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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: The Technology of the Future

Virtual reality (VR) is a technology that permits the user to maintain contact with a computer-simulated ambiance whether it is an actual or perceived one. Most of the contemporary virtual reality environments are fundamentally visual encounters, shown either on a computer screen or using particular or stereoscopic displays; however, some simulations encompass more sensory input like sound using speakers or headphones. Some improved versions include tactile feedback, recognized as force feedback. It is true in medical and gaming matters. Subscribers can interact with virtual mediums either using standard input tools or by multimodal devices.

The simulated environment may be just as it is the actual world or it may be at variance with reality. Pragmatically speaking, it is impossible to make a high fidelity virtual reality experience, overwhelmingly due to technical restrictions. It is being hoped that these shortcomings would be eventually fixed as processors; imaging and data communication sciences become more refined and less costly. There are unlimited uses of virtual technology.

The advantages of virtual reality are of diverse types and wide-ranging and engulf everything from games to assist in indoctrinating doctors the expertise of surgery or making pilots aware of the skill of flying aircraft safely. It can be exploited for traffic management, medicine, entertainment, workplace, and industrial layouts. However, along with the credit side, the debit side must also be mentioned which includes its use for the destructive objectives. It can easily be employed in the world of crime and the actual state of war.

The notion of virtual reality first came to the fore in the 30s, when scientists generated the first flight simulator for the preparation of pilots. They aspired to position the pilot in the actual; condition before he or she was capable of flying. Virtual reality has a bundle of positive implications. It provides the crippled people with the ability to do the works which otherwise could not be undertaken by them.

In the virtual world, people in wheelchairs have the maneuverability of freedom that is not found in the real world. “VR models of buildings can be used for several purposes; document management, interior design option analyses by end users, operations planning, evacuation simulations etc. Construction practitioners expect rather widely that vr model can be the user interface to complex data and models in near future. For example by pointing a particular object in the building model the user can obtain all documentation relevant to that object. This feature means that in the nearby future the instructions for service and use can take full advantage of virtual reality technology”. (Timothy Leary, Linda Leary, 2007).

Though currently, the technology is not accessible to every person due to the price factor, however, as has been the fate of every technology, it will evolve with time and its price will come within the range of all people. It is expected to enter the homes of everybody as limelight helmets and supercomputers are developed. Virtual reality has so many implications in the realm of all shapes of architecture and industrial layouts.

Computer-aided design has been a significant device since the middle of the 70s, as it permits the user to have three-dimensional images on the screen of the computer. However, till the time of having the VR helmet and glove to initiative the images onto, it would not be possible to be absorbed in the virtual world. Virtual reality has given a phenomenal uplift in the aviation business as it prevents the requirement to have many diverse prototypes.

Each time, an engineer thinks of fresh aircraft or helicopter a model has to be coined to guarantee that it works whether it will fly efficiently and it is beneficial for the personnel and the passengers. If the model is wrong, the designer has to return to the drawing, alter it and then have another one. This is a very costly and time taking process. By employing, virtual technology, designers can draw, construct and evaluate their aircraft in a virtual ambiance without having real aircraft. It also facilitates the designers to employ different ideas. All the details can be viewed in detail and they can pick up the most feasible one. NASA has exploited virtual reality to have a helicopter and Boeing has employed it to design their innovative aircraft.

By the use of virtual reality, doctors have access to the inside of the human body.

Doctors have even been able to make their way into the thorax and to ensure that radiation beams required to deal with the cancer were in the actual position. “Application of these technologies are being developed for health care in the following area: surgical procedures (remote surgery or telepresence, augmented or enhanced surgery; medical therapy; preventive medicine and patient education; medical education and training; visualization of the massive medical database; skill enhancement and rehabilitation; and architectural design for health care facilities” to date, such applications have improved the quality of health care and in future, they will result in substantial costs savings. Tools that respond to the needs of present virtual environment systems are being refined or developed.

However, additional large scale research is necessary for the following areas; user studies use of robots for telepresence procedures, enhanced system reality, and improved system functionality” (Giuseppe Riva, 1997).

Doctors will in the immediate future be capable of investigating and studying tumors very well and in three dimensions rather than from scans and X-rays. In America, an assassin who was killed on an electronic chair gave his body to science. His corpse was torn into small pieces and was exploited for the objective of using the virtual body for research. It is also hoped that in near future, students will be capable to instruct virtual bodies rather than real patients that would assist in overcoming so many medical problems.

