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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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Virtual Reality - Essay Samples And Topic Ideas For Free

Virtual Reality (VR), a simulated experience that can resemble or be entirely different from the real world, has made significant strides with applications in gaming, education, healthcare, and more. Essays on VR might delve into its technological advancements, its applications, and the societal, ethical, and psychological implications of immersive digital environments. The discussion could also extend to the comparison between VR and augmented reality (AR), exploring how these technologies are reshaping entertainment, communication, and learning experiences. A vast selection of complimentary essay illustrations pertaining to Virtual Reality you can find at PapersOwl Website. You can use our samples for inspiration to write your own essay, research paper, or just to explore a new topic for yourself.

Virtual Reality in the Medical Field

Before I began researching virtual reality (VR), augmented reality (AR) and mixed reality (MR), I knew very little on the subjects of each and even had to look up the definitions. I was aware that Google was working to produce glasses called, Google Cardboard, Sony was also working to produce their own version called, PlayStation VR. I looked at multiple definitions of each of the three realities, virtual, augmented and mixed and have compiled all the information into an easily […]

Virtual Reality (VR) is not a New Technology

Virtual reality can be portrayed as an Immersive Mixed media innovation (Krau, 2016). Today, Virtual reality (VR) is not a new technology (Barnes, 2016). Initial computerized VR started within the late-1960s (VRS, 2016). According to the Oxford English Dictionary, virtual reality alludes to "The computer created simulation of a three-dimensional image or environment that can be associating with in an apparently genuine or physical way by an individual utilizing specific electronic equipment, such as a helmet with a interior screen […]

Future of Video Games

In many centuries, technology has been a big contributor to human history. It has helped humans advance in many different areas of life. It has provided us with the abilities to advance the human race, and gain more knowledge than our previous ancestors. Technology over the years has advanced rapidly. Not that long ago, the very first cell phone was an extraordinary invention that caught the world by storm. It helped talking with people from long distances remotely seem like […]

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Virtual Reality (VR)

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 Reality (VR) Today

Virtual reality (VR) and, to some extent, augmented reality (AR) have been a science fiction dream for many years, possibly going back as far as the 1950s; However, over the past ten to twenty years, these conceptual ideas have made their way into reality and are slowly starting to integrate into society and daily life, also known as "emerging technologies". According to Reede and Bailiff (2016), VR startups have raised more than $1.46 billion in venture capital since 2012, with […]

Specific Fictional Model for Virtual Realit

On November 12, 2018, the Oculus Blog posted, "You haven't seen it until you see it with VR." Even though the public became aware of virtual reality only recently, the concept has been around for decades. It took many years and attempts to reach to the perfection of Virtual Reality Oculus. Technology has evolved, and many inventors have tried to create something that helps viewers feel present at some event or scene. Virtual Reality is a computer invention that tries […]

History of Virtual Reality

Historically, virtual reality in its beginning preceded time through the concept that has been developed and formalized. Every development with VR has contributed to the creation of illusion. Dating back to the nineteenth-century virtual reality is presented in the 360-degree murals intended to fill the entire sight of a person. In top galleries, this modern art has occupied much of the exhibits spaces and is continuing to expand. Virtual reality has branched from pen to paper and paintbrush to canvas […]

A Computer-Based Technology: Virtual Reality

Since human walked into the Information Age, we have seen masses of productive results brought by the Internet and computer, like multimedia and cyberspace, which both are the essential parts of the life of ordinary people. Now it comes to the 18th year of 21st century, with the popularization of smart phone and personal computer, the contents presented on the gleamy screens gradually lose their attraction to people as they did, for at a time where funky things and eyeball-catching […]

The Computer-Generated Simulation Image or Environment – VR

Virtual reality is the computer-generated simulation image or environment that can be interacted with in a seemingly real or physical way by person. It is used for entertainment like video games,simulation, or to see something new. Many companies use virtual reality to sell products like sony,mircrosoft, etc.You can use it to train for a career. It can also be used for designing for example engineers can use it for designing a building or fair ride.It can be used by a […]

Virtual Reality and Identity

Virtual reality as a simulation of a real or imaginary phenomenon allows freedom for the individuals within the environment. The virtual reality has no defined gender roles and defies society's definition of gender and boundaries. This is illustrated in the films the matrix and her the characters exhibit a form of freedom and no clearly defined boundaries. Virtual reality allows the change of identity and total control of the identity of the character. This is displayed by trinity in the […]

Are Virtual Reality Becoming more a Part of our Reality than Before?

Video games have been a part of the world’s culture for the past five or so decades and have affected many people’s lives. Since video games were first released commercially, we have seen the rise of many iconic characters from these games like Mario and Sonic. Although video games seem to be something to play for fun, they are being used today for more than their original intent. Thanks to the gaming community, new technologies like Virtual Reality (VR) have […]

Vr’s Impact to Modern World

About 75 percent of the Forbes World’s Most Valuable Brands have created some form of the virtual reality or augmented reality experience for customers or employees. This must say something if you have companies such as Sony, Facebook(Oculus), and HTC. There’s obviously some potential in virtual reality if people are dedicating part of their companies to this material. The innovation of this technology is certainly amazing but what impact will it have on the future of technology or even businesses, […]

Smart Medicine and Virtual Reality – Use Cases

Virtual reality (VR) – the creation of immersive, computer-generated environments so convincing that they feel like the real thing -- isn’t just for video games and escapism. It is also changing the way that doctors work and greatly improving patients’ lives. Here are five examples of how VR is making medicine smarter. • Curing phobias and PTSD Facing your fears is the best way to overcome a phobia. But for people who are deathly afraid of spiders, needles, flying -- […]

Virtual Reality: Game Transfer Phenomena

Imagine if you were you were floating through space, watching a horror film,s or perhaps playing a video game, and it seemed like you were actually there. With the invention of virtual reality (VR), people are able to explore the illusion of this reality. Virtual reality is computer-generated technology used to create a manufactured environment. There is a range of systems that are used for this purpose such as special headsets and fiber optic gloves. The term virtual reality means […]

What is Virtual Reality? VR Definition and Examples

Virtual Reality (VR) is a powerful technology that has the potential to cause a multitude of social and psychological problems. VR is defined as a “computer-generated display that allows or compels the user to have a feeling of being present in an environment other than the one they are actually in and to interact with that environment (Schroeder, 2). VR creates a three-dimensional situation in which the user is able to fully immerse themself and interact with the environment. Through […]

