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107 Virtual Reality Essay Topic Ideas & Examples

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Virtual reality (VR) technology has become increasingly popular in recent years, offering users a fully immersive and interactive experience in a digital environment. With the rise of VR applications in various industries such as gaming, education, healthcare, and entertainment, the possibilities for exploring this technology are endless. If you are looking for inspiration for your next essay on virtual reality, here are 107 topic ideas and examples to get you started:

  • The history and evolution of virtual reality technology
  • The impact of VR on the gaming industry
  • Virtual reality as a tool for education and training
  • The use of VR in healthcare for medical simulations and therapy
  • Virtual reality and its potential for treating phobias and anxiety disorders
  • The ethical implications of using VR in therapy and treatment
  • Virtual reality and its role in shaping the future of remote work
  • The benefits of using VR for virtual meetings and conferences
  • Virtual reality as a tool for creating immersive art and experiences
  • The use of VR in architecture and design for virtual walkthroughs
  • Virtual reality and its impact on the tourism industry
  • The potential of VR for creating virtual travel experiences
  • The use of VR in sports training and performance analysis
  • Virtual reality and its role in enhancing the shopping experience
  • The use of VR in marketing and advertising campaigns
  • Virtual reality and its potential for storytelling and narrative experiences
  • The impact of VR on social interactions and virtual communities
  • Virtual reality and its role in preserving cultural heritage and history
  • The use of VR in environmental conservation and awareness campaigns
  • Virtual reality and its potential for creating virtual reality theme parks
  • The benefits of using VR in disaster response and emergency training
  • Virtual reality and its role in enhancing the learning experience for students
  • The use of VR in virtual field trips and exploration
  • Virtual reality and its impact on mental health and well-being
  • The potential of VR for creating virtual reality concerts and music experiences
  • The use of VR in virtual reality therapy for PTSD and trauma survivors
  • Virtual reality and its role in creating virtual reality escape rooms
  • The benefits of using VR in virtual reality fitness and exercise programs
  • Virtual reality and its impact on the future of entertainment and media
  • The use of VR in virtual reality film production and storytelling
  • Virtual reality and its potential for creating virtual reality museums and exhibits
  • The ethical implications of using VR in creating virtual reality experiences
  • Virtual reality and its role in enhancing virtual reality sports broadcasts
  • The benefits of using VR in virtual reality shopping and retail experiences
  • Virtual reality and its impact on the future of virtual reality fashion and design
  • The use of VR in virtual reality art installations and exhibitions
  • Virtual reality and its potential for creating virtual reality music festivals
  • The impact of VR on virtual reality theater and live performances
  • Virtual reality and its role in enhancing virtual reality travel experiences
  • The benefits of using VR in virtual reality culinary experiences
  • Virtual reality and its impact on the future of virtual reality documentaries
  • The use of VR in virtual reality wildlife conservation and awareness campaigns
  • Virtual reality and its potential for creating virtual reality amusement parks
  • The ethical implications of using VR in creating virtual reality horror experiences
  • Virtual reality and its role in enhancing virtual reality fashion shows
  • The benefits of using VR in virtual reality sports training and analysis
  • Virtual reality and its impact on the future of virtual reality education
  • The use of VR in virtual reality language learning and immersion programs
  • Virtual reality and its potential for creating virtual reality historical reenactments
  • The impact of VR on virtual reality meditation and mindfulness practices
  • Virtual reality and its role in enhancing virtual reality team-building exercises
  • The benefits of using VR in virtual reality cooking and culinary classes
  • Virtual reality and its impact on the future of virtual reality wellness and self-care
  • The use of VR in virtual reality gardening and nature experiences
  • Virtual reality and its potential for creating virtual reality pet adoption events
  • The ethical implications of using VR in creating virtual reality animal encounters
  • Virtual reality and its role in enhancing virtual reality painting and art classes
  • The benefits of using VR in virtual reality dance and fitness classes
  • Virtual reality and its impact on the future of virtual reality social events
  • The use of VR in virtual reality team-building and leadership training
  • Virtual reality and its potential for creating virtual reality networking events
  • The impact of VR on virtual reality educational games and simulations
  • Virtual reality and its role in enhancing virtual reality storytelling and narrative experiences
  • The benefits of using VR in virtual reality cultural exchange programs
  • Virtual reality and its impact on the future of virtual reality language learning
  • The use of VR in virtual reality cooking and culinary experiences
  • Virtual reality and its potential for creating virtual reality wildlife conservation programs
  • The ethical implications of using VR in creating virtual reality empathy experiences
  • Virtual reality and its role in enhancing virtual reality mindfulness and meditation practices
  • The benefits of using VR in virtual reality wellness and self-care programs
  • Virtual reality and its impact on the future of virtual reality mental health support
  • The use of VR in virtual reality pet therapy and animal encounters
  • Virtual reality and its potential for creating virtual reality music therapy programs
  • The impact of VR on virtual reality art therapy and creative expression
  • Virtual reality and its role in enhancing virtual reality dance therapy programs
  • The benefits of using VR in virtual reality drama therapy and role-playing exercises
  • Virtual reality and its impact on the future of virtual reality storytelling and narrative therapy
  • The use of VR in virtual reality group therapy and support groups
  • Virtual reality and its potential for creating virtual reality trauma therapy programs
  • The ethical implications of using VR in creating virtual reality therapy experiences

Whether you are interested in exploring the potential of virtual reality in education, healthcare, entertainment, or other industries, there are plenty of exciting topics to delve into. With these 107 virtual reality essay topic ideas and examples, you can start brainstorming your next essay on this innovative technology and its impact on society.

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Essay on Virtual Reality

Students are often asked to write an essay on Virtual Reality in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Virtual Reality

Introduction to virtual reality.

Virtual Reality (VR) is a technology that transports us to a simulated world. It uses a headset to provide a 3D, computer-generated environment.

VR in Entertainment

VR is popular in entertainment. It is used in games and movies to give a realistic and immersive experience.

VR in Education

In education, VR is used to create interactive lessons. It helps students understand complex concepts easily.

VR in Training

VR is also used in training, like pilot training or medical simulations. It provides a risk-free learning environment.

250 Words Essay on Virtual Reality

Virtual Reality (VR) is a simulated experience that can be similar or completely different from the real world. It is a technology that creates an immersive, three-dimensional environment, providing a sense of presence and the ability to interact with the environment.

The Science Behind VR

Virtual Reality operates on the premise of creating a sensory experience for the user. It achieves this through stereoscopic display, parallax, and tracking movements. The display is split between the eyes, creating a 3D perspective. Parallax provides depth cues, and tracking movements adjust the user’s view in real-time.

Applications of VR

The potential applications of VR are vast and varied. In gaming, VR creates immersive experiences that transport players into the game’s world. In medicine, VR is used for therapeutic purposes and surgical training. In education, it provides an interactive learning environment, enabling students to understand complex concepts more easily.

The Future of VR

The future of VR is promising. With advancements in technology, the line between the virtual and real world will blur. It could lead to a new era of communication, with VR meetings and conferences becoming commonplace. Furthermore, the integration of artificial intelligence with VR could result in even more immersive and personalized experiences.

Virtual Reality is a groundbreaking technology that has the potential to revolutionize many aspects of our lives. As the technology continues to evolve, the possibilities are limitless. It is an exciting field that holds immense promise for the future.

500 Words Essay on Virtual Reality

The mechanics of virtual reality.

VR operates by stimulating our senses in such a way that we are deceived into believing that we are in a different setting. This is achieved through a VR headset that provides a stereoscopic display, creating a 3D world by presenting slightly different images to each eye. Additionally, head-tracking sensors monitor the user’s movements and adjust the images accordingly, maintaining the illusion of reality.

Applications of Virtual Reality

The applications of VR are vast and extend beyond entertainment and gaming. In the medical field, VR is used for therapy and rehabilitation, surgical training, and to visualize complex medical data. In education, VR provides immersive learning experiences, making abstract concepts tangible. In the realm of architecture, VR allows for the exploration of virtual building designs before their physical construction.

The Impact of Virtual Reality on Society

The future of virtual reality.

The future of VR is promising, with advancements in technology continually pushing the boundaries of what is possible. Future VR systems may include additional sensory feedback, like touch or smell, to further enhance the immersive experience. Also, the integration of AI with VR could lead to more personalized and adaptive virtual experiences.

In conclusion, VR is a powerful technology with the potential to revolutionize many sectors. Its immersive nature offers unique opportunities for learning, exploration, and experiences. However, as with any technology, it comes with its own set of challenges and ethical considerations. As we continue to develop and integrate VR into our lives, it is crucial to navigate these issues responsibly to harness its benefits fully.

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Virtual Reality - Free Essay Examples and Topic Ideas

Virtual Reality changes the way of learning educational content – it creates a virtual real or imaginary world and motivates the students to fully understand what they are learning. It is a proven fact that the impact of learning something by doing it rather than reading about it is much more effective. A Virtual Reality device can act as a whole science lab. Virtual Reality technology is attracting students who are associated with fields such as medicine, history, architecture, or the military by allowing them to engage with their corresponding tools or accessing virtual science labs, or visiting virtual places related to their field of study. The most prominent challenge for medical anatomy students is to understand the body in three dimensions and determine how the human body is fitted together and operate them with no damage. VR plays a predominant role in solving these situations.