On the minute level, it is being exploited in drug research. Scientists have remained successful in the making of molecules, envision and ‘feel’ how they interact with each other. Before the use of this technology, it was extremely slow and intricate.

Therefore there is a strong probability that virtual reality will influence the pace with which innovative drugs and cures are being coined and facilitate treatment in the future as far as their actualization in real life is concerned. “On a microscopic level, virtual reality is being used in drug research. Scientists at the University of North Carolina are able to create the molecules and then visualize and ‘feel’ how they react with each other. Before the use of virtual reality, this process was very slow and complicated. Therefore, it is likely that virtual reality will have a strong impact on the speed with which new drugs and remedies are developed and become available in the future” (Thinkquest, 2004).

Virtual reality is significant in that it has the potential to envision the unseen or the elusive which in other words is called unpredictable. This would lead to virtual reality executing the repairs in space with the assistance of a robot. In a technique, virtual puppetry a robot is managed by an expert operator and imitates all the movements of the operator.

The options for virtual technology are huge. Future inhabitants of the new towns will be capable of walking in the virtual streets, shops, and other places before even they have been built. There are hopes that big capital cities of the western world will be redesigned while exploiting this technology. Although virtual technology is still at the embryonic stage, its roots can be traced back to the invention of supercomputers.

Though the entertainment industry is renowned for the use of virtual technology, several other industries also exploit the same technology on a much bigger scale. Modern-day meteorologists use this technology to prophesize the weather conditions and help people hailing from different industries for the betterment of their outputs. Now the weather is being predicted in a way that was never available before, more and more precisions have resulted after the use of this legendary technology. The technology helps in foretelling the early warning for severe weather conditions.

Diverse intricate situations have been simulated. One of the biggest single simulations in use in the present times is that of the universe. Scientists are making their utmost endeavors to gauge the formulation of the universe. Chemical and molecular prototyping is being done with the assistance of virtual technology. More efficient car engines can be made with the help of this miraculous technology. The processes by which proteins interact with each other are being unearthed by biologists only after the employment of this technology.

The realm which is expected to benefit most from this technology in education. With the accession of computers, simple lessons can easily be delivered by the computers. More established topics were impossible owing to the incapacity of facilitating face-to-face experience. Currently, driving simulators are being used for the preparation of the drivers for driving automobiles. Many difficult academic subjects can be taught now and it is possible because of virtual technology.

The crippled people can co-exist with their environment. The motorized wheelchairs are being used in a better way by the paralyzed children after being versed with this usage of this technology. The children make progress as they accumulate skills with the aid of the virtual worlds. The kid faces great resistance in crossing the street exploiting the pedestrian signals and thus saving him or herself in the traffic. Completion of each world makes the child aware of the expertise and arms them with the contentment and confidence which they need the most.

The medical industry has substantially benefited from virtual technology. Doctors are employing it to the appropriate cure of some of the most intricate diseases. “They can study images of a cancer patient’s body structure to plan an effective radiation therapy technique. Doctors also commonly use surgical modeling to learn how an organ responds to a given surgical instrument. This allows doctors to master surgical procedures without having to endanger anyone by learning on-the-job.

Some doctors even use virtual reality to cure patients of certain phobias. For example, people with acrophobia (the fear of heights) are often treated with virtual reality. The patient is subjected to a virtual world that exercises their fear. In the acrophobia example, they could be looking over the side of a cliff in their simulation. The patient is usually able to overcome their fear due to the fact that they know the situation is only computer simulated and can not actually harm them” (Keith Mitchell, 1996).

Another domain in which it is getting appreciation is the Internet. Virtual reality can be made available to reinforce its interface to convert it into an actual ‘cyberspace’. The web revolution will be able to sustain its radicalism by multiplying the ability to add three-dimensional interactive graphics. This could be made practical only after the development of VRML. It is combined with java that permits the whole interactive world to be made from a single web page. It helps people to be interacting with others even from far-off places in the virtual world from the central website.

Though the fundamental parts of the technology have been present for two decades back, they were not combined and used with great intensity until recently. Currently, the use of this technology is in the expansionist mode. From scientific research to video games and the internet, everyone appears to have recourse to it. It is one of few genres of technologies that are limited by imagination. The variety of applications in different domains has immense promises and the future of virtual technology seems to be very bright.