Virtual Reality in Regards to Health and how it Can be Life-Changing

        Exploring Virtual Reality in Health Diego Leon Professor Ron Frazier October 29, 2018, Introduction When most individuals think of technology involving computers, they think it can solely involve two of the five senses we humans have – vision (sight) and hearing (audition). But what if we could interact with more than two sensorial channels? Virtual reality deals with just that. Virtual reality is defined as a “high-end user interface that involves real-time simulation and interaction through […]

Potential Impacts of VR

Introduction Commonly abbreviated as VR, Virtual Reality is an interactive computer-generated experience that takes place within a simulated environment or three-dimensional image (Burdea & Coiffet, 2003). The experience is generated by a blend of interactive software and hardware, and is then presented in a realistic fashion such that the user interacts with and accepts the simulated environment as if it were real. The immersive environment can either be real or artificial, and is typically produced in 3D modeling software before […]

Utilization of PC Innovation: Virtual Reality

Virtual Reality (VR) is the utilization of PC innovation to make a mimicked domain. In contrast to conventional UIs, VR places the client inside an ordeal. Rather than survey a screen before them, clients are submerged and ready to connect with 3D universes. By reenacting whatever number of faculties as could be allowed, for example, vision, hearing, contact, even smell, the PC is changed into a guard to this counterfeit world. As far as possible to close genuine VR encounters […]

Mobile Technology: Virtual Reality

Virtual reality Computer-generated reality or VR reality is the latest user interface opposite to traditional one, indulging person into the 3D environment instead of watching in on any screen, this also makes individuals feel like they are physically in that environment likewise they can touch, see and hear that scene in reality. This work based on tricking the human mind to make them realize what they are feeling that’s real. Virtual Reality can be viewed as a very vivid encounter […]

Virtual Reality and Multiple Sclerosis Experiment

    Multiple Sclerosis (MS) is a progressive disease of the central nervous system. According to the National Multiple Sclerosis Society, it is estimated that MS affects more than 2.3 million people worldwide.1 At this time the direct cause of MS is still unknown. However, the immune system attacks and damages the myelin sheath of nerve fibers, a fatty covering that surrounds and protects the nerve fibers. The immune system also attacks oligodendrocytes, which are the myelin-producing cells, as well […]

Virtual Reality Clan Generators: Building Digital Empires in a Virtual World

Ever fancied being the chief of your own virtual clan? Welcome to the world of clan generator games, where you're not just playing a game; you're building an empire, one decision at a time. These aren't your run-of-the-mill video games. They're a blend of strategy, storytelling, and, let's be honest, a bit of power tripping. Whether you're managing resources, diplomatically dealing with neighbors, or leading your digital tribe into battle, these games offer a slice of escapism with a side […]

Development of Virtual and Augmented Reality

Abstract This research paper is about virtual and augmented reality, it goes into detail about the history, the difference between the two, and how they're used in life today. Virtual reality was first experimented with in the 1950's, but Irvan Sutherland is credited for creating the first device dealing with both augmented and virtual reality in 1968. Virtual and augmented reality seem like they're similar, but the difference is that augmented reality is a bridge between the real world and […]

Augmented Reality Virtual Reality and the Music Industry

Although AR/VR technology is still in its infancy, it has already made quite the impact on most (if not all) industries including health care, retail, military/defense, Journalism media, & Architecture. One that especially sticks out to me is the AR/VR effects on Entertainment business, specifically the music industry. Each year hardware developers move us one step closer to a future where AR/VR is used as a common household item. Advances perhaps viewed as miniscule by the general public (i.e. simple […]

Augmented and Virtual Reality in a Business

Since the 1980's the technology to be able to remove oneself from this reality and place them into another simulated reality have been possible. Augmented and Virtual reality have been steadily gaining in popularity for the past 40 years. Looking back to where it was and to where it is today is amazing. According to Ryan Kaiser from Deloitte Consulting, Augmented Reality is a computer-generated image that is on the same field of view as the real world. While Virtual […]

Developing and Testing Photorealistic Avatar with Body Motions and Facial Expressions for Communication in Social Virtual Reality Applications

Developing and Testing Photorealistic Avatar with Body Motions and Facial Expressions for Communication in Social Virtual Reality Applications Abstract Providing effective communication in social virtual reality (VR) applications requires a high level of avatar representation realism and body movement to convey users’ thoughts and behaviours. In this research, we investigate the influence of avatar representation and behaviour on communication in an immersive virtual environment (IVE) by comparing video-based versus model-based avatar representations. Additionally, we introduce a novel VR communication system […]

Subway Surfers: Unraveling the Ultimate Endless Virtual Reality Adventure

Subway Surfers, a mobile gaming phenomenon meticulously crafted by Kiloo and SYBO Games, effortlessly stands out in the realm of endless runner games. This captivating and adrenaline-pumping game has carved an indelible niche for itself, firmly establishing its supremacy in the world of endless runners. In this essay, we will embark on a comprehensive exploration of Subway Surfers, delving into its gameplay dynamics, visual aesthetics, and the compelling reasons why it has become an essential choice for gamers seeking an […]

Technology in Modern Basketball

With basketball getting more and more popular, more people regret basketball as their favorite sport. But basketball has gone through a long period. The system and the level of coach had changed a lot. This made basketball have more different than nowadays. Today I want to introduce some obvious difference between modern basketball and traditional basketball. Firstly, game style had changed a lot, in the past, the players are more expected to shoot mid-range shoot. And different kinds of mid-range […]

BIM-VR Synchronization: Challenges and Solutions

There has been a steady increase in the adoption of BIM in the construction and engineering industry, and also in facility management in the past few decades. The next step is to create a framework that will allow BIM models to be translated into virtual reality models in real time. The current issues in developing virtual reality models are many, and need to be addressed. Some of the issues are that the process takes up a lot of time, and […]

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<strong>Essay about Virtual Reality (VR)</strong> Virtual reality is a three-dimensional computer environment that interacts with a person: a person is immersed in this environment using various devices (helmets, glasses, etc.), is part of the virtual world, and controls virtual objects and objects. The idea of ​​immersing a person in the surrounding non-physical environment arose in the Middle Ages in the field of art. Then concave frescoes were created in order to involve a person in what is happening in the image. In the 1830s, the first stereoscopes were created, the principle of which was to place two pictures depicting the same situation from different positions in space in different eyepieces. Thus, one eye saw one picture, the other saw another, and the brain later combined them into a general three-dimensional picture. Nowadays, the same principle of obtaining a three-dimensional image is often used, only smartphones and LCD displays are used instead of pictures. After stereoscopes in the 1920s, the first flight simulators were invented, special devices that allow you to work out all actions when controlling an aircraft. Such simulators were mainly used by the military to train and improve the skills of military personnel. In 1982, the world's first laboratory dedicated to the research and development of virtual reality devices was established in the United States. During the first decade of the 21st century, virtual reality did not gain popularity, but since 2012 VR devices have been actively gaining popularity in the entertainment industry. In 2012, a virtual reality glasses startup Oculus VR was introduced on Kickstarter, which was later bought by Facebook. After the emerging demand for glasses, many IT companies, including Google, Apple, Amazon, Microsoft, Sony and Samsung, HTC, Sony and others, began to develop their own gadgets.