  • 📘 Free essay examples for your ideas about Virtual Reality
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  • Virtual Reality for Society
  • Virtual Reality as Future Of Computer Technology
  • 3D, Virtual Reality and Entertainment Industry
  • Reality Technologies (Virtual/ Augmented/Mixed/Immerse)
  • Hot Cell Facility And Virtual Reality Computer Science Essay
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  • Identity in a Virtual World
  • E-collaborations and virtual organization
  • The Relationship between the Embodied Self and the Virtual Self
  • Facebook Is Replacing Ordinary Life With a Virtual One
  • Virtual classroom
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  • Human Resource Management in Virtual Organizations

Virtual Reality changes the way of learning educational content – it creates a virtual real or imaginary world and motivates the students to fully understand what they are learning. It is a proven fact that the impact in learning something by doing it rather than reading about it is much more effective. A Virtual Reality device can act as a whole science lab. Virtual Reality technology is attracting students who are associated with fields such as medicine, history, architecture, or military by allowing them to engage with their corresponding tools or accessing virtual science labs or visiting virtual places related to their field of study. The most prominent challenge for medical anatomy students is to understand the body in three dimensions and determine how the human body is fit together and operate them with no damage. VR plays a predominant role by solving these situations.

Virtual Reality Driving Simulation Training

Similarly Virtual Reality Driving Simulation Training (VRDST) was implemented which allows real-time engagement with the driving console and the virtual world. It is a breakthrough for a safe environment in order to asses and provide real time scenarios to assess the individuals who are planning in obtaining a driver’s license (Adler et al. 1995; Brooks et al. 2013; Hoffman et al. 2002). From this article Standard VRDST involved a minimum of 8 to maximum of 12 one-hour sessions, depending on the quick progress of the participant through the VRDST rulesets. Training was a based on different levels in which the participant has to clear one level to get to the next level. During each session, the trainer would first “get behind the wheel” to demonstrate the task to the participant, and then monitor participant performance while providing continual positive verbal feedback.

The article was proven best to the people involved with autism spectrum disorder to benefit with driving as normal people. This article is a collection of operating 3D holographic imaging and Virtual reality and augmented reality hand gesture recognition technologies in order to develop an intuitive and control-based interactive holographic imaging teaching aid system for practical application in nursing education to enhance teaching effectiveness. To achieve it a Cardiovascular module was developed through 3D scanning, which was then converted into a 3D layer object. After partitioning the 3D object into multiple images with different aspects of viewing angles. A holographic projection display was used in this study to project a 3D floating image to improve real time experience of the trainers and learners. The trainers could operate teaching objects easily by implementing instinctive gesture controls during real time training. This system was used in two year adult nursing curriculum which was offered by the nursing department.

3D VR Curriculum

As per the article, in 2010, Kilmon, Brown, Ghosh, and Mikitiuk developed a 3D VR curriculum to test the ability of emergency room (ER) nursing personnel to handle emergencies. These images were used to develop high-fidelity prototypes that were comparable to actual sizes, which were subsequently operated on a highly sensitive computer screen. Currently, these prototypes are repeatedly improved to provide learners with easier operations and with the hopes of expanding their applications to more specialized fields. Nicely applied VR technology to train senior nursing students on cross-team communication. Schneider applied the VR technology to clinical nursing health education; his research team developed a VR health education curriculum for chemotherapy patients. In a random clinical experiment design, the experimental group received VR health education, whereas the control group received regular health education. The results revealed that the VR teaching materials could effectively disperse the attention of patients and thus significantly reduce the degrees of symptoms of discomfort such as sadness and anxiety.

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The Future of Virtual Reality And Writing

VR has many applications, but its most relevant use for writers right now is as a tool for creating immersive experiences for readers. As a writer and researcher, I started thinking about how this will affect my work and change the writing ecosystem. How will virtual reality change the way we read, research, and write? How can it be used to boost readers’ immersion in a fictional world? Does it currently have any other applications for writers? VR technology has already become more accessible to consumers with affordable headsets like the Oculus Rift, HTC Vive, and Google Cardboard, so it’s only a matter of time before reading and writing in VR becomes widespread. If you’re interested in learning more about the future of virtual reality and writing, read on…

The Future Of Reading

Virtual reality and writing – what to expect, writers in vr: crafting engaging stories, writing to increase empathy, virtual reality for research.

VR can be used for research in much the same way as it’s used for storytelling. However, VR researchers need to consider how the technology affects the data they collect, and how the data affects the readers’ experience. The biggest problem with VR research is that it’s difficult to see the “bigger picture” from inside the virtual environment. Most times, researchers need to look at the data from outside the virtual environment to make sense of it. For example, VR researchers who want to study human behavior might want to create an experience in which people are interviewed. However, they’ll need to observe the interview from outside the virtual environment to understand what the interviewees are saying.

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Essay on Virtual Reality

  • Post author: admin
  • Post published: September 24, 2020
  • Post category: Essays

Introduction

For the past few years, there has been a huge advancement in the field of computer and visualization (Niehorster and Lappe, 2017). The engineers keep discovering and introducing advanced and more effective ways to use technology. After 8K TV screens, the technology of VR has been introduced. The simulations which are generated by the computer are known as Virtual reality (Christensen, Annau, Van Hoff, Verizon Patent and Licensing, 2020). In VR an individual can interact with what is playing in the device. VR provides the user with a 3-dimensional environment, and the media playing in the VR looks almost like a real world. There are different gadgets in a VR set (Lorenzo, Lledó, Pomares and Roig, 2016).  These gadgets are special eyewear with screens, controllers, or hand gloves with sensors. The technology of VR is growing in almost every part of the world.

Description

In the past few years, there has been an incensement in the applications of VR (Bhagat, Liou and Chang, 2016). VR users can experience a whole new world and also interact with it. The main purpose or feature if VR is to show the high-resolution data. The environment that individual experiences in a VR device are so realistic. But, there are different types of VR with different types of results (Osumi, Ichinose, Sumitani, Wake, Sano, Yozu, Kumagaya, Kuniyoshi and Morioka, 2017). Some provide a bit low-quality result which can only support some specific senses of the user. Some levels of immersion of VR in a sequence are:

Desktop VR is a type of virtual reality device, which shows the result on a screen. The user can use the computer in a high resolution or virtual reality. These desktop VRs only include a pair of 3D glasses and a VR device (Boesen and Bragi, 2017). This is one of the basic types of VR applications. In desktop VR, there is no other sensor is used. For instance, there is no sensor gloves or any special hearing sensor in desktop VR.

Fish tank VR

Fish tank VR includes a headset or a head tracking device. The user using a fish tank VR can experience a parallax effect. In fish tank VR, monitors were used for an output source. Fish tank VR was the same as desktop VR in the matter of sensory. They also do not support any special sensing effect. These desktop VRs are an advanced type or generation of the desktop VR. In fish tank VR, for special stereoscopic viewing, they included shutter glasses. Fish tank VR does not give the user a 360-degree view. It depends on the viewer’s head position.

Immersive systems

In these VR, the aim or goal is to immerse the user in a computer-generated world and to make him a part of it. In immersive systems, an individual can participate and make his contribution and decisions in that computer-generated environment. Another advancement in the immersive system is introduced which is that these VRs are sensory applicable. The section of audio and haptics has also been advanced in immersive systems.

Applications of VR

In today’s world, the applications of VR are greatly increasing. It is not only used in the field of gaming or entertainment. Some of the VR applications are mentioned below.

VR in military

In the department of military training, the technology of virtual reality is used. Using VR for the training of soldiers will make them experience the situation or the environment of almost a real war or any fight. This helps them to learn and practice without being in a real environment of a battlefield. Otherwise, it will be risky and dangerous for the soldiers (Kalron, Fonkatz, Frid, Baransi and Achiron, 2016).

VR in sports

In the field of sports, there has always been some kind of advancement and betterment. It can be an advancement of equipment or coaching gadgets. In sports, virtual reality plays a vital role. VR has not been introduced in every sports field of every country. The technology of virtual reality in sports helps the coaches to teach players more efficiently. The players can experience a real situation before playing or participating in an actual game. This helps them learn more and better techniques for their team. Another use of VR in the field of sports is for those who cannot afford to visit a football stadium for watching a live match. They can easily watch it at their homes and can even be a part of it by the use of virtual reality.

VR in mental health cure

In the field of psychiatry, the technology of virtual reality turns out to be a great tool. By the use of virtual reality gadgets, the patients can experience a real-life situation, in which they can get rid of their anxiety or depression (Román-Ibáñez, Pujol-López, Mora-Mora, Pertegal-Felices and Jimeno-Morenilla, 2018). The physiatrist provides them a condition that makes the patient feel happy and apart from their stress and depression. It also helps those people having some kind of fear or phobia. Those patients experience and come into contact with the things they are afraid of. This is how VR is used as a meditation in the field of health (Borrego, Latorre, Llorens, Alcañiz and Noé, 2016). Another application of VR in the medical field, which is to train the new upcoming doctors.  

Virtual reality is a technology that is used in the field of computer and visualization. The technology of virtual reality is getting better and more efficient over time. The main purpose of the virtual reality device is to let the user experience a three-dimensional world. The visualization in virtual reality device is almost like the real world. There are different types of VR. The first virtual reality setup as desktop VR. The desktop VR allows an individual to experience his computer screen in a high resolution. After that, the fish tank VR was introduced. It shows the result in parallax effects (Standen, Threapleton, Richardson, Connell, Brown, Battersby, Platts and Burton, 2017). After all these VRs, immersive systems were introduced. In immersive systems of virtual reality, the user can experience a three dimensioned world. In immersive systems, the user can use sensors. Such as, an individual can move his hand to control the movement in a VR.   