Along with the aspirations, virtual technology has been attacked for being an inept method for spearheading nongeographical knowledge. Currently, the conception of ubiquitous computing is very renowned in user interface design and this may be considered as a reaction against virtual reality and its encumbrances. In actual practice, these two forms of interfaces have different objectives and are mutually reinforcing. The end of ubiquitous computing is to induct the computer in the world of the computer rather than impose on the user for entering the world of computer inside. The contemporary inclination in virtual reality is to combine the two user interfaces to generate an immersive and combined experience.

Giuseppe Riva (1997), Virtual Reality in Neuro-Psycho-Physiology. IOS Press. Page, 3.

Timothy Leary, Linda Leary (2007), Computing Essentials. Career Education.

Mitchell (1996), “ Virtual Reality ”. UNIX-guru. Web.

Thinkquest (2004), “virtual relaity”. Web.

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Essay: Virtual reality (VR)

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Virtual reality (VR) is not a new concept, attracted much attention in the past few years. A large amount of media interest is rapidly growing. Very few people, however, actually know that VR is that its basic principles and open problems. In this article, a historical overview of virtual reality are, basic terms and classes of VR in the list, and then the introduction of this technology in science, work, and recreation centers. Virtual Reality, meaning a false environment, but it can make people feel just like real-world. Using a variety of hardware and software to manipulate human senses to receive messages, helping the brain construct a fact capable of creating bogus real Maya, which is produced using high-tech virtual world a temporal or spatial variable,People in Virtual Reality and interact with virtual items, characters, and other computer technology, the biggest difference is in interactive, that is, between humans and machine has a feedback effect. The success of a virtual reality system, needs to also have high fidelity, interactive and interesting to the user feeling. In the early 1990s, development in the field of virtual reality has become much more stormy and the term virtual reality has become extremely popular. We can hear about virtual reality in all kinds of media, people use this term very often and they abuse in many cases also. The reason is that this new, promising and fascinating technology captures people’s best interests that for example, computer graphics. The consequence of this State is that nowadays the border between 3D computer graphics and virtual reality becomes blurred. Virtual Reality will undoubtedly attract people’s interest in the last few years. As a new user interface paradigm offers great advantages in many applications. It provides an easy, powerful, intuitive method of human-computer interaction, the user can view and manipulate the artificial environment in the same way we do in the real world, without any need to learn how complex user interface works. Therefore, many applications, such as flight simulators, architectural guidance or data visualization systems have been developed relatively quickly. Modeling of virtual reality provides the possibility to watch in real time and in real space, that of the modeled object would look like.For interior designers, who have their thumbnails. They can change the colors, textures, and position of objects, watching instantly as everything around is going to look like. Virtual Reality has also applied successfully to the modeling of surfaces. The advantage of this technology is that the user can see and even feel the surface shaped under his/her fingers. Although these works are pure laboratory experiments, it is to believe that large applications are possible in the industry for example, by the construction or improvement of forms of car or body of the aircraft directly in the virtual wind tunnel!

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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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Virtual Reality (VR)

How it works

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

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

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

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

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

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

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

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

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

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Virtual Reality - The Technology of The Future

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Table of contents

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

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

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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.

Virtual, mixed, and augmented reality: a systematic review for immersive systems research

  • Original Article
  • Published: 03 January 2021
  • Volume 25 , pages 773–799, ( 2021 )

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  • Matthew J. Liberatore   ORCID: orcid.org/0000-0002-5741-6723 1 &
  • William P. Wagner 2  

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Immersive systems can be used to capture new data, create new experiences, and provide new insights by generating virtual elements of physical and imagined worlds. Immersive systems are seeing increased application across a broad array of fields. However, in many situations it is unknown if an immersive application performs as well or better than the existing application in accomplishing a specific task. The purpose of this study is to conduct a systematic review of the literature that addresses the performance of immersive systems. This review assesses those applications where experiments, tests, or clinical trials have been performed to evaluate the proposed application. This research addresses a broad range of application areas and considers studies that compared one or more immersive systems with a control group or evaluated performance data for the immersive system pre- and post-test. The results identify those applications that have been successfully tested and also delineate areas of future research where more data may be needed to assess the effectiveness of proposed applications.