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Essays on Virtual Reality

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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.

VR is a revolutionary technology, making our experiences more immersive and learning more effective.

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

Virtual Reality (VR) is a computer-based technology that provides an immersive, interactive experience taking place within a simulated environment. It is an artificial realm, constructed by software, which can either replicate the real world or create an entirely new one.

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

VR has the potential to profoundly impact society. It alters the way we interact with digital media, transforming it from a passive experience to an active, immersive one. However, it also raises ethical considerations. As VR becomes more immersive, the line between virtual and physical reality could blur, leading to potential issues around cyber addiction and the devaluation of real-world experiences.

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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Home — Essay Samples — Information Science and Technology — Virtual Reality — Virtual Reality In The Real World

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Virtual Reality in The Real World

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Words: 2649 |

14 min read

Published: May 19, 2020

Words: 2649 | Pages: 6 | 14 min read

Table of contents

Introduction, getting started with vr, 360-degree videos, vr headsets and cost comparisons, real world applications, vr in education, vr in healthcare.

  • Understand and distinguish between the VR, AR, MR and ER concepts
  • Describe the technology/devices required to develop and consume the content
  • Affordability and Cost comparisons
  • Applications in retail, auto and hospitality industries with an in-depth view into Education and Healthcare as use cases.

Extended Reality

Virtual reality, augmented reality, mixed reality.

  • Ford uses VR to test elements of new cars saving around $8mn per year. Audi uses VR to enable customers to configure and customize vehicles. BMW Uses Virtual Reality to Build Prototypes
  • Airbus uses VR to demo planes to customer
  • The Weather Channel has been using mixed reality to great effect with its reporting on Hurricane Florence, showing how the water may rise and swallow buildings and cars in its path.
  • Sotheby’s international Realty uses VR to host open houses to sell luxury homes
  • The North Face takes users to virtual Yosemite National park
  • Marriot designed a temperature controlled virtual phone booth that allows its customers to visit its properties in Hawaii and London
  • Ikea Place app that lets users test out potential pieces of furniture in their homes before purchasing
  • Gap’s Dressing Room AR application that lets customers try out clothes
  • Live Nation allows customers to stream concerts via VR headsets, allowing more people to be present for live events.
  • American football quarterbacks use virtual reality to train themselves on reading defensive schemes before the play and reacting to blitzes.
  • While VR is finding its place across a varied set of applications, this paper looks in detail education and healthcare as two use cases and how VR is transforming these spaces.

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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.

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Virtual Reality

What is virtual reality.

Virtual Reality (VR) is a simulated, digital experience that can be similar to or completely different from the real world. VR experiences are created with computer technology and presented to the user through a VR headset or head-mounted display (HMD), which creates an immersive and interactive three-dimensional environment. VR should be experienced and interacted with as if that virtual environment were real.

The concept of virtual reality first emerged with the development of stereoscopic images in the 1800s. Learn more about the origins and evolution of VR in this video: 

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The Opportunities and Limits of Virtual Reality

Virtual reality offers infinite opportunities and has the potential to reshape how we learn, train, and socialize. Here are some of the opportunities and limits of virtual reality. 

"Virtual reality is the 'ultimate empathy machine'. These experiences are more than documentaries. They're opportunities to walk a mile in someone else's shoes." — Chris Milk, CEO of Within

Opportunities

Training and education : VR provides a safe and controlled environment for training in various fields, such as medical procedures, industrial processes, and emergency response. It enables learners to practice and learn from mistakes without real-world consequences. 

Google Earth VR: Allows users to explore real-world locations in a virtual environment, making it an educational tool for geography and exploration.

Medical Realities: Offers surgical training in VR, allowing medical professionals to practice procedures in a risk-free environment.

Immersive entertainment : VR provides opportunities for immersive entertainment experiences, such as gaming, interactive storytelling, and virtual tourism. VR allows users to become active participants in their favorite stories and explore new worlds. 

Beat Saber: A popular VR rhythm game that combines music and lightsabers for an immersive gaming experience.

Half-Life: Alyx: A first-person shooter game set in the Half-Life universe, offering an engaging narrative and interactive gameplay.

Remote collaboration and interaction : VR facilitates remote collaboration and socializing, otherwise known as Social VR—users from different locations can meet,  work, and chat together in shared virtual spaces. These shared virtual spaces connect to the broader concept of the metaverse.

VRChat: A social platform that allows users to create and customize avatars and engage with others in various virtual worlds.

Rec Room: A virtual social club where users can participate in various activities and games.

Health and well-being : VR has shown promise in therapeutic applications, including counseling, exposure therapy for phobias, stress reduction, and pain management. 

Meditation and Relaxation Apps: VR apps like "Guided Meditation VR" provide calming environments for relaxation and stress relief.

PTSD Therapy: Virtual reality apps like Amelia are used for exposure therapy to treat PTSD in veterans and first responders.

VR expert Mel Slater describes how VR can help with our mental health and facilitate self-counseling. 

Design and prototyping : VR can transform product design as it enables designers to create and interact with virtual prototypes. 

IrisVR: A platform that enables architects and designers to visualize and walk through 3D models of their creations in VR.

Tilt Brush: An application for 3D painting and art creation in virtual reality.

Hardware requirements : High-quality VR experiences often require powerful and expensive hardware, such as high-end virtual reality headsets and powerful computers. This can limit accessibility and adoption, particularly for users who cannot afford the necessary equipment.

Adverse health effects : Motion sickness (also known as cybersickness) is a well-known issue of VR. However, eye strain and even seizures are less well-known, among other adverse health effects. Illness and discomfort can hinder the adoption of VR. 

