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Varjo VR-1
Basic Info
VR/AR Virtual Reality
Type PC VR Headset
Subtype Enterprise VR, High-Resolution VR
Platform Varjo Base on Windows; SteamVR tracking
Creator Varjo
Developer Varjo
Manufacturer Varjo
Announcement Date February 19, 2019[1]
Release Date February 2019; immediate sales and shipping announced February 19[1]
Price Launch: US$5,995 plus US$995 yearly service license[1]
Website https://varjo.com/
Versions Varjo VR-1
Requires Compatible Windows PC, Varjo Base and external positional tracking
Successor Varjo VR-2
System
Operating System Host: Windows 10 (64-bit) or Windows 11; see legacy requirements
CPU Host minimum: Intel Core i7-6700 or AMD FX 9590[2]
GPU Host minimum: NVIDIA GeForce GTX 1080 or Quadro P5000 (later support table)[2]
Storage
Storage Host software: 2 GB[2]
Memory Host: 16 GB minimum; 32 GB recommended[2]
Display
Display Two displays per eye: micro-OLED focus and AMOLED context
Resolution Focus: 1920 x 1080; context: 1440 x 1600, per eye[3]
Pixel Density Manufacturer: over 60 PPD and 3000 PPI in high-resolution display[3]
Refresh Rate Product sheet: 60/90 Hz[3]
Persistence Low-persistence micro-OLED and AMOLED[3]
Image
Field of View Manufacturer: 87 degrees (axis unspecified)[3]
Optics
Optics Two displays combined optically; fixed central focus area
Ocularity Binocular
IPD Range Lens adjustment: 61-73 mm; supported user IPD: 59-75 mm[4]
Tracking
Tracking SteamVR base-station tracking; third-party integrations
Base Stations SteamVR 1.0 or 2.0 supported; accessories sold separately
Eye Tracking Integrated stereo 20/20 Eye Tracker, 100 Hz[5]
Rotational Tracking Yes (SteamVR tracking)
Positional Tracking Yes (SteamVR tracking)
Audio
Audio External headphones via 3.5 mm connector
3.5mm Audio Jack Yes
Camera Two inward-facing eye-tracking cameras[5]
Connectivity
Connectivity Optical USB-C headset cable, LB-1 Link Box and PC cables
Ports Desktop host: two DisplayPort 1.2 and one USB-A 3.0/3.1[2]
Wired Video Yes
Bluetooth Not supported[6]
Power Included external power supply and LB-1 Link Box[7]
Device
Weight 605 g excluding headband (manufacturer)[3]
Headstrap Adjustable, detachable headband and top strap
Input SteamVR-compatible controllers; headset system/application buttons
Compliance Guide lists FCC ID 2AROD-001, Part 15 Class B and EU Directive 2014/53/EU[7]


The Varjo VR-1 is a professional virtual reality headset introduced by Finnish company Varjo on February 19, 2019. Its Bionic Display combines a high-resolution central image with a lower-resolution peripheral image for each eye. Varjo announced immediate sales and shipping at US$5,995 plus a US$995 yearly service license, restricted to businesses and academic institutions.[1]

The headset connects to a Windows computer through a powered Link Box and uses external positional tracking. It includes stereo eye tracking and automatic lens-spacing adjustment. Its central high-resolution area is fixed in the optics; it does not physically follow the eyes.[8][9] Support has ended, and the final supported Varjo Base version is 3.7.2.[10][11]

Reviewed 14 October 2026. Original VR-1 hardware, launch history, legacy software documentation and the specific research reports described below. Manufacturer specifications and experimental results are identified separately. About review dates.

History and development

Varjo was founded in 2016. Its engineering account describes an initial plan to add high-resolution video pass-through to existing VR hardware, followed by development of its own display system. Early prototypes combined two pictures, an optical combiner and controllable illumination in a cardboard enclosure. Later prototypes drove four displays and used larger micro-OLED panels and magnification optics.[12][13] The launch release described patented technology developed over two years by a team with backgrounds at Nokia, Microsoft, NVIDIA and Intel.[1]

Commercial launch

The February 19, 2019 announcement identified industrial design, training and simulation, architecture, engineering and construction as intended applications. Named Early Access partners were Airbus, Audi, Bohemia Interactive Simulations, Foster & Partners, Saab, Sellen, Volkswagen and Volvo. Varjo identified Flex as its production partner and said sales and shipping were beginning in 34 countries, naming North America, Europe and Hong Kong as launch regions. These were the manufacturer's launch statements, rather than a claim of universal retail availability.[1]