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Availability of data and material

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Liberatore, M.J., Wagner, W.P. Virtual, mixed, and augmented reality: a systematic review for immersive systems research. Virtual Reality 25 , 773–799 (2021). https://doi.org/10.1007/s10055-020-00492-0

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111 Robots Essay Topic Ideas & Examples

🏆 best robots topic ideas & essay examples, 👍 good essay topics on robots, ⭐ simple & easy robots essay titles, ❓ questions about robots.

  • Robots and Artificial Intelligence One the one hand, with artificial intelligence and fully autonomous robots, organizations will be able to optimize their spending and increase the speed of development and production of their commodities.
  • Robots: The Use in Everyday Tasks The recent advancements in robotics and artificial intelligence have the potential to automate a wide range of human activities and to dramatically reshape the way people live and work in the coming decades. We will write a custom essay specifically for you by our professional experts 808 writers online Learn More
  • Discussion: Will Robots Replace Us? The world is moving forward, space and the ocean’s depths, and the peculiarities of the brain’s structure and the human body are being studied.
  • Visions of the Future in the Film I, Robot Even though some of the aspects of the filmmaker’s vision of future are possible, and very likely to become reality, the essence of the film appears highly unrealistic.
  • The Use of Robots in Warfare The military advancement in the use of robots in warfare will at long last essentially drastically reduce the role of human beings in war. The increased use of robots in the battlefield needs countries to […]
  • The Dyson Robotic Vacuum: Target Group and Marketing Plan Thus, the target audience of Dyson in Ontario is practical and prudent people who, when buying equipment, pay attention primarily to the prestige of the brand, the quality, and the durability of the purchased goods.
  • Will Robots Take Over Human Jobs? Most of these people argue that due to the increasing number of computer equipped robots, the banking industry, the technical industry and even the administrative departments of many countries have suffered great losses at the […]
  • Characteristics of Robotics What concerns the elaboration of an obstacle course in a “real-world” simulation, it is essential to ensure the presence of several procedure testing steps that will determine the functionality of a robot. What concerns the […]
  • Autonomous Robots Since they are self sufficient, the autonomous robots have the capacity to work in the absence of human beings. In the future, humanoid robots might have the intelligence and emotions similar to those of human […]
  • The Place of Humanity in the Robotic Future The developers are trying to implement the brain, the human mind, in a digital environment. Paying attention to mechanical machines, commonly called “robots”, can be seen that they are created in the image and likeness […]
  • Isaac Asimov’s “Robot Dreams” and Alex Proyas’ “I, Robot” Driving to work involves the use of evolving technology as every car made today includes varying degrees of computerized information systems that inform the vehicle of important information everything from the need for an oil […]
  • Use of Robots in Computer Science Currently, the most significant development in the field of computer science is the inclusion of robots as teaching tools. The use of robots in teaching computer science has significantly helped to endow students with valuable […]
  • Robots’ Impact and Human Employment Opportunities Many of the costs of complying with the isolation rules, the costs associated with the spread of the disease, can actually be offset by replacing the workforce with robots.
  • Aliens Concept in “I, Robot” by Alex Proyas: Film Analysis The purpose of this paper is to analyze the concept of aliens and its implications in the movie I, Robot. It is possible to state that modern advancements are the reflection of something different from […]
  • Robots as a Factor in Unemployment Patterns One of the prevailing arguments in regards to this problem is that the advent of the robot technology is contributing towards a high rate of unemployment.
  • The Wireless Robotic Car: Design Project In this prototype, the task is to design a robotic car that can be controlled by a computer using wireless communication technology.
  • Is the Robotics Development Helpful or Harmful? Robots remain the best option, as they will connect the children with the happenings in the school. They will dress the robot with their favorite clothes, communicate with the teacher using the robot, and swivel […]
  • The Invento Robotics Products Analysis The 5 C’s of brand management has grown in popularity since it thoroughly evaluates all the important aspects of a company and allows for approach adjustments depending on what is and is not effective.
  • Ways that Robotics Can Transform Our Daily Lives Robots will help to increase the labor force in the country in the future. Robots will be used to increase the productivity of human labor within the government sector and help in speeding up the […]