Key Considerations for Virtual Reality Design

VR presents unique challenges and considerations compared to traditional 2D design. These considerations encompass the technical, experiential, and ethical aspects of VR design to create immersive, enjoyable, and safe virtual reality experiences.

User comfort and safety : Prevent motion sickness, eye strain and other discomfort with optimized frame rates, field of view, reduced latency, and comfort features like teleportation for locomotion.

Immersive audio : Pay attention to 3D spatial audio to enhance the sense of presence and immersion within the virtual environment.

User Interface (UI) design : Design intuitive and easily navigable user interfaces that are seamlessly integrated into the VR environment, which ensures clarity and accessibility.

Interaction design : Implement natural and intuitive interaction methods such as hand tracking, gesture recognition, and motion controllers to enhance user engagement.

Scale and proportion : Ensure that objects and spaces in the VR environment maintain realistic scale and proportion to create a convincing sense of presence.

Performance optimization : Optimize assets and code to maintain smooth performance and reduce hardware requirements, making the VR experience accessible to a broader audience.

Navigation and wayfinding : Create clear visual cues and landmarks to guide users through the virtual environment, ensuring they can easily orient themselves.

Storytelling and narrative : Utilize storytelling techniques to engage users emotionally and guide them through the experience, fostering a deeper connection.

Content creation : Take full advantage of the VR medium to offer immersive media and unique experiences that are not possible in traditional media.

Accessibility and inclusivity : Consider diverse audiences and accessibility features, such as adjustable font sizes, voice commands, or custom controller mappings.

An illustration that represents inclusivity in design. There are four icons: an eye for blindness and low vision; a wheelchair for mobility disabilities; an ear for deafness or hard of hearing and lastly a brain for neurodiversity.

© Interaction Design Foundation, CC BY-SA 4.0

Testing and feedback : Continuously test and gather user feedback to identify and address design flaws, comfort issues, and usability concerns. Performance feedback : Provide users with feedback on their interactions, such as haptic feedback, visual cues, and audio responses, to enhance the feeling of agency.

Virtual Reality vs Augmented Reality (AR)

VR differs from augmented reality, where users remain anchored in the real world but experience computerized overlays. VR and AR, along with mixed reality (MR), where users interact with digital elements that are anchored to the real world, come under the umbrella term extended reality (XR). 

In AR, users employ devices (e.g., smartphones) to find parts of the real world (e.g., a room) overlaid with computer-generated input. Designers insert a range of digital elements such as graphics and GPS overlays, which adjust to changes in the user’s environment (e.g., movement) in real-time. In MR, users have a more sophisticated experience where digital interplays with real-world content, e.g., surgeons operating on patients via projected ultrasound images. 

In VR, users’ real-life movements fully translate to preprogrammed environments, letting them play with convincing VR illusions. So, in VR design, you offer users deeper immersion. 

“Virtual Reality is really a new communication platform. By feeling truly present, you can share unbounded spaces and experiences with the people in your life. Imagine sharing not just moments with your friends online, but entire experiences and adventures.” — Mark Zuckerberg, CEO of Meta

Learn More about Virtual Reality

Learn how to design your own VR experiences with our course: UX Design for Virtual Reality .

Read Jason Jerald’s comprehensive book on VR, The VR Book: Human-Centered Design for Virtual Reality .

Cornel Hillmann’s book UX for XR: User Experience Design and Strategies for Immersive Technologies , provides an in-depth examination of UX design for VR and beyond.

Check out Smashing Magazine ’s approach to VR UX design .

A well-stocked resource on VR design , including finer points (e.g., terrain features)

Take a look at this blog, “ Designing User Experience for Virtual Reality (VR) applications ”.

Learn more about the future of UX design in this LinkedIn article, “ Navigating the Future of UX Design: Augmented Reality (AR) and Virtual Reality (VR) ”.

Discover “ How to Use Narrative as a Design Tool ” in VR.

Questions related to Virtual Reality

UI design for VR environments differs significantly from traditional screen-based interfaces, primarily due to VR’s immersive and three-dimensional nature. Key differences include:

Spatial Interaction: In VR, UI elements exist within a three-dimensional space, not confined to a flat screen. Designers must consider how users navigate and interact with elements in a 360-degree environment. This requires thinking about depth, distance, and perspective, unlike traditional 2D UI design.

User Interaction: Interaction in VR is more natural and intuitive, often using hand gestures, head movements, and voice commands rather than keyboard, mouse, or touch inputs. UI design in VR must accommodate these interaction modes, ensuring that elements are accessible and responsive to these inputs.

User Experience (UX): The immersive nature of VR creates a more intense user experience. Designers must consider user comfort, avoiding elements that might cause motion sickness or disorientation. Attention to detail is crucial, as even minor misalignments or lags can disrupt the VR experience.

Visual and Audio Elements: VR UI design often incorporates 3D audio and visual cues to guide users, which is not typically a focus in traditional screen-based design. Designers must carefully craft these elements to provide intuitive navigation and feedback within the VR environment.

Accessibility: Designing for accessibility in VR includes considering the physical space, user mobility, and visual and auditory accommodations. Accessible design is more complex than traditional screen-based UI, in which designers focus on just the digital interface.

Performance and Optimization: VR applications demand high performance to maintain immersion and prevent discomfort. UI designers must optimize elements to ensure they are lightweight and efficient to maintain a smooth and responsive experience.

Context and Environment: VR UI design must consider the entire virtual environment, not just the interface. Elements should blend seamlessly with the virtual world, enhancing the sense of presence and immersion rather than detracting from it.

Virtual Reality Interfaces for Virtual Environments examines the various types of VR interfaces and their effectiveness in enhancing user experience.

For more insights into the unique aspects of UI design in VR environments, enroll in our course, UX Design for Virtual Reality .

User interaction design in VR (Virtual Reality) differs significantly from traditional interfaces due to its immersive nature. Here are key considerations and methods for designing user interaction in VR:

Spatial Interaction: In VR, users interact within a three-dimensional space. Designers must consider how users navigate and interact with objects in a 360-degree environment. They must understand spatial awareness and design for depth and distance.

Natural and Intuitive Controls: VR interactions should mimic real-world actions to be intuitive. Hand tracking or motion controllers enable users to use natural gestures like grabbing, throwing, or pointing. Designing interactions that feel natural reduces the learning curve and enhances user engagement.