  • Niehorster, D.C., Li, L. and Lappe, M., 2017. The accuracy and precision of position and orientation tracking in the HTC vibe virtual reality system for scientific research. i-Perception, 8(3), p.2041669517708205.
  • Christensen, J., Annau, T.M. and Van Hoff, A., Verizon Patent and Licensing Inc, 2020. Generating content for a virtual reality system. U.S. Patent 10,708,568.
  • Lorenzo, G., Lledó, A., Pomares, J. and Roig, R., 2016. Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders. Computers & Education, 98, pp.192-205.
  • Bhagat, K.K., Liou, W.K. and Chang, C.Y., 2016. A cost-effective interactive 3D virtual reality system applied to military live firing training. Virtual Reality, 20(2), pp.127-140.
  • Osumi, M., Ichinose, A., Sumitani, M., Wake, N., Sano, Y., Yozu, A., Kumagaya, S., Kuniyoshi, Y. and Morioka, S., 2017. Restoring movement representation and alleviating phantom limb pain through short‐term neurorehabilitation with a virtual reality system. European journal of pain, 21(1), pp.140-147.
  • Boesen, P.V., Bragi GmbH, 2017. Earpiece 3D Sound Localization Using Mixed Sensor Array for Virtual Reality System and Method. U.S. Patent Application 15/290,845.
  • Kalron, A., Fonkatz, I., Frid, L., Baransi, H. and Achiron, A., 2016. The effect of balance training on postural control in people with multiple sclerosis using the CAREN virtual reality system: a pilot randomized controlled trial. Journal of neuroengineering and rehabilitation, 13(1), p.13.
  • Román-Ibáñez, V., Pujol-López, F.A., Mora-Mora, H., Pertegal-Felices, M.L. and Jimeno-Morenilla, A., 2018. A low-cost immersive virtual reality system for teaching robotic manipulators programming. Sustainability, 10(4), p.1102.
  • Borrego, A., Latorre, J., Llorens, R., Alcañiz, M. and Noé, E., 2016. Feasibility of a walking virtual reality system for rehabilitation: objective and subjective parameters. Journal of neuroengineering and rehabilitation, 13(1), p.68.
  • Standen, P.J., Threapleton, K., Richardson, A., Connell, L., Brown, D.J., Battersby, S., Platts, F. and Burton, A., 2017. A low cost virtual reality system for home based rehabilitation of the arm following stroke: a randomised controlled feasibility trial. Clinical rehabilitation, 31(3), pp.340-350.

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Virtual Reality Argumentative Essays Samples For Students

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Over the course of studying in college, you will surely have to write a lot of Argumentative Essays on Virtual Reality. Lucky you if linking words together and turning them into meaningful text comes naturally to you; if it's not the case, you can save the day by finding an already written Virtual Reality Argumentative Essay example and using it as a template to follow.

This is when you will definitely find WowEssays' free samples database extremely helpful as it embodies numerous skillfully written works on most various Virtual Reality Argumentative Essays topics. Ideally, you should be able to find a piece that meets your requirements and use it as a template to compose your own Argumentative Essay. Alternatively, our expert essay writers can deliver you an original Virtual Reality Argumentative Essay model written from scratch according to your custom instructions.

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Video games have faced criticism and appreciation both at the same time, but still the disadvantages are more commonly highlighted. The most important issue is that an answer to the question “Are video Games dangerous?” is very subjective and it’s very difficult to say that what all games, or playing for how much time, can really prove dangerous.

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This paper examines the arguments for and against the sue of animals in experiments. It offers a brief examination of the historical development of the opposition to using animals; it considers the question form the practical and the ethical standpoint; it examines some of the evidence which shows the inefficiency and unreliability of animal use; and it also shows the way ethical standpoints have changed in the 21st century.

Key words: the three Rs; in vitro testing ; principle of equality; human volunteers; computer simulations.

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How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations

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Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.

1. Introduction

This literature review aims to contribute to the library of literature on the applications of virtual reality (VR), how they are currently used and can be used in the future, and some of the strengths and difficulties that come with using VR.

Virtual reality (VR) refers to a computer-generated, three-dimensional virtual environment that users can interact with, typically accessed via a computer that is capable of projecting 3D information via a display, which can be isolated screens or a wearable display, e.g., a head-mounted display (HMD), along with user identification sensors [ 1 ]. VR can mainly be divided into two categories: non-immersive, and immersive [ 2 ]. Non-immersive VR utilizes a combination of screens surrounding the user to present virtual information [ 3 ]. A typical example of this is driving or flight simulations in which the user sits in a chair with multiple screens around them, giving them the feeling of being in the cockpit or driver’s seat without being fully immersed. Immersive VR refers to using a wearable display, e.g., HMD, to track a user’s movement and present the VR information based on the position of users [ 4 ], which allows them to experience 360 degrees of the virtual environment. This immersive experience is what most people think of when it comes to VR and is one of the most marketable aspects of VR technology. In between immersive and non-immersive VR, there is also augmented reality (AR). AR makes use of computer-generated imagery that is overlayed on physical elements in the real world, which can be found in many applications, such as stores providing a virtual fitting application for people to “try on” clothes. Mixed reality (XR) represents the spectrum between the physical and digital worlds, combining AR and VR to allow users to both immerse themselves in a virtual world while also being somewhat grounded in reality.

The concept of VR was first introduced in the 1960s, with Morton’s creation of the Telesphere Mask and the Sensorama [ 5 ]. The original technologies served the purpose of immersing the user in the video display around them, making them feel like they are a part of the video. The Ultimate display was an idea developed by Ivan Sutherland [ 6 ], operating on a similar concept of allowing the user to feel immersed in a computer-generated environment using multiple input and output devices [ 7 , 8 ]. Following the creation of the Sensorama and the idea of the Ultimate display in the 1960s, the next large boom in VR technology development occurred in the early 2010s. During this period of time, VR was still considered a gimmick—it was expensive and was not considered a technology that would ever become popular with the general public. This, however, started to shift in 2012, when Palmer Luckey debuted his prototype for the first Oculus [ 9 ]. In 2014, Facebook acquired Oculus after seeing the interest it garnered, leading to a significant increase in the popularity of VR devices for home use. Since then, VR has grown to become more popular and accessible to the everyday consumer, with more VR headsets available on the market, such as the HTC Vive, Samsung VR, Oculus, Google Cardboard, and more.

Despite VR being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Some of the largest issues with current VR technology are hard to overcome and can span from technical to financial and health issues. Technological limitations regarding users feeling uncomfortable or ill while using a VR headset, the inaccessibility of this technology to most people due to the high price of the associated hardware, and the lack of technical standardization are all current issues that the tech industry is hoping to overcome with research and future improvements.

Overall, this literature review serves the purpose of covering how different types of VR applications can be utilized, as well as providing information on the advantages and drawbacks of using VR technology in various application domains.

In order to present a reliable literature review, an extensive search was performed using common journal search engines/websites, e.g., Google Scholar, JSTOR, MDPI, ResearchGate, PubMed, and Science Direct, which includes peer-reviewed studies and articles. Keywords and phrases used in searching for sources include a combination of “VR” or “virtual reality” with “Education”, “Simulation,” “Games”, “Virtual”, “Immersive”, “Non-immersive”, “Training”, “Application”, “Manufacturing”, “Industrial”, “Medical”, “Healthcare”, and “Entertainment”. The variety in keywords helped yield different results for VR not only as a technology but also in major use cases where it has already been utilized for different industries and fields. The gathered papers and articles were then reviewed to further select representative and up-to-date evidence.

Papers were selected with the goal of providing sufficient coverage of the topic by presenting an overarching summary rather than an exhaustive review of every type of application within VR. Having a large variety of papers does not guarantee that every particular use case of VR is covered, but it does provide a wide breadth of use cases of VR that are currently applied, as well as opportunity spaces for VR applications in the future. As shown in Figure 1 , 145 papers were initially collected, but only 77 were thoroughly reviewed to provide enough coverage without unnecessary advanced technical details. Five additional papers and articles were added after review to accommodate additional information, resulting in a total of 82 sources used for the final literature review.

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General structure of the paper selection and literature review.

Included papers were those that clearly presented a specific VR application, those that showed clear negative or positive outcomes of VR usage, or papers that provided relevant background information on a specific VR technology. Exclusion criteria included disregarding papers that had an overt focus on VR hardware components, excluding studies that may have mentioned VR without it being the focus, and rejecting papers that became repetitive after utilizing other papers on similar topics. The following sections provide detailed reviews based on various VR applications and domains.

3. Reviews of VR Technology Applications

The technological applications of VR have advanced to a point where they can be applied to an extensive range of fields and industries outside of just gaming or entertainment. Many have started to take advantage of VR in performing tasks that are hard to practice due to limited resources or the inherent risks and dangers associated with said tasks that can sometimes lead to catastrophic consequences. The greatest strength of VR is that it opens up opportunities for people to practice these tasks in a safe capacity while also being immersed enough for it to feel realistic and transferable to the real world and depict almost any situation accurately [ 10 ]. This section covers some of the main categories of VR applications and provides examples of how these applications are applied or can be applied to different use cases across various fields.

One of the most widely used and largely applicable applications of VR is the simulation aspect, which can be uniquely created and customized to suit users’ needs. There are two main types of simulations: immersive and non-immersive. As mentioned above, non-immersive VR simulations usually include multiple screens and some type of platform or apparatus that mimics the activities or tasks in reality [ 3 ]. Immersive VR simulations differ in terms of using HMDs in place of screens and can either utilize a control platform or apparatus such as the ones used in non-immersive simulations [ 11 ] or can instead be fully contained within a virtual setup and require no external setups or platforms. Whether users opt for immersive or non-immersive VR simulations, there is no significant difference in the performance, and the results appear to be very similar in fulfilling the simulation’s purpose [ 12 ]. There is, however, a slight advantage to using immersive VR simulations with HMDs, as they are capable of fully immersing the user in the simulated environment and giving them a more thorough experience [ 13 ].

3.1. Industrial Simulation Applications

VR simulations have many applications that can span from training simulation to prototyping, designing, and testing tools and objects. Some commonly used VR simulations in the industrial domain include driving simulators, flight simulators for pilots, and combat simulators for military personnel, all of which provide training to users in highly dangerous circumstances without putting them at risk during the training process [ 14 ]. Among the many use cases, two typical simulation applications are further discussed in the following sections.