  • Exploring the Capabilities and Potential of Soft Robotics One of the critical advantages of soft robots is their ability to deform and adapt to their surroundings, making them ideal for tasks that require a high degree of flexibility and expertise.
  • Mobile Robots: Impact on Supply Chain Management According to the article, some of the advantages of using an RSC include the ability to dump reusable components and emissions during transit, and presence of collection, recovery, recycling, dismantling, and re-manufacturing facilities.
  • Drawing 3D Objects With Use of Robotic Arm The hot end of the printer melts the material and embeds it onto the surface onto the intended surface. The research also utilized the Arduino development board to interface the programs written and the physical […]
  • Robotic Process Automation Implementation Robotics in the tax system is a highly rational, reasonable, and beneficial idea that will help improve the service and make any process more accessible.
  • STEM (Science), Robots, Codes, Maker’s Space Overview Students’ interest in STEM, Robotics, Coding, and Engineering education and professions has been shown to be stimulated by early exposure to STEM knowledge.
  • The Hybrid Robot Vacuum Cleaners The EUFY series of hybrid vacuum cleaners is one of the most popular choices in the market, and the company offers products in various pricing ranges. In the context of hybrid robot vacuum cleaners, market […]
  • Robotics and Related Social & Political Problems The combination of engineering and computer science has aided people in developing the field of robotics. The social impact of robotics lies in the problems that robots are designed to solve.
  • Hyper Evolution: The Rise of the Robots From the video, the robots look like real human beings, and they have been capacitated to act in a human way in what is known as machine learning technology powered by artificial intelligence. Hyper evolution […]
  • Amazon’s AI-Powered Home Robots The objective of the present plan is to provide a comprehensive analysis and evaluation of the introduction of AI-powered home robots as Amazon’s next disruptive customer product.
  • Robots on the Battlefield: Benefits vs. Constraints The principal obstacle to the introduction of robots on the battlefield is related to the impossibility of operating in the current environment.
  • Robotic Snowblower’s Segmentation, Targeting, and Positioning Strategy For success, a business needs to conduct a structured analysis of the market and competitors, segment consumers into narrow groups, assess the market’s attractiveness, and correctly position the brand.
  • Robot Revolution in the Contemporary Society The lack of human resources in the middle of the 20th century and the development of industrial technologies led to the appearance of robots.
  • Healthcare Robots: Entering the Era of a Technological Breakthrough However, using robots as medical doctors’ assistants has been only a figment of the most daring dreams until recently.
  • “A Robot Can Be Warehouse Worker’s Pal” by Jennifer Smith Employees working alongside the robots are guided adequately. This method makes it possible for companies to achieve their objectives in a timely manner.
  • Boston Dynamics’ Spot Robot Dog Spot is a four-legged robot that evolved from SpotMini (the initial version) that offers multiple capabilities of operation, including climbing, jumping, walking.
  • Artificial Intelligence in “I, Robot” by Alex Proyas To begin with, AI is defined by Nilsson as a field of computer science that attempts to enhance the level of intelligence of computer systems.
  • Robotics and Artificial Intelligence in Organizations Otherwise, cognitively complex tasks and those demanding emotional intelligence will be performed by humans, with the support of robotics and AI. Therefore, this study speaks of the importance of employee trust in AI and organization.
  • Disinfecting Robots: Care Ethics, and Design Thus, the utilization of this technology may be expected to reduce the incidence rate of HAIs. However, it is essential to consider the cost of this technology and reimbursement as they may be key factors […]
  • Robot Interaction Language (ROILA) and Robot Creativity The difference of ROILA from other languages for computing is that it should be simple for both machines and humans to understand.
  • The Personal and Servicing Robotic Market For the product to receive a successful launch, the focus will be placed on the target market and not the product features.
  • Process Description of a Rescue Robot Roboticists in the physical design of rescue robots ensure that the robots can traverse places that are physically unreachable to human rescuers and additionally equip them with a variety of distributed technology that enable them […]
  • The Tactical Throwable Robot The main technical characteristics of the machine are given below in the table offered by Czupryniak Rafal and Trojnazki Maziej in their article “Throwable tactical robot description of construction and performed tests”.
  • Wireless Robotic Car: Servo Motors and DC Motors This section focuses on the review of literature on servo motors and DC motors, in general as well as in the context of the current research project.