User Comfort: It’s essential to design smooth and predictable movements to prevent disorientation and motion sickness. Rapid changes in direction or speed can be disorienting in VR. Providing options like teleportation for movement can help users prone to motion sickness.

Haptic Feedback: Incorporating haptic feedback can significantly enhance the immersive experience. Tactile sensations that mimic real-life interactions add more realism to the VR environment.

Audio Cues: Spatial audio plays a crucial role in VR interaction design. It helps orient the user within the environment and can provide feedback for interactions, enhancing the sense of presence and immersion.

Visual Feedback: Clear visual cues guide the user in understanding and navigating the VR space. Immediate visual feedback for user actions is crucial. For example, highlighting objects when they are interactable or showing changes when the user manipulates an object.

Accessibility: Ensure that VR experiences are accessible to users with different abilities. This includes offering alternative interaction methods for those with movement, vision, or hearing limitations.

Contextual Interfaces: Unlike traditional UIs, VR interfaces should blend seamlessly with the virtual environment. Designers must integrate elements like menus or buttons in context and in a way that feels organic and unobtrusive.

User Testing: Regular testing with real users is crucial. Observing how users interact with the VR environment can provide valuable insights into what works well and what needs improvement.

Read Heuristic Evaluation for Virtual Reality Systems by Murtza, Monroe and Youmans for guidelines.

For further insights into designing user interaction in VR, take the UX Design for Virtual Reality course from the Interaction Design Foundation.

It is crucial for designers to create inclusive and user-friendly environments in VR experiences. Here are key strategies:

Consider Diverse User Needs: Recognize the spectrum of abilities among users. Consider users with visual, auditory, motor, and cognitive impairments and design VR experiences adaptable to various needs. For example, provide subtitles for auditory content or alternative navigation options for those with limited mobility.

Implement Customizable Interfaces: Allow users to adjust settings like text size, color contrasts, and audio levels. Customizable interfaces enable users to tailor the VR experience to their needs, improving accessibility and comfort.

Avoid Motion-Induced Discomfort: Motion sickness is a common issue in VR. Minimize fast movements and provide options for teleportation or smooth locomotion in virtual environments. Clear and consistent visual cues can help users navigate virtual spaces without discomfort.

Use Clear and Legible Typography: Ensure text is easy to read in VR. Consider font size, contrast, and distance from the user. Place text against backgrounds that don’t hinder readability.

Incorporate Haptic Feedback: Haptic feedback can enhance accessibility by providing tactile responses to actions in VR. This is particularly useful for visually impaired users, as it offers another sensory channel to understand and interact with the virtual environment.

Provide Adequate Training and Instructions: Offer comprehensive tutorials and guidance for navigating and interacting with the VR experience. Clear instructions can make VR more accessible, especially for users who are not familiar with this technology.

Test with Diverse Users: Include users with different abilities to identify and address accessibility issues. Continuous testing and iteration based on diverse user input can significantly enhance accessibility.

Stay Informed on Best Practices: Since the field is rapidly changing, it is vital to stay updated with the latest research and guidelines on VR accessibility to implement the most effective and inclusive design practices.

For example, let users choose if they want to stand or sit, give them the option to select their dominant hand, whether right or left, choose the game difficulty level and include settings for users with disabilities.

For additional insights into designing accessible VR experiences, take the UX Design for Virtual Reality course from Interaction Design Foundation.

Choosing the best software to design VR environments depends on your specific needs and skills. Here are some widely recognized and powerful tools commonly used in the industry:

Unity: Unity is one of the most popular game engines for VR development, known for its versatility and user-friendly interface. It supports various VR platforms and offers a vast library of assets and plugins. Unity is ideal for creating interactive VR experiences and games.

Unreal Engine: Unreal Engine is renowned for its high-fidelity graphics and advanced rendering capabilities. It’s a top choice for creating visually stunning VR environments. Its Blueprint visual scripting system benefits designers without extensive coding experience.

Blender: Blender is a free, open-source 3D creation suite. It’s well-suited for modeling, animating, and rendering 3D scenes for VR. While it has a steep learning curve, it’s a powerful tool for those who master it.

SketchUp: SketchUp is known for its simplicity and ease of use, making it a good option for beginners in 3D modeling. It’s commonly used for architectural and interior design visualizations in VR.

Autodesk Maya: Maya is a robust software for professional 3D modeling, animation, and rendering. It’s suitable for creating detailed and complex VR environments, particularly in the film and video game industry.

Adobe Aero: Adobe Aero focuses on augmented reality (AR) but is also relevant for VR. It allows designers to create interactive experiences with a more straightforward, no-code approach.

A-Frame: For web-based VR experiences, A-Frame is a web framework for building VR experiences that work in a browser. It’s accessible to web developers familiar with HTML and JavaScript.

Testing VR designs is crucial to ensure a high-quality user experience. Here are the best practices to follow:

Iterative Testing: Conduct testing throughout the design process, not just at the end. This allows for early identification and resolution of issues, ensuring a more refined final product.

Diverse User Testing: Include a wide range of users in testing phases to gather varied feedback. Test with users with varying physical abilities and tech familiarity.

Realistic Environment Simulation: Test in environments that closely mimic the intended use case to help you understand how users interact with the VR design in real scenarios.

Focus on User Comfort: Consider factors that affect comfort, such as motion sickness, eye strain, and ergonomics. Ensure that the VR experience is comfortable for extended periods of use.

Performance Testing: Assess the performance of the VR application under different conditions—test for frame rates, load times, and responsiveness to ensure a smooth user experience.

Feedback Mechanisms: Implement effective ways for testers to provide feedback through in-VR tools, questionnaires, or interviews post-testing.

Observation and Data Collection: Use methods like eye-tracking, heat maps, and user behavior logs to gather objective data on how users interact with the VR environment.

Accessibility Testing: Ensure the VR design is accessible to users with disabilities. Test navigational methods, audio descriptions and alternative control schemes.

Technical Testing: Test on various hardware setups to ensure compatibility and optimal performance across different VR systems.

Safety Considerations: Ensure the safety of users during testing, especially in scenarios that involve physical movement.

UXStudio’s blog, VR In UX Research: All You Need To Know About VR User Testing , provides some best practices for user testing in VR. Enroll in the UX Design for Virtual Reality course from the IxDF for more insights into best practices in VR design testing.

