“…It has become quite clear, especially in the last decade, that virtual reality (VR) is a valid and high-potential technology to build very sophisticated experiments in behavioral vision science and psychological research in general ( Cipresso, Giglioli, Raya, & Riva, 2018 ; de Gelder, Kätsyri, & de Borst, 2018 ; Huygelier, Schraepen, van Ee, Vanden Abeele, & Gillebert, 2019 ; Kourtesis, Collina, Doumas, & MacPherson, 2019 ; Parsons, 2015 ; Rizzo, Goodwin, De Vito, & Bell, 2021 ; Scarfe & Glennerster, 2015 ; Wilson & Soranzo, 2015 ). To cite without comprehensiveness a few recent examples related to vision science, experiments have been performed in fields as diverse as binocular vision and stereopsis ( Bankó et al, 2022 ; Levi, 2023 ), neuropsychological assessment of visual attention ( Foerster, Poth, Behler, Botsch, & Schneider, 2019 ), visual search ( David, Beitner, & Võ, 2021 ), visual perception with body/head-movements or with freely moving observers ( Bai, Bao, Zhang, & Jiang, 2019 ; Scarfe & Glennerster, 2015 ), self-location, and self-motion perception ( Luu, Zangerl, Kalloniatis, Palmisano, & Kim, 2021 ; Nakul, Orlando-Dessaints, Lenggenhager, & Lopez, 2020 ), visuo-motor control of reaching and pointing movements ( Karimpur, Eftekharifar, Troje, & Fiehler, 2020 ; Wiesing, Kartashova, & Zimmermann, 2021 ), and testing and training of different sensorimotor functions, such as mobility ( Bowman & Liu, 2017 ) or visuo-motor functions in low vision and ophthalmology ( Crossland, Starke, Imielski, Wolffsohn, & Webster, 2019 ; Soans et al, 2021 ).…”