3.1.1. Driving Simulations

One major use of VR simulations is driving simulations for both driving training and within the automotive industry; VR provides the ability to create driving simulations in which users can be placed in risky driving scenarios without real danger [ 15 ]. Driving simulators can be useful in multiple capacities, such as observing driving behavior to collect data or training inexperienced drivers in a low-stress environment.

VR driving simulations can be used to train young or novice drivers and help them understand their mistakes or point out some bad driving habits they need to adjust. Within a simulation, drivers can be placed in a virtual vehicle within an environment resembling a cityscape, with their behaviors and actions observed and recorded to later analyze for any issues or mistakes or to see if the drivers made the correct decisions in a given scenario [ 16 ]. After conducting the simulation, drivers can be informed of their mistakes and receive feedback about how to improve their behaviors in an actual driving situation. These driving simulations can also be beneficial in training young drivers with neurodevelopmental disorders such as autism spectrum disorder (ASD) [ 17 ], who may otherwise have difficulties learning in an uncontrolled environment.

Another application of VR driving simulations is the ability to collect real-time data on how users react to different scenarios as drivers on the road in a simulated environment. This data can be used in multiple capacities, such as designing better safety features in a vehicle, providing a better user experience for drivers, developing training modules for drivers, and for use in autonomous vehicle (AV) research and development. AVs have been an emerging field of technology that will continue to develop and advance, with VR simulations continuously providing opportunities for safe and efficient data collection and user testing [ 18 ]. One common issue in the field is developing trust between users and autonomous vehicles and understanding how to mitigate the distrust most people have in this technology [ 19 ]. It is important to ensure users have a certain level of trust in an AV so as to ensure drivers take over when appropriate. Accordingly, putting users in a VR driving simulation in which they interact with an autonomous vehicle virtually can yield substantial amounts of data on how users behave within that environment while also ensuring that users feel safe in the process and can become accustomed to being in an AV [ 20 ].

3.1.2. Product Design and Prototyping

One application of VR that can be useful is the ability to look at 3D models in a virtual space in a way that is difficult to visualize via a screen. Prototypes or preliminary designs for products can be modeled and shown in a virtual environment for test and evaluation purposes [ 21 ]. One significant advantage of showing these models in VR is presenting a virtual prototype or part without spending a lot of time, money, effort, or material on building the prototype in real life. Through simulations, VR can also show how the product would react under different conditions. Simulations can be run in VR to show the effect of different interactions between the prototype and surrounding subjects [ 22 ]. This can help the prototype designers determine if any areas of the prototype need to be improved based on the simulated interaction results. The ability to see the product in a virtual environment can also provide the ability to make changes to VR design for a quick turnaround and faster results, which could increase the speed of prototyping, reduce prototype production waste, and increase the understanding of the functions of the prototype.

3.2. Education

Educational applications of VR have not been utilized much yet, but there are many promising examples and studies of how beneficial VR can be in an educational environment. Using VR can help increase student attention by keeping them engaged with what is happening inside the VR environment [ 23 , 24 ]. Most teenage students find it challenging to pay attention in class, especially when they feel that the discussed topics are not relevant to them. When students use exciting technologies such as VR, they are more interested and engaged with what they are learning while immersed in a virtual environment [ 25 , 26 ]. VR headsets are also useful in blocking out visual and auditory distractions, creating an opportunity for the student to focus on teaching materials better. Such VR approaches open up more opportunities for teachers to interact one-on-one with students and have more useful and beneficial teacher–student interactions [ 27 ].

VR also provides the opportunity for students to construct and practice their own knowledge by being able to engage in meaningful experiences. Students are able to immersively engage in educational activities and gain a better understanding of the topic at hand [ 28 ]. VR also has the capability of transporting students to different environments, allowing them to learn and explore various concepts safely and efficiently. This can be especially useful to demonstrate environments that are impossible to visit in reality, such as underwater or space [ 29 , 30 ].

Mixed reality can be considered an extended VR application, which can be applied to real learning environments, such as exploring laboratory experiments [ 31 ]. Students can wear an HMD that shows information and instructions about the laboratory they will experience and can interact with items in reality to recreate what is simulated to them in VR. Essentially, students are still fully aware of their surroundings while also having a better visual understanding and representation of their task, which can help reduce mistakes, allow students to be more independent, and keep students interested and engaged.

With the start of the COVID-19 pandemic, there has been a sudden increase in virtual learning, with many classes being held via online meeting platforms and others being fully asynchronous. VR offers a new, unique approach to asynchronous learning; VR can create a learning environment in which a student can participate in lectures and ask questions to virtual instructors with pre-generated answers [ 32 ]. It is particularly important for students to feel immersed in the virtual environment in order to keep them engaged [ 33 ]. Virtual environments can be created to look just like real-life classrooms where students can walk around and work with other students on assignments [ 34 ]. The issue with asynchronous classroom experiences is that not all of a student’s questions will necessarily be answered; information will be limited to what is currently updated within the virtual experience. Thus, VR-based virtual education does provide a better experience to students than watching videos online, but it cannot replace the experience of being in a classroom with teachers who can directly engage with students.

With VR technology further advancing, VR could also be used for live, synchronous classes where students can engage with classmates and teachers from the comfort of their homes in real time. This would have been especially beneficial when schools were closed due to the pandemic, but it can also provide a way for students to attend classes while experiencing health difficulties, traveling, or living in other countries, etc. Even though live classes have not yet really been held using VR, such applications can be developed in the future, especially with some of the current development being made in both asynchronous learning and social interaction.

3.3. Public Health

Another domain in which VR has been utilized is within public health and wellness. Due to the immersive nature of VR, it can be used to simulate experiences that can directly impact people’s health. Some examples include providing immersive training simulations to medical personnel, offering a new method of exercise or meditation, and presenting therapists with opportunities to better help and understand their patients.

3.3.1. Medical Training

VR simulations provide the opportunity for medical professionals to practice procedures before operating on a patient, which has proven to help provide patients with better outcomes more consistently and reduce the incidence of mistakes. Preparation and practice in VR help improve patient outcomes because medical personnel are better prepared for each patient’s unique circumstances before operating [ 35 , 36 ].

In terms of learning how to perform procedures, medical students can train in an interactive virtual environment that can be programmed with different scenarios, which allows a student to experience real-life scenarios with virtual patients [ 37 ]. The virtual environment can be programmed in a multitude of diverse ways so the student can be prepared and better accustomed to different types of scenarios they may face with future patients. The simulation can be programmed so that a video can be played, showing how to effectively use a tool or object when the user looks at it [ 38 ]. The simulation can also provide hints or step-by-step instructions to students so they know how to perform the surgery properly. All these practices are much more hands-on than reading a textbook and more realistic than practicing on mannequins with minimal risks to a real patient, which makes VR a perfect tool to assist student learning.

Medical students are not the only ones who can benefit from VR simulations; seasoned medical professionals and surgeons can also benefit from this technology. Patient-specific virtual reality simulations (PSVR) are a technology that allows doctors to practice actual upcoming operations in VR [ 39 ]. This technology allows surgeons to practice customized procedures to match their patients’ specific needs and circumstances. A patient’s medical history and physical attributes can be created in the simulation and programmed with the most likely outcomes. When a surgeon performs a task or action in the simulation, the appropriate or most likely reaction can be programmed to simulate what would occur in real life under the same circumstance. This provides an opportunity for surgeons to plan out their surgery beforehand in a virtual environment, allowing them to be better prepared and more confident in their plan for the surgery ahead [ 40 ].

3.3.2. Exergaming, Fitness and Sports

With the initial focus of VR being on gaming, developers saw an opportunity for the emergence of a genre of games called exergames, in which users participate in physical activities to achieve the goals of the game. “The core concept of exergaming rests on the idea of using vigorous body activity as the input for interacting with engaging digital game content with the hope of supplanting the sedentary activity that typifies traditional game interaction that relies on keyboards, gamepads, and joysticks” [ 41 ]. VR games tend to fall under the category of exergames by requiring the user to stand up and move around in order to interact with the environment. Games such as Beat Saber (Beat Games, Prague, Czech Republic) make the user move around frequently to fulfill the game’s requirements.

Using VR as a workout tool helps gamify exercise, which can greatly assist users in staying motivated and engaged by providing them with goals to achieve during their workout. A study performed by Segura-Orti on dialysis patients shows that patients that used VR exercises instead of conventional physical activities had an increased level of physical activity compared to those who worked out using conventional methods [ 42 , 43 ]. This is probably due to the more enjoyable experience of getting exercise in game form that real life has failed to achieve with exercise apps and challenges. Some current examples include the implementation of treadmills and stationary bicycles with VR applications that allow users to physically run/cycle in place while virtually traveling through a virtual environment. These types of immersive experiences can make users’ workouts more enjoyable and can help encourage those new to fitness to start exercising from home in a new and exciting fashion.

VR technology is also being utilized in sports, where it is used to train athletes to improve their skills and can help provide them with physical therapy and rehabilitation. In terms of athletic training, VR presents a great method of perceptual-cognitive skills training [ 44 ], where users are able to experience and learn from video-based playback in an immersive environment rather than on a screen. This can be especially useful in customizing training for players in large team sports, such as football, basketball, or soccer [ 45 ]. VR allows individuals to repeatedly practice skills with lower risks of harm, which helps reduce injury. When injuries do occur in the real world, VR can be used in the rehabilitation process by allowing athletes to train from anywhere and at any time, even in the absence of a trainer or facility.

3.3.3. Therapy and Meditation

Another use of VR is in mental health therapy and meditation. The immersive nature of VR provides the flexibility to create various types of environments or experiences. Accordingly, VR can be used to experience situations that are hard to come by in real life, or that can be dangerous to go through in real life. For example, for those who suffer from post-traumatic stress disorder (PTSD), VR can be a way to experience situations that can trigger traumatic events within a safe, controlled capacity. Specific scenarios can be recreated in a virtual environment, and the patient can experience them in the presence of a therapist in order to receive help dealing with their trauma [ 46 ]. This type of therapy is similar to exposure therapy, in which patients confront what triggers them in order to slowly heal from their trauma [ 47 ].