Virtual Reality (VR) offers transformative possibilities for education, providing immersive and interactive learning experiences that traditional methods cannot. Here are several ways that educators can use VR:

Immersive Learning Environments: VR can transport students to different times and places, providing a vivid and immersive way to learn about history, geography, or science. For example, students can virtually visit ancient civilizations, explore different ecosystems, or travel through the human body.

Hands-On Skill Training: VR is particularly effective for practical training where real-life practice might be risky or impractical. Medical students can practice surgeries, engineering students can interact with virtual machinery, and chemistry students can conduct experiments without the risk of hazardous materials.

Language and Cultural Immersion: VR can simulate environments for language learning, where students can practice in a setting that mimics a foreign country. It also helps in understanding cultural nuances by virtually experiencing different cultures.

Special Education: Educators can tailor VR to suit the needs of students with special needs, providing a controlled environment where they can learn at their own pace without external pressures.

Enhancing Creativity: VR can benefit art and design education, as it offers a new medium for creative expression. Students can create 3D artwork or design structures in a fully immersive space.

Scientific Exploration: In subjects like astronomy or biology, VR allows students to explore otherwise inaccessible environments, such as outer space or microscopic worlds.

Collaborative Learning: VR can support collaborative projects where students in different locations can interact and work together in a virtual space, enhancing teamwork and communication skills.

Gamified Learning: Game-like elements in educational VR experiences can make learning more engaging and fun, increasing motivation and information retention.

Field Trips and Virtual Tours: VR can provide virtual field trips to museums, historical sites, and even different countries, making experiential learning accessible to all students regardless of geographical limitations.

By integrating VR into education, learning can become more engaging, effective, and accessible, providing students with unique experiences that deepen their understanding and enhance their skills.

To learn more, take the course UX Design for Virtual Reality .

Storytelling is pivotal in VR (Virtual Reality) design, significantly enhancing the immersive experience. The power of storytelling in VR lies in its ability to engage users emotionally and cognitively, making the virtual experience more impactful and memorable. Key aspects of storytelling in VR design include:

Immersion and Presence: Storytelling in VR leverages the medium’s immersive nature. It creates a sense of presence, making users feel like they are part of the story, which can lead to a more emotionally engaging and impactful experience than traditional storytelling.

Interactive Narratives: VR allows for interactive and branching narratives where users can influence the story’s outcome. This interactivity gives users a sense of agency, making the story more engaging and personalized.

Sensory Engagement: VR can stimulate multiple senses, including sight, sound, and touch (through haptic feedback). Storytelling that integrates these elements can create a more convincing and absorbing narrative environment.

Emotional Connection: VR stories can evoke strong emotional responses by placing the user within the narrative. This can be particularly effective for educational purposes, empathy training, or raising awareness about social issues.

Spatial Storytelling: Unlike traditional storytelling, VR allows for spatial narratives where the environment plays a crucial role in the story. Designers can use the virtual space to convey mood, reveal story elements, or guide the user’s journey through the narrative.

Temporal Flexibility: VR storytelling can manipulate time in ways that are impossible in real life. Storytellers can convey flashbacks, hypothetical scenarios, or future predictions, enhancing the narrative experience.

Cultural and Historical Exploration: VR can recreate historical or culturally significant environments, allowing users to experience stories in their original context. This can be a powerful tool for education and cultural preservation.

Challenges and Opportunities: Designing narratives for VR presents unique challenges, such as ensuring user comfort, avoiding overstimulation, and narrative pacing. However, these challenges also open up opportunities for innovative storytelling techniques exclusive to VR.

For more insights on the versatile applications of VR, watch Mel Slater’s insightful Master Class Webinar on How To Influence Behavior Through Virtual Reality Narratives .

Thanks to its immersive nature, virtual Reality (VR) can help foster empathy and perspective-taking. By placing users in environments or situations different from their own, VR can deepen understanding and emotional connection. Here’s how VR aids in empathy and perspective-taking:

Immersive Experiences: VR’s immersive quality allows users to experience life from another person’s perspective. This can be particularly powerful in scenarios that are hard to imagine without direct experience, such as living with a disability or experiencing life in a war-torn country.

Emotional Engagement: The immersive nature of VR generates strong emotional responses. Users are not just observers. They are active participants in the narrative, which can lead to a deeper emotional understanding and connection with the subjects.

Breaking Stereotypes and Prejudices: By experiencing the world from the viewpoint of someone from a different race, gender, or social background, VR can challenge users’ preconceived notions and biases, promoting greater understanding and empathy.

Educational Tool: VR can help educators teach history, social studies, or literature by immersing students in the historical or cultural context of the subject matter, enhancing their understanding and empathy for the people and situations studied.

Training and Development: VR is used in professional settings, such as healthcare or law enforcement, to train individuals in empathy and communication skills. It allows them to experience scenarios from the perspective of patients or individuals from different backgrounds.

Therapeutic Use: In therapy, VR can help individuals understand and empathize with others’ experiences, which can help treat conditions like autism, PTSD, or social anxiety.

Cultural and Global Awareness: VR experiences can transport users to different parts of the world, promoting a deeper understanding and appreciation of diverse cultures and lifestyles.

Storytelling and Art: Artists and storytellers use VR to create powerful narratives that place the audience in the protagonist’s shoes, offering a first-person experience of the story.

VR’s ability to create a sense of presence and immersion makes it a powerful tool for fostering empathy and perspective-taking, providing experiences that are difficult to replicate in any other medium.

Learn more about how you can leverage VR in your work in the UX Design for Virtual Reality course from the Interaction Design Foundation.

Literature on Virtual Reality

Here’s the entire UX literature on Virtual Reality by the Interaction Design Foundation, collated in one place:

Learn more about Virtual Reality

Take a deep dive into Virtual Reality with our course UX Design for Virtual Reality .

Virtual reality is a multidimensional universe that invites you to bring stories to life, transform digital interactions, educate with impact and create user-centric and unforgettable experiences. This course equips you with the skills and knowledge to embrace the possibilities and navigate the challenges of virtual reality.

UX Design for Virtual Reality is taught by UX expert Frank Spillers, CEO and founder of the renowned UX consultancy Experience Dynamics. Frank is an expert in the field of VR and AR, and has 22 years of UX experience with Fortune 500 clients including Nike, Intel, Microsoft, HP, and Capital One.