Varjo reported in September 2019 that the headset was shipping to 35 countries, including Japan, and had received Product of the Year at the Helsinki Design Awards. Its design announcement also describes the mirrored front plate and in-house industrial design.[12]

The Varjo VR-2 and VR-2 Pro were announced for sale on October 15, 2019. The successor announcement described changes to peripheral image quality, color consistency and eye-tracking calibration; integrated Ultraleap hand tracking was specific to VR-2 Pro. It does not establish a precise date when VR-1 production stopped.[14]

Legacy software support

The manufacturer's archived release notes identify Varjo Base 1.1.0, dated March 5, 2019, as the first official release. Version 1.2.0, dated April 18, added display and eye-tracking improvements, headset-alignment UI and improved automatic IPD adjustment. Version 2.5.0, dated September 28, 2020, added a choice of display-blending modes.[15]

Varjo Base 3.7.2 was released on November 8, 2022. The December 21, 2022 notes for version 3.8 explicitly tell VR-1 owners to continue using 3.7.2. Current manufacturer documentation still identifies 3.7.2 as the upper supported version and says support for VR-1 has ended. A Varjo Account is needed to obtain software from its Account Portal. Later XR-3/VR-3/Aero support dates and subscription changes describe different products.[15][11][10]

Bionic Display technology

The headset has four display panels, two for each eye. A micro-OLED focus display supplies fine detail in a small central area; an AMOLED context display supplies the wider peripheral view. A semi-transparent mirror combines the images. Varjo's engineering account describes optical distortion, assembly tolerances and color balance as reasons for software compensation and factory calibration.[13]

Display specification Original VR-1
Focus panel 1920 x 1080 low-persistence micro-OLED per eye[3]
Context panel 1440 x 1600 low-persistence AMOLED per eye[3]
Central panel supplier and size Niko Eiden identified a 0.7-inch Sony micro-OLED in a May 2019 interview[16]
Angular and panel density Product sheet advertises over 60 pixels per degree and 3000 pixels per inch[3]
Overall field of view Advertised as 87 degrees; the product sheet does not identify the axis[3]
Refresh rates The product sheet lists 60/90 Hz, without assigning each figure to a panel[3]

Varjo marketed VR-1 as the first "human-eye resolution" headset and used "20/20 vision" to describe its central image.[1] These are manufacturer descriptions of visual fidelity, not a clinical visual-acuity result for every user or a uniform resolution across the full field of view. Its August 2019 engineering explanation puts the highest central resolution at 64 pixels per degree, while the surrounding image has lower resolution.[13]

Fixed optical focus and display blending

In a March 2019 email published with an original hands-on report, then-CEO Niko Eiden explained that Varjo had abandoned a mechanically tilting combiner for VR-1 because of complexity and reliability concerns. The shipping design used a non-moving arrangement. Reviewer Jamie Feltham described readable small text and detailed photogrammetry scenes, but also a visible transition between the focus and context images. His brief demonstration was a subjective first-person observation, rather than a controlled acuity or comfort test.[9]

Varjo Base's Smooth: Seamless transition mode reduces image resolution toward the focus area's outer edges to blend the two images. Sharp: Maximum resolution and contrast maximizes the high-resolution area but makes its border more noticeable.[17]

This optical arrangement should be distinguished from software foveated rendering. The archived Native SDK 2.5.0 documentation gives a VR-1 example of dynamic viewports: a normal 4096 x 3200 texture versus a 2048 x 2048 foveated texture, with gaze calibration and application integration required. However, Varjo's March 2022 eye-tracking Q&A says foveated rendering and its calibration options are unavailable on older models including VR-1. These manufacturer documents do not provide a single consistent promise of gaze-driven rendering support for every VR-1 application or software version.[18][19]

Fit, controls and connections

The manufacturer lists the headset at 605 g plus the headband. It has active airflow, a detachable adjustable headband and top strap, and interchangeable face cushions in two sizes. The quick guide permits wearing eyeglasses and shows a rear adjustment wheel; lens-spacing adjustment is a separate automatic function.[3][8]