For people who have certain disorders that may be hard to explain with words, VR can be a safe way to put people in scenarios that may trigger their disorders and observe their behaviors. Allowing a therapist to observe the situation can give them a better insight into why their patient is reacting in a certain way, which will allow them to better treat their patient [ 48 ].

Another application of VR is to use the immersive nature of the technology for meditation purposes. With the ability to experience a calm virtual environment that fully blocks distractions, VR presents a unique form of meditation that may be otherwise difficult to achieve at home. Studies on the use of VR in meditation have shown a slight increase in positive effects and a state of mindfulness in users after the meditation experience [ 49 ]. One study showed that VR meditation was more successful in reducing pre-exam anxiety in college students than watching a meditation video, where 71% of those using VR reported lower anxiety levels compared to 47% of the control group [ 50 ]. VR mediation has been shown to be useful in calming healthcare workers, especially during the COVID-19 pandemic. Virtual reality plus neurofeedback (VR + NF) meditation was shown to decrease the user’s anger, tension, depression, vigor, fatigue, and confusion [ 51 ]. Navarro-Haro et al. experienced an immersive VR mediation simulation and reported an increase in mindfulness and a reduction in negative emotional stress [ 52 ]. They were also less sad and less angry after the simulation. Mediation experts acknowledge that meditation with VR can be an immensely helpful and unique experience that is not yet fully utilized, and studies such as the one discussed here show promising results for this use of VR.

3.4. Social Interaction

VR provides the ability to transport users to a virtual environment in which they can interact with other users. This provides an opportunity to create social connections that may otherwise be hard to create or maintain. Social interaction via VR can be especially helpful for those with autism, as it provides a way for them to practice their communication skills. Users are able to participate in virtual cognition training to better improve their social skills, such as emotion recognition, social attribution, and analogical reasoning [ 53 ]. There are even programs in which young adults with high-functioning autism can participate that are designed with the purpose of increasing their social skills. These programs train users to better recognize facial expressions, body language, and emotions from a person’s voice [ 54 ]. These programs have lasting effects on the users, as they gain the ability to recognize other people’s emotions within the training that they can carry forward in their lives.

Social virtual reality also provides a new way for people to connect over long distances. Virtual spaces can be created in a VR environment and allow users to interact with each other in a realistic setting; users can have realistic avatars and talk to each other as if they were face-to-face [ 55 ]. This method of communication can be as effective as talking to another person in real life as long as the users feel immersed in the environment. When the users are immersed in the virtual environment, they have a better sense of presence, and their responses are more genuine [ 56 ]. This was especially popular during the COVID-19 pandemic when social distancing and travel restrictions made it much harder for people to see and speak with their loved ones [ 57 ]. Being able to attend events and experience activities with others via VR has provided a substitute for real-life interactions that is more realistic than merely speaking over the phone or via video chat [ 58 ].

3.5. Entertainment

The most prominent application of VR among the general public is within the sphere of entertainment, with VR offering new ways for users to experience several types of media in an immersive capacity.

One such form of media consumption within VR is watching movies, shows, or videos. VR offers new ways for users to experience visual media due to its ability to immerse users in a virtual world. VR displays are able to play 360° videos and allow the users to move around in the virtual environment, which provides the user with a more immersive experience and allows them to interact with the world as they see fit [ 59 ]. Users now have more control over what they want to pay attention to in a video and can experience videos in a whole new way.

Another application is virtual travel and tourism. Virtual tourism allows users to experience immersive tourism in simulated environments based on real landscapes or locations. This can make travel attainable to many people that would otherwise not be able to afford the time or money needed to physically visit faraway destinations. Examples of VR tourism include virtual museum visits, navigating areas using applications such as Google Street View, and virtual tours of popular destinations such as the Grand Canyon or the Great Wall of China. The concept of virtually visiting other countries or worlds has existed since the 90s [ 60 ], but there was a boost in interest recently due to travel constraints during the COVID-19 pandemic [ 61 ], with more people seeking travel experiences from the confines of their homes.

Live music is another form of entertainment that seems to be gaining traction as another large application of VR. Virtual reality has the ability to change the way people experience concerts, offering users the ability to attend and enjoy concerts from anywhere in the world. Prerecorded concerts are already available as a VR experience, with videos of the concerts filmed in 360 using omnidirectional cameras, allowing users to move their heads around and feel like they are physically present at the concert [ 62 ]. This can be an opportunity for users who do not have the ability to travel or could not get tickets to still enjoy the show. This will also allow users to see parts of the concert they could not see even if they were there due to cameras either being positioned on stage or close to the stage. The livestreaming of concerts in VR is still not technologically applicable, but it seems like the music industry is aiming to make it a reality at some point in the future with further VR development. As part of the most significant applications of VR, gaming has gained huge popularity recently, with headsets becoming more accessible and game developers investing more in the VR landscape. Many users have purchased VR headsets to play popular games such as Beat Saber , Super-Hot , and Job Simulator (Menlo Park, Prague, Czech Republic), some of the top-selling VR games. Besides designated VR games, many other games that were not initially made for VR are also being developed to include this capability and expand the options gamers have concerning their in-game experience. The rise of VR gaming popularity in recent years owes to the immersive capabilities of HMDs to immerse the users in the game environment, blocking out all external distractions [ 63 ] and giving the users a better sense of presence [ 64 ]. Players can experience the game from their point of view, which allows users to experience games in a whole new way [ 65 ].

4. Limitations and Side Effects of VR

Despite VR being a powerful and versatile tool, current VR technology has some evident limitations and drawbacks. These limitations include technological limits on what VR can do, how accessible VR is to the general public, and some of the side effects of using VR devices.

4.1. Technological Limitations

As a technology still in the earlier stages of development on a grand scale, VR has made significant leaps in evolution. Still, more substantial progress must occur before VR can be fully utilized in all possible applications and purposes.

Right now, the standardization of VR technology and presentation is still limited [ 66 ]; every developer may have their own interface specifications and functionality associated with their technology, and applications are not easily transferable between devices. The only standardization that can be observed as of now tends to be with popular games that are developed to be used across different VR platforms. It is also hard to troubleshoot bugs and receive proper support for any issues due to the lack of standardization. Hopefully, with time and progress in VR development, the technology can become more streamlined and provide better usability for users and transferability between devices. There are currently efforts to standardize VR, but these efforts are new, and the process is still in its infancy [ 67 ].

Other issues include hardware and software requirements for professional VR development, as most VR development software tends to take up a lot of data space on computers and have high-power consumption [ 68 ]. VR headsets also tend to be very heavy and can cause physical strain on users, causing headaches and pain, especially around the neck and shoulders [ 69 ]. As of now, it is not yet known what kind of detrimental effects VR use will have on users’ eyesight, but it is known that it can cause strain, especially with prolonged usage [ 70 ].

Another common issue is the lag between the user’s movements and the visual display within a VR headset [ 71 ]. A lot of the time, the headset’s tracking does not keep up properly with the user’s movements, which not only decreases their immersion but can also cause dizziness or “cybersickness,” which is explained in more detail below [ 71 , 72 ].

Cybersickness

One of the crucial issues with VR usage is VR-induced motion sickness, or “cybersickness” [ 73 , 74 ]. Cybersickness is a phenomenon where users will feel symptoms similar to motion sickness (i.e., nausea, dizziness, lightheadedness) as a result of using a VR device [ 71 ]. It is not yet known exactly why this occurs, but there are a few theories to explain this phenomenon. The most likely theory is known as the “sensory conflict theory,” which states that the excessive mismatch between the motion a user perceives visually and the lack of the corresponding movement in their body causes a conflict [ 71 , 72 , 75 ]. This happens when there is a disparity between the user’s visual system and vestibular system, which is the sensory system responsible for providing the brain with information about motion, head position, and spatial orientation [ 76 ]. Another explanation for cybersickness is the “ecological hypothesis”, which states that when people are not able to perceive or react to new dynamic situations, postural instability occurs [ 77 ].

Cybersickness does not always come with virtual experiences, but the issue can be exacerbated by several factors. Some individual factors include prolonged VR exposure; the user’s predisposition to motion sickness, fatigue, or nausea; and how adapted a user is to VR applications [ 71 , 78 ]. Cybersickness symptoms also seem to be less frequent when users are sitting instead of standing. Symptoms tend to worsen when a user is experiencing a high-speed simulation or game. Being a passive participant makes users more susceptible to symptoms than when they are in control of the simulation [ 71 , 79 , 80 ].

There are also some technical factors that can increase the likelihood of cybersickness occurring. These issues include noticeable lags (delays in the visual display can cause symptoms), position tracking errors (better head tracking reduces symptoms), and flicker in the visual display [ 71 , 72 ].

Cybersickness is one of the most uncomfortable issues that comes with VR usage, and if users continue to experience these uncomfortable symptoms, this can present a huge hindrance to the widespread development and utilization of VR applications [ 72 , 77 ].

4.2. Accessibility

As VR technology evolves, it is becoming more accessible, especially compared to its earlier stages. The cost of VR headsets on the market is still higher than most people can afford, but their current pricing is on par with most gaming consoles. Headsets such as Oculus Quest 2 cost about $300 for the base model and can be fully operated without the need for a computer, making it one of the more accessible headsets on the market. Most other headsets require using a computer that is “VR-ready”, meaning a high-end computer with a powerful graphics card that can manage VR applications. VR-ready computers tend to be more expensive than most computers, making this type of VR headset more expensive overall and out of reach for most people. This makes cost one of the larger barriers for people to get into VR as regular consumers, which is a hindrance to the growth of VR as a household technology.