In UX Design for Virtual Reality, you’ll learn how to create your own successful VR experience through UX design. Informed by technological developments, UX design principles and VR best practices, explore the entire VR design process, from concept to implementation. Apply your newfound skills and knowledge immediately though practical and enjoyable exercises.  

In lesson 1, you’ll immerse yourself in the origins and future potential of VR and you’ll learn how the core principles of UX design apply to VR. 

In lesson 2, you’ll learn about user research methods, custom-tailored for the intricacies of VR.

In lesson 3, you’ll investigate immersion and presence and explore narrative, motion and sounds as design tools. 

In lesson 4, you’ll delve into interface and interaction design to create your own user-friendly, compelling and comfortable VR experiences.

In lesson 5, you’ll gain insights into prototyping, testing, implementing VR experiences, and conducting thorough evaluations.

After each lesson you’ll have the chance to put what you’ve learned into practice with a practical portfolio exercise. Once you’ve completed the course, you’ll have a case study to add to your UX portfolio. This case study will be pivotal in your transition from 2D designer to 3D designer. 

All open-source articles on Virtual Reality

Augmented reality – the past, the present and the future.

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  • 3 years ago

Beyond AR vs. VR: What is the Difference between AR vs. MR vs. VR vs. XR?

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Healthcare UX—Design that Saves Lives

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How to Create Design Plans for Virtual and Augmented Reality Experiences

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  • 4 years ago

Less is (Also) More in Virtual and Augmented Reality Design

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The Past, Present and Future of Virtual Reality

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The Journey of the UX Design Process in VR

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How to Use Narrative as a Design Tool

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Enter the World of Social VR

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How to Understand User Needs in Virtual Reality

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When covering virtual reality research paper topics, you have to discuss both the advantages and disadvantage of the technology. Otherwise, your analysis would be skewed and unbalanced. Also, take a stance before even starting your writing session and make sure it is clearly reflected in your thesis statement and introduction. Also, to make your argumentative paper more substantive, make sure to provide evidence from the latest industry reports. This is especially important in light of the fact that virtual reality is on the cusp of creating a paradigm shift in the gaming and entertainment industries.

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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.

essay topics about virtual reality

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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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IELTS Essay Topic: Virtual reality can be used for therapeutic interventions and mental health treatments.

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  • Nov 9, 2023

IELTS Essay Topic: Virtual reality can be used for therapeutic interventions and mental health treatments.

Q- Virtual reality can be used for therapeutic interventions and mental health treatments. To what extent do you agree or disagree?

Ans. The use of Virtual Reality technology in fields of therapeutic interventions and mental health treatments is a widely discussed topic. However, I have reservations about this owing to its potential side effects.

The effectiveness of VR in therapy and mental health is still largely uncertain. For example, spending extended periods in VR environments can lead to cybersickness, which causes symptoms like disorientation, dizziness, and even nausea. These side effects may actually deteriorate existing health issues and alleviate them. Moreover, the expense and technical requirements associated with high-quality VR equipment like Oculus Rift or HTC Vive make it inaccessible for people who could have otherwise benefited from VR therapy. In contrast, traditional therapeutic approaches such as behavioral therapy remain widely available and have a proven track record of effectiveness. 

Furthermore, it is worth considering that the impersonal nature of VR might hinder the process itself. Successful therapy often relies on establishing a trusting relationship between the therapist and the patient. The connection between humans may not be as strong, in a setting, which could possibly lessen the effectiveness of therapy. For instance, in traditional therapy, a therapist can pick up on subtle cues such as body language, tone of voice, and facial expressions, which can provide valuable insights into a patient’s emotional state. These nuances might be missed or misinterpreted in a VR setting, potentially leading to misunderstandings or missed opportunities for therapeutic intervention.

In conclusion, while VR technology undoubtedly has potential in many fields, its application in therapeutic interventions and mental health treatments is not without its challenges. More research is needed to fully understand the implications and effectiveness of VR therapy. Until then, traditional therapeutic methods should remain the primary approach to mental health treatment. This stance is not to undermine the potential of VR but to emphasise the importance of thorough research and consideration before widespread implementation.

Paraphrased Statement: The use of Virtual Reality technology in fields of therapeutic interventions and mental health treatments is a widely discussed topic.

Thesis Statement:   However, I have reservations about this owing to its potential side effects.

Body Paragraph 1-Topic Sentences: The effectiveness of VR in therapy and mental health is still largely uncertain. For example, spending extended periods in VR environments can lead to cybersickness, which causes symptoms like disorientation, dizziness, and even nausea. These side effects may actually deteriorate existing health issues and alleviate them. 

Body Paragraph 1- Supporting Reasons and Explanations: Moreover, the expense and technical requirements associated with high-quality VR equipment like Oculus Rift or HTC Vive make it inaccessible for people who could have otherwise benefited from VR therapy. In contrast, traditional therapeutic approaches such as behavioral therapy remain widely available and have a proven track record of effectiveness. 

Body Paragraph 2- Topic sentences: Furthermore, it is worth considering that the impersonal nature of VR might hinder the process itself. Successful therapy often relies on establishing a trusting relationship between the therapist and the patient. The connection between humans may not be as strong, in a setting, which could possibly lessen the effectiveness of therapy.

Body Paragraph 2- Supporting Reasons and Explanations:  For instance, in traditional therapy, a therapist can pick up on subtle cues such as body language, tone of voice, and facial expressions, which can provide valuable insights into a patient’s emotional state. These nuances might be missed or misinterpreted in a VR setting, potentially leading to misunderstandings or missed opportunities for therapeutic intervention.

Conclusion: In conclusion, while VR technology undoubtedly has potential in many fields, its application in therapeutic interventions and mental health treatments is not without its challenges. More research is needed to fully understand the implications and effectiveness of VR therapy. Until then, traditional therapeutic methods should remain the primary approach to mental health treatment. This stance is not to undermine the potential of VR but to emphasise the importance of thorough research and consideration before widespread implementation.

Vocabulary in Use

The use of Virtual Reality technology in fields of therapeutic interventions and mental health treatments is a widely discussed topic. However, I have reservations about this owing to its potential side effects.

The effectiveness of VR in therapy and mental health is still largely uncertain . For example, spending extended periods in VR environments can lead to cybersickness, which causes symptoms like disorientation , dizziness, and even nausea . These side effects may actually deteriorate existing health issues and alleviate them. Moreover, the expense and technical requirements associated with high-quality VR equipment like Oculus Rift or HTC Vive make it inaccessible for people who could have otherwise benefited from VR therapy. In contrast, traditional therapeutic approaches such as behavioral therapy remain widely available and have a proven track record of effectiveness. 