The documented lens adjustment range is 61-73 mm, with a supported user interpupillary distance range of 59-75 mm. Automatic adjustment is enabled by default and can be disabled for manual adjustment in Varjo Base. The manufacturer says most single-vision eyeglasses work, while special lenses or eye conditions may prevent automatic adjustment.[4]

Component Function or connection
System button Opens system settings[8]
Application button Input to VR applications[8]
Headphone connection Standard 3.5 mm headphones; the original guide labels the headset's headphone connector[8][20]
Headset cable Manufacturer product sheet describes 10 m optical-fiber cabling with USB-C and a Link Box[3]
Desktop PC connection Two DisplayPort cables connect to the dedicated GPU; the host also needs USB-A[21][2]
Power The guide specifies the supplied Salcomp S51A00 power supply and LB-1 Link Box, rather than power solely from the PC[7]
Box contents Headset, large face mask, Link Box, cleaning cloth, power supply, three power cables and cables labeled one USB-C, two DisplayPort and one USB-A[8]

The product and safety guide lists FCC ID 2AROD-001, FCC Part 15 Class B, EU Directive 2014/53/EU, Canadian ICES-003 and RoHS Directive 2011/65/EU compliance statements. These are the manufacturer's regulatory statements, rather than a general "enterprise certified" designation.[7]

Eye tracking

The integrated 20/20 Eye Tracker uses two inward-facing cameras, one per eye. Archived developer documentation explicitly groups VR-1 with XR-1 Developer Edition, VR-2 and VR-2 Pro: 1280 x 800 camera resolution, 100 Hz gaze frequency, 1 degree specified accuracy and 0.2 degree specified precision. These figures describe manufacturer specifications. The SDK's quoted 20-30 ms expected pupil-to-result delay assumes its recommended PC configurations.[5]

Applications can use gaze rays for interaction or log them for analysis. Calibration is required again after removing and replacing the headset because its position on the face can change. Native SDK 3.6.0 offers smoothed or raw gaze output but explicitly excludes VR-1 from the 200 Hz output option. That rate belongs to supported newer hardware.[5][22]

Positional tracking and input

SteamVR Tracking uses external base stations to track headset position and orientation. VR-1 supports both 1.0 and 2.0 base stations. Varjo recommends two for sitting or stationary use and four 2.0 stations for moving around a room. These are setup recommendations, rather than an assertion that every use requires at least two stations. The tracking sensors are behind the headset's front plate; line of sight and reflective surfaces affect setup.[23]

Compatible base stations and controllers are separate accessories. SteamVR controller compatibility depends on the station/controller combination. Varjo's current named Varjo Controllers are intended for its newer inside-out-tracked devices and are not compatible with SteamVR Tracking.[20][23]

The headset uses radios for SteamVR accessories but does not support Bluetooth. Third-party tracking systems can also be integrated; the original product sheet names ART. Tracking compatibility does not itself establish compatibility with every SteamVR application.[6][21][3]

System requirements

The following is the manufacturer's legacy requirements table for the VR-2 Pro, VR-2 and VR-1 column, rather than the stricter XR-1 Developer Edition column. It describes supported legacy configurations and does not guarantee compatibility with future OS, driver or application changes.[2]

Component Minimum Recommended, where stated
Processor Intel Core i7-6700 or AMD FX 9590 Intel Core i7-8700 or AMD Ryzen 7 2700
Graphics NVIDIA GeForce GTX 1080 or NVIDIA Quadro P5000 NVIDIA GeForce RTX 2080 or NVIDIA Quadro RTX 6000
Host memory 16 GB 32 GB
Software storage 2 GB Same listed requirement
Video outputs Two DisplayPort 1.2 or two Mini DisplayPort 1.2 Same listed requirement
USB One USB-A 3.0/3.1 port Same listed requirement
OS Windows 10, 64-bit, version 1809 or later; Windows 11 version 21H2 or later Legacy documentation, not verification of all later versions
Headset software Varjo Base 3.7.2 is the last supported release Later Varjo Base branches support other headsets

The table says AMD graphics cards are unsupported, while it explicitly lists AMD processors. It warns that mobile GPUs can perform differently from desktop models with the same name and that full functionality with adapters is not guaranteed. Its SteamVR requirement applies even when a different positional tracking integration is used.[2]

The original VR-1 product sheet lists Quadro P6000 in its minimum GPU column, whereas the later support page lists Quadro P5000. The different documents should not be silently treated as one unchanged launch requirement.[3][2]