VR as a field also includes augmented reality (AR) and mixed reality (XR), which are less immersive forms of virtual experiences where users still operate in the real world with a virtual overlay. AR and XR applications are more accessible to people due to their development for use on mobile devices, which are much more common with most people owning or having access to one. A common example of this type of application is AR games such as the popular Pokémon Go , which combines using a smartphone with a physical exploration of the real world [ 81 ] in search of “Pokémon” around them that can only be observed via their phones. Distances are tracked based on a user’s steps, and users can connect fitness apps to the game in order to increase rewards gained from crossing long distances. These types of games and applications can encourage people to be more physically active by gamifying the walking experience [ 82 ]. Similar smartphone games and applications can be a more accessible entry point for people interested in VR but who lack the funds to invest in an immersive headset and computer setup.

5. Conclusions

This literature review has shown how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. Current applications span different domains such as engineering, education, medicine, and entertainment. With VR technology gaining popularity and traction, more VR applications can be further utilized in the future, both in improving current use cases as well as expanding to more domains. The hope is that with more VR technological breakthroughs and development, the current limitations and issues can be overcome, making long-term VR usage more realistic and accessible to more people.

Overall, VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. However, more and more application scenarios are under development by experts from different fields, which allows for more specific applications and development. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.

Funding Statement

This research received no external funding.

Author Contributions

Conceptualization, A.H. and B.J. methodology, A.H. and B.J. validation, B.J.; formal analysis, A.H.; investigation, A.H.; resources, A.H.; data curation, A.H.; writing—original draft preparation, A.H.; writing—review and editing, B.J.; visualization, A.H.; supervision, B.J. All authors have read and agreed to the published version of the manuscript.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Data availability statement, conflicts of interest.

The authors declare no conflict of interest.

Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Home — Essay Samples — Information Science and Technology — Computer — Virtual Reality – the Technology of the Future

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Virtual Reality - The Technology of The Future

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Published: Nov 7, 2018

Words: 2031 | Pages: 4 | 11 min read

Table of contents

Four key elements of vr experience, other key concepts:, types of the problem that can benefit from vr, virtual world, sensory feedback, interactivity, telepresence, collaborative environment.

  • Immersive 3D presentation VR is suitable in scenarios in which an immersive 3D presentation or a 3D visualization of an object is more persuasive than a one- or two-dimensional format, such as in the cases of architectural walkthroughs, design spaces, virtual prototyping, scientific visualization, teaching and learning a subject in 3D. Insite VR allows architects to transform designs from major modeling software into three-dimensional VR environments, which they can then view in a life-like 3D image using certain VR headsets. This gives the architects a chance to "walk through" a design, as it were, and see how it would look when completed, so they can make changes. Insite VR also allows multiple VR users from remote locations to explore content together and collaborate virtually.
  • Exploration VR is a suitable delivery mechanism if the goal is to explore or familiarize oneself with a specific environment (either real or fictitious). Image any art student in Vietnam (my home country), or anywhere in the world, can have the opportunity to visit the Metropolitan Museum of Art in New York, or the Louvre Museum in Paris, by just putting a VR headset on. How fascinating is that! On the commercial side, VR can be an effective marketing and sales tool for the hospitality, tourism and real estate industries. A VR presentation or experience can provide customers a personalized and detailed tour of the resort, hotel, or an individual suite, which adds to the sense of customers being there and can have positive impacts on sales conversion.
  • Through a collaboration with VR firm Matterport, the New York Times now offers virtual reality tours of some of its luxury real estate listings. Simulation Types of problems that can benefit from simulations in VR: Problems that cannot be tackled in the physical world (e.g., witnessing the formation of the Earth)Problems that cannot be studied safely (e.g., witnessing an earthquake)Problems that require extensive practice to avoid costly mistakes in real life (e.g., football training, surgical practice)Problems that cannot be deployed due to cost constraints (e.g., car dealership showroom)Problems in "What if?" studies (where virtual exploration could lead to a better understanding).
  • Live & Real-life events
  • Social platforms & Virtual collaboration
  • EmpathyVR affects people on an emotional level much more than any other media. Because of its immersive properties, VR can give them not just a better sense of the places but also more empathy and a deeper emotional connection to the people that were actually there. It is a powerful tool for visual storytelling and simulation experiences to connect human beings to other human beings and to spread awareness and inspire action on pressing social issues, such as in the journalism, nonprofit and environmental industries.

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Virtual Reality - The Technology of The Future Essay

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write an opinion essay virtual reality

Virtual Reality (VR)

How it works

Virtual reality has enhance life in all aspects by allowing your senses to feel what your body cannot experience; it allows you to travel, learn, and has a bright future ahead of it. Even though it has experienced obstacles, it is an emerging technology at best. Therefore, what is Virtual reality “Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions”(Virtual Reality Society, 2017).

Virtual reality has succeeded to enhance life because it exceeds the odds one never expects to meet. “VIRTUAL Reality (VR) is the current frontier in gaming, offering immersion and totally different experiences to what gamers have been used to”(Wilson, 2017). Virtual reality has enhanced this field a lot due to the fact that gamers have a need to feel immersed in the game to feel like their truly there in the action.

Virtual reality has now started to include more and more items to the collection of VR, which is making this reality feel more immersive. Virtual reality gaming still has a long way to go but still has enhanced gaming by a lot already. Another great example of a way Virtual reality has enhanced life if the opportunity to visit locations you have never seen before. “Atlas Obscura is using virtual reality to transport readers to the world’s distant, exotic locations” (Bilton, 2017). To be able to sit in your living room and visit Tokyo would be an exciting adventure. Virtual reality has so many possibilities to enhance your life, and it does not stop at gaming and luxury. The most beneficial enhancement from Virtual reality is education. With virtual reality you now have so much hands on learning capability to train students with this is a true improvement to the education system. On Unimersiv students can enter classes from just about anything from business, science, to physical education. Unimersiv has the most resources to immersive virtual reality content for educational needs online. (Thomas, 2015) Virtual reality has such a big future in education. It is clear that Virtual reality can enhance your life but how did it begin? It begins with a man named Ivan Sutherland and his student Bob Sproul.

Ivan Sutherland was born May 16, 1938; he is an American computer scientist, internet pioneer, and known as a creator of many computer graphics. Bob Sproul Ivan Sutherland’s student was born in 1945; received his master’s degree in computer science and known for working for Oracle Labs (Celebrity Birthdays, n.d.). “In 1968 Ivan Sutherland and his student Bob Sproul created the first VR / AR head mounted display (Sword of Damocles) that was connected to a computer and not a camera. It was a large and scary looking contraption that was too heavy for any user to comfortably wear and was suspended from the ceiling (hence its name). The user would also need to be strapped into the device. (Virtual Reality Society, 2017). Now the reason Ivan thought of Virtual reality was to create the “Ultimate Display” so in 1965 he created a concept that made you view a virtual world to appear realistic. Ivan thought up the ultimate display as a room where you could control matter or the existence of it. If an object were displayed, you would be able to touch it or if something fatal were to appear it would actually cause harm. “With appropriate programming such a display could literally be the Wonderland into which Alice walked” (Virtual Reality Society, 2017).

As great as Virtual reality has come it has went through many hardships through its time lime: Such as price since most VR headsets range from prices of $400-$600 ranges money has become a big obstacle for Virtual reality; “VR right now comes at too high of a price point for many” (Wiltz, 2017). There’s also still way too little information on the side effects VR can cause such as vision problems and seizures; “Many VR side-effects are believed to be temporary and leave no lasting damage, but there have been few long-term studies into use of the technology” (Davis, 2016). Lastly, there is still a major lack of content to take the leap into purchasing a VR device for most struggling households. Therefore, Virtual reality still has many hardships to overcome but the future for VR shines bright. The future of Virtual reality has so many endless possibilities and some of these possibilities are ones we can share with family and friends such as going to the cinema. “If cinema is a shared dream, this is a shared reality(Charara, 2015)” The fact is Virtual Reality can be the source of tons of shared realities. Virtual reality will soon not be restricted to simulated animations due to VRSE. VRSE’s documentaries have outnumbered short films on the mobile, and soon will own a 180 or 360-degree video section to rival the VR movie companies with bigger budgets. During this time Facebook has been excitedly encouraging these changes since the owning of Oculus.(Charara, 2015) Then there’s places looking into VR theme parks; therefore, all those thrill seeking lovers can truly get the thrills they desire. The February of 2016, China’s Shanda Group declared they were investing $350 million in collaboration with The Void to build a VR theme Park. While Starbreeze a Swedish game studio expects to work with the chain of IMAX theaters to bring premium virtual reality ideals to various commercial locations.

Theirs also amusement parks that are also beginning to implement virtual reality into their previous and future rides such as Six Flags. The summer of 2016 Six Flags had begun updating nine of their coasters to have a Virtual Reality design. (Adi Robertson, 2016) The future virtual reality also shines bright for the sports industry not only is it a way better experience to watch on a VR device but Virtual reality can also assist in training in the future. “This helps football teams prepare players for games without requiring their excessive presence on the field, where they risk being injured and exposed to summer heat. Teams can thus increase practice time without breaking the stringent rules that both the NFL and NCAA (college football) place on outdoor practice”(Dickson, 2016). We also see a chance of new sports coming out of Virtual reality. Therefore, VR is having a big impact on the future of the sports industry. Traveling in a completely new way for people who cannot really do what they use to. “A startup called Rendever is working towards a future where the physical limitations many seniors face won’t prevent them from traveling – virtually. (CBS News, 2016)” At Brookdale Senior Living Community a group of men and woman were allowed to test out Rendever’s new technology.