  • Using Robots in the Medical Industry Third, the robot surgery further has been observed to increase comfort on the part of the patient as the surgery proceeds, and this results from ergonomic position that the robot assumes as the operation proceeds.
  • Robot Making: Materials for Building and Economic Factor As the science is progressing in recent times, we can be sure that it is a matter of time when we will get some economical alternatives of the materials that are needed to make a […]
  • Autonomous Mobile Robot: GPS and Compass The other realization is that in most instances the challenges presented in the motion of the appendages of a particular robot are not only limited to the number of joints but can significantly exceed the […]
  • Robotics in Construction: Automated and Semi-Automated Devices The robot is fitted with ultrasonic sensors that aid in positioning of the water jet in inclined areas and also the sensors determine the distance of concrete removal.
  • Whats Mean Robotics Welding Epping and Zhang define robotic welding as the utilization of programmable systems and tools that mechanize and automate the way welding is done.
  • Are Robots About to Enter the Healthcare Workforce? Many new technologies must first overcome several obstacles in order to become a part of the service environment, and robots are no exception.
  • The Influence of Robots and AI on Work Relationships In the early 20th century, Taylor’s work focused on production management and labor efficiency, which led to the attention of managers to the problems of selection, the motivation of employees, and their training.
  • Robots in Today’s Society: Artificial Intelligence The most important is the automation of the repeating process, to liberate human power, and avoid mistakes and delays in the processes.
  • Intelligent Transportation Systems: A Robot Project The construction of the robot involved the use of sensors and microchips, accessories also used in ITS technology. The role of the sensors in the robot was to detect obstacles and red light on the […]
  • I, Robot and the Effects of Technology The judgment call is generally made on the quality of life of the humans, with little to no regard for the lifestyle and options available to the robots who have achieved a higher level of […]
  • The Use of Robotics in the Operating Room The da Vinci surgical system is the first and one of the famous Robotics surgical systems used in the operating room.
  • Robotic Visual Recognition and Robotics in Healthcare There are a number of systems and tools are used in order to produce a time-saving and efficient robot. In a number of cases, robots are the extension of a doctor’s skills and also assist […]
  • The Connection Between Science and Technology: The Robotic Fish by Professor HU Furthermore, we discuss the other effects of science in technology and some of the recent technological developments in the rest of the world.
  • Knowledge of Saudi Nurse Managers Towards Robots The main objective of this study is to investigate the attitudes and knowledge of Saudi nurse managers towards the adoption of robotics for remote monitoring and management of elderly patient with chronic illness in an […]
  • 3D Robotics Disrupts the Aviation Industry 3D Robotics describe their business model as perceiving open hardware, drones, and the future of robotics as the part of the community and the company.
  • Robotics. “Humans Need Not Apply” Video Mechanical muscles are more strong and reliable than humans, and the replacement of people by mechanisms in physical work allows society to specialize in intellectual work, develop economics and raise the standards of living.
  • Questionable Future of Robotics In this case, the lecture, which was focusing on the flow of robotics’ development, influenced my perception about the future, robotics’ impact on our lives, and the ability of robots to destroy the humanity.
  • Baxter Robots and Company Performance This technology will impact the performance of companies by reducing the time spent on repetitive duties such as packing. In case my employers buy this robot, I will not be affected personally, but the performance […]
  • Technology: Will Robots Ever Replace Humans? According to the author, one’s intelligence is not being solely concerned with the processing of data in the algorithmic manner, as it happened to be the case with AI it reflects the varying ability of […]
  • Double Robotics Website’s Tracking Strategy The goals of the Doublerobotics.com website are to familiarize audiences with the telepresence industry and to convince both corporate and individual potential customers to purchase a robot.
  • Robot-Assisted Rehabilitation: Article Critique The information about the groups of participants was available to clinicians and study personnel since the only post-stroke individual in the sample needed special procedures to participate.
  • Robotic-Assisted Intervention Effectiveness Modern robots for upper limb training differ in terms of the degrees of freedom, the type of feedback, and the available modes of training.
  • Robotics in Construction Management: Impacts and Barriers The assessment of the economic feasibility of the robotization of individual construction processes is based on cost analysis and the calculation of payback.
