedia for children. Every article is written at five reading levels, so the same page works for a five-year-old and a fifteen-year-old — use the level switcher above to see this one change. No account needed to read.