Thanks to this technology, Virtual Reality will allow many to take trips and explore the world without leaving the comfort of the building. (CBS News, 2016) The future of Virtual reality will really assist the elderly and handicapped in so many ways to continue giving them the life experiences they want to experience. It is hard for people to explore places due mobility, income, and disabilities; Virtual reality is giving these kinds of people the opportunity to feel like they can do whatever they want. The education system has already started putting some VR into how students learn but in the future, it is believed that VR and AR will take over. Virtual reality is the future for education a big success is fieldtrips. Teachers can now create the perfect trip for their class without leaving their classrooms.

With just basic computer knowledge and a concise lesson plan, you will have the required resources for a Virtual trip of success.(Ivy, 2017) With this hands-on training, you can truly immerse your students in their work therefore making them more interested and have a better understanding. The newer generation connect with technology making this a huge improvement in the education system a big leap in the future. Virtual reality is the enhancement of the future we have all needed. “When you consider the inevitable improvements that are to come for this technology, as well as the still-growing library of content for VR, it’s safe to say that? after decades of attempts? virtual reality is no longer something only found between the pages of a science fiction novel” (Kumar, 2016). VR will bring entertainment to a completely new level with gaming, cinemas, sports, etc. While the future of education is going to allow students to be entirely immersed making information easier to grasp, and learning skills and trades at a younger age possible. Lastly, Virtual reality will provide enjoyment in the purest form with friends and family wherever you may be. Virtual reality has succeeded to enhance life because it exceeds the odds one never expects to meet.

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virtual reality (VR) , the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment . VR applications immerse the user in a computer-generated environment that simulates reality through the use of interactive devices, which send and receive information and are worn as goggles, headsets, gloves, or body suits. In a typical VR format, a user wearing a helmet with a stereoscopic screen views animated images of a simulated environment. The illusion of “being there” ( telepresence) is effected by motion sensors that pick up the user’s movements and adjust the view on the screen accordingly, usually in real time (the instant the user’s movement takes place). Thus, a user can tour a simulated suite of rooms, experiencing changing viewpoints and perspectives that are convincingly related to his own head turnings and steps. Wearing data gloves equipped with force-feedback devices that provide the sensation of touch, the user can even pick up and manipulate objects that he sees in the virtual environment.

The term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the nascent VR industry. A common thread linking early VR research and technology development in the United States was the role of the federal government, particularly the Department of Defense , the National Science Foundation , and the National Aeronautics and Space Administration (NASA). Projects funded by these agencies and pursued at university-based research laboratories yielded an extensive pool of talented personnel in fields such as computer graphics , simulation, and networked environments and established links between academic, military, and commercial work. The history of this technological development, and the social context in which it took place, is the subject of this article.

Artists, performers, and entertainers have always been interested in techniques for creating imaginative worlds, setting narratives in fictional spaces, and deceiving the senses. Numerous precedents for the suspension of disbelief in an artificial world in artistic and entertainment media preceded virtual reality. Illusionary spaces created by paintings or views have been constructed for residences and public spaces since antiquity, culminating in the monumental panoramas of the 18th and 19th centuries. Panoramas blurred the visual boundaries between the two-dimensional images displaying the main scenes and the three-dimensional spaces from which these were viewed, creating an illusion of immersion in the events depicted. This image tradition stimulated the creation of a series of media—from futuristic theatre designs, stereopticons, and 3-D movies to IMAX movie theatres—over the course of the 20th century to achieve similar effects. For example, the Cinerama widescreen film format, originally called Vitarama when invented for the 1939 New York World’s Fair by Fred Waller and Ralph Walker, originated in Waller’s studies of vision and depth perception. Waller’s work led him to focus on the importance of peripheral vision for immersion in an artificial environment, and his goal was to devise a projection technology that could duplicate the entire human field of vision. The Vitarama process used multiple cameras and projectors and an arc-shaped screen to create the illusion of immersion in the space perceived by a viewer. Though Vitarama was not a commercial hit until the mid-1950s (as Cinerama), the Army Air Corps successfully used the system during World War II for anti-aircraft training under the name Waller Flexible Gunnery Trainer—an example of the link between entertainment technology and military simulation that would later advance the development of virtual reality.

Sensory stimulation was a promising method for creating virtual environments before the use of computers. After the release of a promotional film called This Is Cinerama (1952), the cinematographer Morton Heilig became fascinated with Cinerama and 3-D movies. Like Waller, he studied human sensory signals and illusions , hoping to realize a “cinema of the future.” By late 1960, Heilig had built an individual console with a variety of inputs—stereoscopic images, motion chair, audio, temperature changes, odours, and blown air—that he patented in 1962 as the Sensorama Simulator, designed to “stimulate the senses of an individual to simulate an actual experience realistically.” During the work on Sensorama, he also designed the Telesphere Mask, a head-mounted “stereoscopic 3-D TV display” that he patented in 1960. Although Heilig was unsuccessful in his efforts to market Sensorama, in the mid-1960s he extended the idea to a multiviewer theatre concept patented as the Experience Theater and a similar system called Thrillerama for the Walt Disney Company .

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The seeds for virtual reality were planted in several computing fields during the 1950s and ’60s, especially in 3-D interactive computer graphics and vehicle/flight simulation. Beginning in the late 1940s, Project Whirlwind , funded by the U.S. Navy, and its successor project, the SAGE ( Semi-Automated Ground Environment ) early-warning radar system, funded by the U.S. Air Force, first utilized cathode-ray tube (CRT) displays and input devices such as light pens (originally called “light guns”). By the time the SAGE system became operational in 1957, air force operators were routinely using these devices to display aircraft positions and manipulate related data.

During the 1950s, the popular cultural image of the computer was that of a calculating machine , an automated electronic brain capable of manipulating data at previously unimaginable speeds. The advent of more affordable second-generation ( transistor ) and third-generation ( integrated circuit ) computers emancipated the machines from this narrow view, and in doing so it shifted attention to ways in which computing could augment human potential rather than simply substituting for it in specialized domains conducive to number crunching. In 1960 Joseph Licklider , a professor at the Massachusetts Institute of Technology (MIT) specializing in psychoacoustics, posited a “man-computer symbiosis” and applied psychological principles to human-computer interactions and interfaces. He argued that a partnership between computers and the human brain would surpass the capabilities of either alone. As founding director of the new Information Processing Techniques Office (IPTO) of the Defense Advanced Research Projects Agency (DARPA), Licklider was able to fund and encourage projects that aligned with his vision of human-computer interaction while also serving priorities for military systems, such as data visualization and command-and-control systems.

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Another pioneer was electrical engineer and computer scientist Ivan Sutherland , who began his work in computer graphics at MIT’s Lincoln Laboratory (where Whirlwind and SAGE had been developed). In 1963 Sutherland completed Sketchpad , a system for drawing interactively on a CRT display with a light pen and control board. Sutherland paid careful attention to the structure of data representation, which made his system useful for the interactive manipulation of images. In 1964 he was put in charge of IPTO, and from 1968 to 1976 he led the computer graphics program at the University of Utah , one of DARPA’s premier research centres. In 1965 Sutherland outlined the characteristics of what he called the “ultimate display” and speculated on how computer imagery could construct plausible and richly articulated virtual worlds. His notion of such a world began with visual representation and sensory input, but it did not end there; he also called for multiple modes of sensory input. DARPA sponsored work during the 1960s on output and input devices aligned with this vision, such as the Sketchpad III system by Timothy Johnson, which presented 3-D views of objects; Larry Roberts’s Lincoln Wand, a system for drawing in three dimensions; and Douglas Engelbart ’s invention of a new input device, the computer mouse .

write an opinion essay virtual reality

Within a few years, Sutherland contributed the technological artifact most often identified with virtual reality, the head-mounted 3-D computer display. In 1967 Bell Helicopter (now part of Textron Inc. ) carried out tests in which a helicopter pilot wore a head-mounted display (HMD) that showed video from a servo-controlled infrared camera mounted beneath the helicopter. The camera moved with the pilot’s head, both augmenting his night vision and providing a level of immersion sufficient for the pilot to equate his field of vision with the images from the camera. This kind of system would later be called “augmented reality” because it enhanced a human capacity (vision) in the real world. When Sutherland left DARPA for Harvard University in 1966, he began work on a tethered display for computer images ( see photograph ). This was an apparatus shaped to fit over the head, with goggles that displayed computer-generated graphical output. Because the display was too heavy to be borne comfortably, it was held in place by a suspension system. Two small CRT displays were mounted in the device, near the wearer’s ears, and mirrors reflected the images to his eyes, creating a stereo 3-D visual environment that could be viewed comfortably at a short distance. The HMD also tracked where the wearer was looking so that correct images would be generated for his field of vision. The viewer’s immersion in the displayed virtual space was intensified by the visual isolation of the HMD, yet other senses were not isolated to the same degree and the wearer could continue to walk around.

Virtual Reality Versus Augmented Reality Essay

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Advantages of Virtual Reality

Disadvantages of virtual reality, comparison between virtual reality and augmented reality.

Virtual Reality (VR) refers to a high-end user computer interface involving real-time interactions and stimulations that use several sensorial channels which include visual, auditory, tactile, smell and taste. Virtual Reality should not just be taken as a high-end user interface or a medium.

This is because it includes applications that help in providing solutions to problems in different areas for instance in military, medicine and engineering. The ability of a given application to provide a remedy to certain challenges depends on human imagination (Burdea & Coiffet, 2003).

On the other hand, Augmented Reality (AR) aims at supplementing the real world with a virtual world instead of replacing it altogether. In order to achieve this, Augmented Reality makes use of objects generated by a computer and appears to coexist together with the real world (Klopfer, 2008). Many researchers are interested in Augmented Reality for different reasons.

Some of the reasons include enhancing the perception and interaction with real world and undertaking improvement of different tasks in the world. Augmented Reality can also be applied in different areas such as in the medical practices, commerce, engineering, design and inspection, entertainment as well as military field. Classifying the AR system can be done basing on display, tracking and application viewpoint.