Software compatibility

At launch, Varjo identified Unity, Unreal Engine, Autodesk VRED, Prepar3D, ZeroLight and VBS Blue IG as supported professional tools, with its SDK available for custom engines. This is historical platform support, rather than a promise that every current release of those applications works with VR-1.[1]

The original VR-1 product sheet distinguishes SteamVR tracking support from SteamVR content: it says VR-1 was not then compatible with SteamVR content or the store. Later setup documentation describes enabling OpenVR and OpenXR runtimes, and the v3.0.0 OpenXR documentation explicitly includes VR-1. Its XR_VARJO_quad_views extension exposes two context views and two focus views; applications must enable the extension to use that configuration. It also documents eye-gaze interaction through XR_EXT_eye_gaze_interaction. These are version-specific development paths.[3][21][24]

Lockheed Martin's Prepar3D v4 SDK documentation explicitly includes VR-1 for positional and eye tracking. It instructs users to start Varjo Base before Prepar3D and describes automatic gaze calibration when eye tracking is enabled and a scenario is loaded. Removing the headset, even partly, invalidates the calibration.[25]

Mixed reality scope

The February 2019 announcement and original product sheet described a planned mixed-reality add-on later that year. They establish an announced upgrade plan, not that every VR-1 includes outward-facing pass-through cameras or that the promised add-on reached customers. In archived OpenXR documentation, mixed-reality camera support is assigned to XR-1 Developer Edition and XR-3, while VR-1 is listed as a VR device.[1][3][24]

Research and reported use

Eye-tracking latency experiment

Stein and colleagues' 2021 paper reports testing VR-1 with Varjo Base 2.2.1.17, Unity 2019.1.8f1, SteamVR/OpenVR and an RTX 2080 PC running Windows 10 version 1809. Simultaneous electrooculography provided an eye-movement timing reference. Four experienced participants made 60 horizontal 20-degree saccades per device; the VR-1 analysis retained 218 of 240. Table 1 reports 36 ms mean tracker delay (3.3 ms standard deviation).

A second experiment used three experienced participants and a photodiode on the right display. A simple gaze-midline crossing triggered a white-to-black background change. For VR-1, 170 of 180 saccades were analyzed: 36 ms tracker delay (2.7 ms SD) and 57 ms eye-movement-to-display latency (6.6 ms SD). The discussion instead gives the second tracker delay as 35 ms; the figures here follow Table 1.

These small, controlled experiments measured the tested software pipeline, not a universal headset latency. Participants wore neither glasses nor contact lenses. The authors caution that smaller saccades, different detection algorithms and application setups may produce different results.[26]

Remote heart-team meeting pilot

A 2021 Erasmus Medical Center proof-of-concept used both VR-1 and Oculus Rift S headsets, controllers, Lenovo workstations and MeetinVR. Five cardiologists and five cardiothoracic surgeons participated in ten simulated remote meetings after a five-minute hardware/software briefing. The meetings reviewed anonymized images from one previously discussed coronary-disease case.

All meetings were organized successfully and reached the same recommendation as the earlier physical meeting. Questionnaire responses generally favored the experience; image quality, IT dependence and hardware comfort were reported limitations. Results were not separated by headset model. This one-case feasibility pilot does not establish clinical superiority, VR-1-specific image accuracy or improved patient outcomes.[27]

Maritime training prototypes

Markopoulos and Luimula's 2020 development paper reports small VR-1 prototypes of MarSEVR and ShipSEVR, for a ship bridge and engine-room safety respectively. The authors describe seeing a distant fishing boat in the bridge scene and improved readability of diagrams in the engine-room scene. Their VR-1-specific passage provides no controlled participant comparison or quantitative training-effect estimate. It documents prototype use and observations, while effectiveness studies and wider deployment were still planned. The same paper's future VR-2 integration plan refers to a different headset.[28]

Strengths and limitations

Varjo marketed VR-1's central display, gaze data and professional software integrations for applications involving detailed instruments, labels and design surfaces. Its promotional claims of perfect acuity or precision in all circumstances are broader than the documented specifications and research.[1][13]

Its practical constraints include a fixed central high-resolution area, a lower-resolution surrounding image, tethered PC connections, separate positional tracking equipment and the launch hardware/service cost. The original hands-on account noticed the boundary between the display areas; display-blending settings trade border visibility against the size of the sharp area. Support has ended, making the documented legacy software version relevant to continued use.[9][17][2][10]