  • Spot Mini Robot by Boston Dynamics While the bigger robots by Boston Dynamics are designed to operate in extreme conditions, Spot Mini is a household robot, which makes it marketable to a wider community and, therefore, profitable.
  • Rights of ‘Feeling’ Robots and Humans Many futurists believe strongly that new laws will be needed to tame the behaviors and actions of robots. That being the case, autonomous robots might take advantage of their rights to control human beings.
  • Australian Robotics Inc.’s Project Management As such, the measure of success will focus on ascertaining whether or not the project develops a new family of highly flexible, “intelligent” robots that can be used in handling heavy industry tasks.
  • Electronic or Robotic Companions: Business Model The device the usage of which will help to destroy the language bar. The speech of any speaker will be translated and presented to the owner of the device in his/her native language.
  • Robotic Satellites: Implementation Plan and Budget One of the most effective methods of reaching the maximum level of security, not to feel restricted, and reduce spending is the usage of electronic or robotic companions.
  • Robotics’ Sociopolitical and Economic Implications The foremost benefits of Robotics for individuals can be formulated as follows: The continual development/implementation of the Robotics-related technologies will increase the chances of self-actualization, on the part of the potentially affected individuals.
  • Stihl Company and Its Robotics Automation involves the use of robots in the production process. The company’s productivity has come as a result of the automation production practices and its presence across the globe.
  • Will Robots Ever Replace Humans? It is quite peculiar that Bolonkin uses negation in order to stir the audience’s delight; more impressively, the specified approach works the pathos is concealed not in the description of the possibilities, but the compliment […]
  • Robotic Pharmacy System Implementation Citing some of the key benefits of the robotic pharmacy system, one of the most important is that it reduces the need for technical labor significantly.
  • Welcome Robotic for Abu Dhabi Women College In the year 2009, the college opened a second banch in the city of khalifa to cater for the students who encounter problems relocating to the capital city.
  • Fiat Company: Deployment of Robotics in Manufacturing The technology also enhanced the reduction of production costs by reducing the number of working days without effecting the production and the performance of the company at its peak.
  • Projects “Cyborg” and “New Electrical Apparatus” in Robotics In fact, although Project Cyborg included some medical expertise, the purpose is significantly similar to the project by Nicholson and Carlisle largely because a medical achievement is not one of their aims.
  • Meteorite or Puck Hunt: Autonomous Mobile Robot The Development of the Design Being the first time that we are taking part in this type of competition, we decide to work out a plan that would help us develop the autonomous mobile robot […]
  • Marketing the Wireless Robotic Car By sending the robotic car to a chemical hazard, it is possible to determine the extent of spillage of a liquid or a solid pollutant.
  • A Mobile Robotic Project in the Ohio State University Medical Center In order for the project to be successful there must be a one-to-one contact between those implementing the project and the staff at the hospital.
  • Autonomous Controller Robotics: The Future of Robots The middle level is the Coordination level which interfaces the actions of the top and lower level s in the architecture.
  • How Will Autonomous Robots Change Military Tactics?
  • Will Romantic Relationships Be Formed With Robots?
  • What Were the First Industrial Robots in America Used?
  • Will Robots and Humanoids Take Over the World?
  • Are Robots Beneficial for the Society?
  • Will Robots Automate Your Job Away?
  • Why Not Use Robots to Stabilize Stock Markets?
  • Will Robots Change Our Lives in the Future?
  • How Can Robots Effect Children’s Development?
  • Will Robots Create Economic Utopia?
  • Why Robots Are Start Over the World With Breakthrough Technology?
  • Will Robots Live With Humans in Harmony?
  • Can Humanoid Service Robots Perform Better Than Service Employees?
  • How Can Robots Be Used to Help Students?
  • Will Robots One Day Rule the World?
  • Why Should Robots Not Be Pursued?
  • How Do Robots Impact Careers in the Medical Field?
  • Why Will Robots Always Need Us?
  • Are Robots Taking Control of Human Tasks?
  • How Can Robots Have Human-Like Intelligence?
  • Can Service Robots Hamper Customer Anger and Aggression After a Service Failure?
  • Are Robots the Solution to Equality in the Job Interview Process?
  • How Can Robots Replace 60% of Jobs?
  • Are Sex Robots the Next Big Sexual Revolution?
  • How Can Robots Solve the Problem of Aging Population?
  • Are Surgical Robots the Future of Medicine?
  • How Can Robots Work More Efficient Than Humans?
  • Should Robots Intelligence Becoming Smarter Than Us and Make?
  • What Are Robots and How Are They Being Used Nowadays?
  • Are Robots and Animals More or Less Similar to One Another Than Robots and Humans?
  • Chicago (A-D)
  • Chicago (N-B)

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