According to Yeon Ma and Choi (2007), there are quite a number of positive implications associated with virtual reality. For instance, VR can be used in the medical field during simulated surgery. It can be used train medical students and new doctors.

The use of flight simulators in the military field can serve as an effective way of providing realistic and advanced situations when undertaking military training. Yeon Ma and Choi (2007) are unanimous that in businesses and corporations, virtual Reality provides a convenient form of communication and at the same facilitates a faster collection of data.

Certain stereoscopic displays and computer screens are used to display virtual reality environments. Headphones and speakers can also be used to boost simulation of the environment (Burdea & Coiffet, 2003). In fact, this amounts to one of the merits of a virtual reality environment.

Moreover, advanced virtual environments can now incorporate a force feedback system that provides some of tactile information. This latest integration of virtual reality environment is mainly made use of in gaming applications. The medical field has also benefited greatly from this new mode of a virtual reality environment. The whole system is heptic in nature (Burdea & Coiffet, 2003).

Another merit of a virtual reality set up is that individuals in remote locations can indeed facilitate some virtual presence of each other through telexistence and telepresence modes. A wired glove or the ordinary mouse and key board components of a computer can be used as virtual artifacts in this case in order to enable remote communication between two or more parties.

In a virtual reality set up, the new environment created can be made to appear like a real world. On the other hand, a virtual reality environment can be significantly altered to resemble the world with slight differences. A case example of this type of virtual reality is the Virtual Reality games (Burdea & Coiffet, 2003).

The main disadvantage of Virtual Reality is with regard to the technology needed to carry out a natural or an immersive experience. it has been found out that for a relatively long period of time, the procedure has remained unsuccessful. Some of the systems that allow articulated presence or provide the expected feedback are at times clumsy. This increases the chances of causing problems when using the system.

Another disadvantage of Virtual Reality relates to the negative social impacts caused by immersive environments to the people and the psychological effects that result from the process due to prolonged usage (Yeon Ma & Choi, 2007).

In terms of demerits, it has proved to be cumbersome to develop a virtual reality environment with high-fidelity. Some of the factors that limit this possibility include communication bandwidth, image resolution, and processing power.

Differences between Virtual Reality and Augmented Reality are based on the level of immersion of the system. A major difference between the two is that a Virtual Reality system aims at reaching a fully immersive virtual environment and uses factors generated by a computer.

This is the environment where the user performs his or her task. On the other hand, an Augmented Reality aims at combining both the virtual and real world. This is mainly aimed at assisting a given user to perform a task from a physical setting (Johnson & Sasse, 1999).

Another difference between the two is that Virtual Reality usually limits the physical movement of the user, whereas Augmented Reality requires the system to be portable especially when dealing with the outdoor augmented reality systems.

However, it is pertinent to note that Virtual Reality and Augmented Reality share some common features. For example, they both share three dimensional images and interactivity and can be applied in similar fields (Yeon Ma & Choi, 2007).

Burdea, G., & Coiffet, P. (2003). Virtual Reality technology . Hoboken, N.J: J. Wiley Interscience.

Johnson, C., Sasse, M. A. (1999). International Conference on Human-Computer Interaction & Interact: Human-computer interaction . Amsterdam: IOS Press.

Klopfer, E. (2008). Augmented Learning: Research and Design of Mobile Educational Games .New York: MIT Press.

Yeon Ma, J. & Choi, J.S.(2007). The Virtuality and Reality of Augmented Reality . London: Academy Publisher.

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IvyPanda. (2019, June 14). Virtual Reality Versus Augmented Reality. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/

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IvyPanda . 2019. "Virtual Reality Versus Augmented Reality." June 14, 2019. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

1. IvyPanda . "Virtual Reality Versus Augmented Reality." June 14, 2019. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

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Virtual Reality (Essay Sample)

Virtual reality is a computer technology that utilizes virtual reality headsets, sometimes in integration with actual spaces or multi projected surroundings to produce realistic sounds, images, and other sensations that trigger user’s actual presence in a virtual surrounding. A person utilizing the virtual reality tool is able to look around the fake universe and with high standard movement in it and socialize with virtual items. The virtual reality equipment is head mounted goggles fitted with a screen and placed in front of the eyes. Presentation may include sounds, audio through headphones, or speakers. This essay seeks to describe virtual reality and its significance in today’s life.

The exact beginning of virtual reality is argued partially because of how hard it has been to forge a meaning for the idea of an alternative being. Components of virtual reality arrived as early as in the 1860s. French inventive scriptwriter Antonin Artaud took the idea that fantasy was not different from reality, recommending that viewers at a play should exclude distrust and view the drama as reality. The initial source to the more present picture of virtual reality appeared from science fiction. The 1935 short narrative ‘Pygmalion’s spectacles’ by Stanley G. Weinbaums explains a goggle formed virtual reality setup with holographic data of imaginary adventures.

Virtual reality is important in modern life as it is used in many fields. One of the areas that utilize this cutting edge technology is video gaming. Many head mounted devices were released in 1990 for video gaming. Nintendo developed and released virtual boy and Virtual I-O developed and released iGlasses. Other companies that developed VR head sets are Cybermaxx which was behind Victormaxx and Forte Technologies which was behind the development

Of VFX1 Headgear. The best feature that the VR device has is the creation of fictional characters for playing games in the real world. The system has grown popular in modern online games such as the Vendetta Online by Guild Software Company.

Much has been expressed about virtual reality but the truth is that, it is widely used in many fields apart from video games. In cinema and entertainment, the virtual reality motion picture created for VR allows viewers to view a 360 degree surrounding in every section. Skybound and Fox Searchlight Pictures use VR cameras to make films and series that are responsive in VR. In social science and psychology, scientists and psychologists use virtual reality to research and recreate interactions in a contained environment. Research investigating emotions, perceptions, and physiological reaction within virtual reality demonstrate that controlled virtual surroundings can change how a person feels or reacts to stimuli. In clinical therapies and health care virtual reality helps in treating patients with anxiety disorders and phobias. Studies show that the Virtual Reality Exposure Therapy is combined with other behavioral therapy the symptoms of patients reduce.

In conclusion virtual reality is a computer technology that utilizes virtual reality headsets, sometimes in integration with actual spaces or multi projected surroundings. The virtual reality is designed to produce realistic sounds, images, and other sensations that trigger user’s actual presence in a virtual surrounding. A person utilizing the virtual reality tool is able to interact with the universe that is created. The exact beginning of virtual reality has been a debate and its components arrived as early as in the 1860s. Virtual reality is a cutting edge technology that is used in many fields today such as video gaming, health care and clinical therapies for patients, cinema and entertainment.

write an opinion essay virtual reality

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Virtual reality

Updated 17 February 2023

Subject Marketing

Downloads 56

Category Business ,  Information Science and Technology

Topic Consumer Behavior ,  Modern Technology ,  Virtual Reality

Virtual Reality (VR)

In my opinion, virtual reality is a cutting-edge technology that attempts to bring everything together for a quicker and more seamless transition of the business. Regardless of how pricey it may be, it eventually saves money.

Complete Immersion

Most users of VR, regardless of location, are thought to be completely immersed. The technology accomplishes this by fostering a risk-free environment that conserves a significant amount of resources.

Empowering Consumer Choices

Virtual reality is another zero-based technology that empowers consumers to make choices depending on their businesses. Technology also influences consumer behavior in that people are more likely to purchase online for their weekly groceries since they are aware that they may do it in a single virtual store. In other words, VR makes online marketing a reality as large purchases are made through this processes.

Improvement in CPG

Through information processing, Virtual reality technology has improved the CPG which connect teams that don’t work in the same city, by uniting them in the same meeting. For instance, workers normally have discussions in the same meeting through a 3D video technology.

Shining Among Business People

The technology is also seen to be shining among business people because they can change their financial equation through a standpoint technology. Here the company can collect information from customers, create concepts and resonate with the shoppers through the creation of loyalty.

Personal Experience with Virtual Retail

I have also experienced Virtual retail.I was just browsing through my phone then I saw these beautiful kitchen set. I engaged the seller with a few questions that pertain the price. After we had got into an agreement, I was advised to pay after delivery. After a short while, the item I ordered for was right at my door. The experience made me happy because besides saving money to walk up to the store to buy, I also saved my time to do something else. This technology also drives somebody to want to purchase more because of the variety of products which can be seen by the touch of your phone. The experience was excellent.

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    Virtual reality (VR) refers to a computer-generated, three-dimensional virtual environment that users can interact with, typically accessed via a computer that is capable of projecting 3D information via a display, which can be isolated screens or a wearable display, e.g., a head-mounted display (HMD), along with user identification sensors .

  17. Virtual Reality

    Table of contents. Virtual reality is a computer technology that immerses a user in an imagined or replicated world (like video games, movies, or flight simulation), or simulates presence in the real world (like gliding through the canals on a gondola in Venice, or attending a Grammy Awards ceremony). The user experiences VR through a headset ...

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  20. Virtual Reality Versus Augmented Reality Essay

    Definition. Virtual Reality (VR) refers to a high-end user computer interface involving real-time interactions and stimulations that use several sensorial channels which include visual, auditory, tactile, smell and taste. Virtual Reality should not just be taken as a high-end user interface or a medium. Get a custom essay on Virtual Reality ...

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  22. Virtual Reality (Essay Sample)

    The virtual reality equipment is head mounted goggles fitted with a screen and placed in front of the eyes. Presentation may include sounds, audio through headphones, or speakers. This essay seeks to describe virtual reality and its significance in today's life. The exact beginning of virtual reality is argued partially because of how hard it ...

  23. Virtual reality

    Virtual Reality (VR) In my opinion, virtual reality is a cutting-edge technology that attempts to bring everything together for a quicker and more seamless transition of the business. Regardless of how pricey it may be, it eventually saves money. Complete Immersion. Most users of VR, regardless of location, are thought to be completely immersed.