Technical specifications summary

Specification Source-scoped summary
Type Professional PC-connected VR headset
Displays Two per eye: 1920 x 1080 micro-OLED focus plus 1440 x 1600 AMOLED context[3]
Central density Manufacturer: over 60 PPD / 3000 PPI[3]
Field of view / refresh Manufacturer: 87 degrees, axis unspecified / 60/90 Hz[3]
Eye tracking Stereo cameras, 100 Hz; developer specification 1 degree accuracy / 0.2 degree precision[5]
Lens spacing Automatic adjustment 61-73 mm; supported user IPD 59-75 mm[4]
Tracking External SteamVR base stations or third-party integration[21]
Weight Manufacturer: 605 g plus headband[3]
Launch price US$5,995 headset plus US$995 yearly service license[1]
Legacy software Varjo Base 3.7.2; manufacturer support ended[11][10]

See Also

References

  1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 "Varjo Announces VR-1, World's First Human Eye-Resolution VR Headset For Industrial Use". Varjo. 2019-02-19. https://varjo.com/news/varjo-announces-vr-1-worlds-first-human-eye-resolution-vr-headset-for-industrial-use. Retrieved 2026-10-14.
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 "System requirements for XR-1 Developer Edition, VR-2 Pro, VR-2, and VR-1". Varjo Support. https://support.varjo.com/hc/en-us/system-requirements-for-xr-1-de-vr-2-pro-vr-2-vr-1. Retrieved 2026-10-14.
  3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 3.17 3.18 3.19 3.20 "VR-1: Technical specifications". Varjo, copy hosted by Nanco. https://nanco.se/wp/wp-content/uploads/2019/08/Varjo_productSheet.pdf. Retrieved 2026-10-14.
  4. ↑ 4.0 4.1 4.2 "Adjusting the headset lenses". Varjo Support. https://support.varjo.com/hc/en-us/adjusting-the-headset-lenses. Retrieved 2026-10-14.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 "Eye tracking: Varjo developer documentation v3.0.0". Varjo for developers. https://developer.varjo.com/docs/v3.0.0/get-started/eye-tracking-with-varjo-headset. Retrieved 2026-10-14.
  6. ↑ 6.0 6.1 "How do Varjo headsets connect to SteamVR accessories?". Varjo Support. https://support.varjo.com/hc/en-us/how-to-connect-to-steamvr-accessories. Retrieved 2026-10-14.
  7. ↑ 7.0 7.1 7.2 7.3 "VR-1 Product and Safety Guide, version 1.4". Varjo. https://s3.eu-central-1.amazonaws.com/varjo-storage/docs/Varjo_VR-1_Safety_1_4.pdf. Retrieved 2026-10-14.
  8. ↑ 8.0 8.1 8.2 8.3 8.4 8.5 "VR-1 Quick guide, version 1.0". Varjo. https://s3.eu-central-1.amazonaws.com/varjo-storage/docs/1.1.0/Varjo_VR-1_Quick_Guide_en_de_fi_sv_v.1.0.pdf. Retrieved 2026-10-14.
  9. ↑ 9.0 9.1 9.2 "Varjo VR-1 Gave Me A Tantalizing Glimpse Of Human-Eye VR". UploadVR. 2019-03-01. https://www.uploadvr.com/varjo-vr-1-impressions/. Retrieved 2026-10-14.
  10. ↑ 10.0 10.1 10.2 10.3 "Do I need a Varjo Account, subscription, or license to use my headset?". Varjo Support. https://support.varjo.com/hc/en-us/do-i-need-a-varjo-account-or-subscription-to-use-my-headset. Retrieved 2026-10-14.
  11. ↑ 11.0 11.1 11.2 "Upgrading to XR-4". Varjo for developers. https://developer.varjo.com/docs/get-started/Upgrading-HMD. Retrieved 2026-10-14.
  12. ↑ 12.0 12.1 "Varjo VR Headset Awarded Product of the Year at Helsinki Design Awards". Varjo. 2019-09-12. https://varjo.com/news/varjo-vr-1-awarded-as-the-product-of-the-year-at-helsinki-design-awards. Retrieved 2026-10-14.
