“…To achieve that, the industry has turned to motion tracking devices and immersive 3D graphics, including head mounted displays (HMDs), such as Oculus Rift, HTC Vive, and Hololens, and motion tracking technologies, such as Kinect, Wii Remote, Leap Motion, and Virtuix Omni VR treadmill. This recent surge of affordable VR devices expanded the number of VR applications. To mention but a few examples beyond the gaming scene, VR is now widely used in medical applications for physical rehabilitation (Paolini et al, 2013;Baldominos et al, 2015;Draganov and Boumbarov, 2015;Morel et al, 2015;Donati et al, 2016;Shokur et al, 2016), exposure therapy for phobias and post-traumatic stress (Notzon et al, 2015;Cuperus et al, 2016), treatment for addiction (Park et al, 2016) and even autism (Didehbani et al, 2016). Other fields such as architecture and urban planning (Portman et al, 2015;Luigi et al, 2015) and education (Abulrub et al, 2011) also benefit from the technology.…”