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Virtual Reality Versus Augmented Reality Essay

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. (2023, December 7). Virtual Reality Versus Augmented Reality. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/

"Virtual Reality Versus Augmented Reality." IvyPanda , 7 Dec. 2023, ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

IvyPanda . (2023) 'Virtual Reality Versus Augmented Reality'. 7 December.

IvyPanda . 2023. "Virtual Reality Versus Augmented Reality." December 7, 2023. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

1. IvyPanda . "Virtual Reality Versus Augmented Reality." December 7, 2023. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

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IvyPanda . "Virtual Reality Versus Augmented Reality." December 7, 2023. https://ivypanda.com/essays/virtual-reality-versus-augmented-reality/.

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COMMENTS

  1. 107 Virtual Reality Essay Topic Ideas & Examples

    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.

  2. 109 Virtual Reality Essay Topics & Samples

    109 Virtual Reality Topics & Essay Examples. Updated: Mar 2nd, 2024. 8 min. When writing a virtual reality essay, it is hard to find just one area to focus on. Our experts have outlined 104 titles for you to choose from. We will write.

  3. Virtual Reality Essays

    Writing Tips for an Essay on Virtual Reality. When writing an essay on virtual reality, it's important to consider the following tips: Research extensively: Start by conducting thorough research on virtual reality, including its history, current applications, and future potential. This will provide you with a solid foundation for your essay.

  4. Virtual Reality

    28 essay samples found. Virtual Reality (VR), a simulated experience that can resemble or be entirely different from the real world, has made significant strides with applications in gaming, education, healthcare, and more. Essays on VR might delve into its technological advancements, its applications, and the societal, ethical, and ...

  5. Virtual Reality Essays: Examples, Topics, & Outlines

    Virtual reality technology is computer-based technology that simulates real environments and imaginary environments. Virtual reality technology primarily consists of visual and tactile interfaces between the user and the computer system monitoring and operating the equipment. Virtual reality describes environments that are three-dimensional (3D ...

  6. Virtual Reality: Exploring The Pros and Cons

    Table of contents. Virtual Reality (VR) has emerged as a transformative technology in recent years, offering immersive experiences that take users to new realms and blur the lines between the digital and physical worlds. As VR continues to advance, it is essential to examine its pros and cons to understand its potential benefits and challenges.

  7. Virtual Reality's Main Benefits

    Virtual reality is a fast-developing technology that carries a multitude of benefits for such professional fields as healthcare, education, military, versatile training, psychology, psychiatry, and entertainment; however, the technology is currently at the stage of development and has a set of weaknesses that prevent it from being widely applied.

  8. Essays About Virtual Reality ️ Free Examples & Essay Topic Ideas

    The following sample essay on The Pioneers of Virtual and Augmented Reality. Jaron Lanier is known as a founding father in the field of virtual reality, he was the person who founded a company called VPL research, the very first company to sell VR gloves and goggles. He then went on to work at Microsoft research.

  9. Screen Culture: Immersion and Virtual Reality Essay (Critical Writing)

    Virtual reality or virtual environment - a word combination, that was repeated in the last several years and became somewhat familiar to the ordinary people. However, it is rarely that beyond this term, the scale of implementing this technology is understood. Historically virtual reality could be considered as a certain summary of the ...

  10. Virtual Reality Technology

    We will write a custom essay on your topic a custom Essay on Virtual Reality Technology. 808 writers online . Learn More . One of the most recent technology advancements that have been developed is virtual reality. It has led to drastic changes in commercial design and expectations are high that it will change the daily lives of individuals. It ...

  11. Essay on Virtual Reality

    500 Words Essay on Virtual Reality Introduction to Virtual Reality. Virtual Reality (VR) is a computer-based technology that provides an immersive, interactive experience taking place within a simulated environment. It is an artificial realm, constructed by software, which can either replicate the real world or create an entirely new one. The ...

  12. Virtual Reality In The Real World: [Essay Example], 2649 words

    Virtual Reality (VR) Technology creates a realistic three-dimensional environment that can be perceived as real and even allows us to interact with in very realistic manner (Lacoma, 2018). VR uses head-mounted displays (HMD) to simulate realistic sounds and images and offers an immersive experience by replicating a real environment.

  13. Virtual reality (VR)

    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 ...

  14. Virtual Reality

    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 ...

  15. How Virtual Reality Technology Has Changed Our Lives: An Overview of

    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 .

  16. What is Virtual Reality

    What is Virtual Reality? Virtual Reality (VR) is a simulated, digital experience that can be similar to or completely different from the real world. VR experiences are created with computer technology and presented to the user through a VR headset or head-mounted display (HMD), which creates an immersive and interactive three-dimensional ...

  17. Virtual Reality Essay

    The definition of Virtual Reality is "An artificial environment which is experienced through sensory stimuli (such as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment" (www.Merriam-Webster.com). Virtual reality is probably one of the newest and most advanced way to ...

  18. Virtual Reality Technology for Wide Target Audience Essay

    For example, many adult customers will appreciate a chance to explore IKEA furniture shops in virtual reality, without leaving the comfort of their home. Alternatively, the medical industry has created a VR app that simulates suffering the visual effects of a migraine. For research, a program called Mechdyne has been designed, which allows ...

  19. Essays on Virtual Reality. Free essay topics and examples about Virtual

    The Virtual reality is one of the most popular assignments among students' documents. If you are stuck with writing or missing ideas, scroll down and find inspiration in the best samples. Virtual reality is quite a rare and popular topic for writing an essay, but it certainly is in our database.

  20. Virtual Reality Essay Examples

    Get your free examples of research papers and essays on Virtual Reality here. Only the A-papers by top-of-the-class students. Learn from the best! ... Essay Plan. 1. Topic For the sake of this assignment, I chose the topic "Video Games and Watching," as it is a fascinating topic for me. I have had a long relationship with video games as a ...

  21. 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 ...

  22. Essay on Virtual Reality

    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.

  23. IELTS Essay Topic: Virtual reality can be used for therapeutic

    Paraphrased Statement: The use of Virtual Reality technology in fields of therapeutic interventions and mental health treatments is a widely discussed topic. Thesis Statement: However, I have reservations about this owing to its potential side effects.

  24. Virtual Reality Versus Augmented Reality

    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. This is because it includes applications ...