  13. ↑ 13.0 13.1 13.2 13.3 "How Varjo delivers human-eye resolution virtual reality". Varjo. 2019-08-21. https://varjo.com/blog/introducing-bionic-display-how-varjo-delivers-human-eye-resolution. Retrieved 2026-10-14.
  14. ↑ "Varjo Announces Two New Human-Eye Resolution Virtual Reality HMDs For Professionals". Varjo. 2019-10-15. https://varjo.com/news/varjo-announces-two-new-human-eye-resolution-hmds-for-professional-vr-incorporating-support-for-steamvr-content-at-industrys-highest-fidelity-and-integrated-hand-tracking. Retrieved 2026-10-14.
  15. ↑ 15.0 15.1 "Release notes: Varjo Base 4.7.1 and older". Varjo Support. https://support.varjo.com/hc/en-us/varjo-base-release-notes-4.7.1-and-older. Retrieved 2026-10-14.
  16. ↑ "Behind Varjo's Human Eye Resolution VR Headset". AV Technology. 2019-05-08. https://www.avnetwork.com/features/behind-varjos-human-eye-resolution-vr-headset. Retrieved 2026-10-14.
  17. ↑ 17.0 17.1 "Display blending: XR-1 Developer Edition, VR-2 Pro, VR-2, and VR-1". Varjo Support. https://support.varjo.com/hc/en-us/display-blending. Retrieved 2026-10-14.
  18. ↑ "Foveated Rendering API: Varjo Native SDK v2.5.0". Varjo for developers. https://developer.varjo.com/docs/v2.5.0/native/foveated-rendering-api. Retrieved 2026-10-14.
  19. ↑ "Eye Tracking: Your Questions Answered". Varjo. 2022-03-17. https://varjo.com/blog/eye-tracking-your-questions-answered. Retrieved 2026-10-14.
  20. ↑ 20.0 20.1 "Compatible accessories". Varjo Support. https://support.varjo.com/hc/en-us/compatible-accessories. Retrieved 2026-10-14.
  21. ↑ 21.0 21.1 21.2 21.3 "Setting up VR-2 Pro, VR-2, and VR-1". Varjo Support. https://support.varjo.com/hc/en-us/setting-up-vr-2-pro-vr-2-and-vr-1. Retrieved 2026-10-14.
  22. ↑ "Eye tracking: Varjo Native SDK v3.6.0". Varjo for developers. https://developer.varjo.com/docs/v3.6.0/native/eye-tracking. Retrieved 2026-10-14.
  23. ↑ 23.0 23.1 "Setting up SteamVR Tracking". Varjo Support. https://support.varjo.com/hc/en-us/setting-up-steamvr-tracking. Retrieved 2026-10-14.
  24. ↑ 24.0 24.1 "OpenXR: Varjo developer documentation v3.0.0". Varjo for developers. https://developer.varjo.com/docs/v3.0.0/openxr/openxr. Retrieved 2026-10-14.
  25. ↑ "Virtual Reality: Prepar3D v4 SDK Learning Center". Lockheed Martin. https://prepar3d.com/SDKv4/prepar3d/virtual_reality/virtual_reality.html. Retrieved 2026-10-14.
  26. ↑ Stein, Niklas; Niehorster, Diederick C.; Watson, Tamara; Steinicke, Frank; Rifai, Katharina; Wahl, Siegfried; Lappe, Markus (2021-02-11). "A Comparison of Eye Tracking Latencies Among Several Commercial Head-Mounted Displays". i-Perception 12 (1): 1-16. doi:10.1177/2041669520983338.
  27. ↑ Sadeghi, Amir H.; Wahadat, Ali R.; Dereci, Adem; Budde, Ricardo P. J.; Tanis, Wilco; Roos-Hesselink, Jolien W.; Takkenberg, Hanneke; Taverne, Yannick J. H. J.; Mahtab, Edris A. F.; Bogers, Ad J. J. C. (2021-03-05). "Remote multidisciplinary heart team meetings in immersive virtual reality: a first experience during the COVID-19 pandemic". BMJ Innovations 7 (2): 311-315. doi:10.1136/bmjinnov-2021-000662.
  28. ↑ Markopoulos, Evangelos; Luimula, Mika (2020-04-28). "Immersive Safe Oceans Technology: Developing Virtual Onboard Training Episodes for Maritime Safety". Future Internet 12 (5): Article 80. doi:10.3390/fi12050080.