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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

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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109 Virtual Reality Topics & Essay Examples

When writing a virtual reality essay, it is hard to find just one area to focus on. Our experts have outlined 104 titles for you to choose from.

🏆 Best Virtual Reality Topics & Essay Examples

🕶️ good virtual reality research topics, 🤖 interesting virtual reality research paper topics, ❓ research questions about virtual reality.

Humanity has made amazing leaps in technology over the past several years. We have reached frontiers previously thought impossible, like the recreation of virtual environments using computers. These three-dimensional worlds can be accessed and explored by people. This is made possible with VR headsets, such as Oculus Rift or HTC Vive. If you’re eager to find out more, peek at our collection of VR research topics below!

  • Virtual Reality Versus Augmented Reality In fact, this amounts to one of the merits of a virtual reality environment. A case example of this type of virtual reality is the Virtual Reality games.
  • Virtual Reality Technology The third negative impact of virtual reality is that it causes human beings to start living in the world of fantasy.
  • Virtual Reality Tourism Technology In the world of virtual tourism, we can be transported to any country and have the ability to interact and manipulate the elements within the world we are touring in a way that would not […]
  • Virtual Reality Technology for Wide Target Audience Due to the numerous applications in both leisure and industry, as well as massive popularity with audiences of different ages, there is a chance that, in several years, evaluating the target audiences of Virtual Reality […]
  • Virtual Reality: A Powerful New Technology for Filming The creation of VR highlights a new perception of space because, through technology, people can be transmitted to a different environment.
  • Rusnak’s “The Thirteenth Floor” and The Concept of Virtual Reality In such consideration, this paper conducts a comparative analysis of The Thirteenth Floor and how the concept of virtual reality was developed and is applied in today’s films.
  • A Growth Trajectory of the Virtual Reality Drilling Rig Training During the final three months of development, the VR training program will be refined and tested for usability and effectiveness. Collecting feedback from users is essential for the success of the VR drilling rig training […]
  • “The Role of Virtual Reality in Criminal Justice Pedagogy” by Smith The journal is titled “The role of virtual reality in criminal justice pedagogy: An examination of mental illness occurring in corrections”.
  • Virtual Reality and Cybersecurity As a result, it is the mandate of the framework entities to establish solutions to the inherent barriers to the implementation of the business plan.
  • A Stand-Up Comedy Virtual Reality Platform for Qatar Tourism Choosing the right number of avatars, customization of the product, and pricing the product were the three major challenges that were faced in this project. The second challenge that emerged in the development stage was […]
  • Entrepreneurial Opportunities in Virtual Reality In terms of the practical context, the research will focus on the organizations and sectors which are the primary beneficiaries of virtual reality and remote work during the pandemic.
  • Virtual Reality Space Product Project Challenges During the project, several challenges came up, which included providing leadership to the team, identifying the customer segment for the product, and understanding the “pains” of the customer segment.
  • Reflection on Aspects of Virtual Reality Videos For instance, the video Wolves in the Walls has good graphics and gives the independence to look at every section of the set-up separately.
  • Augmented and Virtual Reality for Modern Firms The business environment is not an exception, as firms seek to maximize their value through the implementation of high-tech solutions. AR is another major component of contemporary professional training, as it contributes to the better […]
  • The Rules of the Virtual Reality Online environment has been providing the platform for casual interactions as well as economic activities for quite a while.
  • How Virtual Reality Is Changing the World of Interior Design In order to become competitive in the sphere of luxury interior design, “More” must make its projects look modern and trendy.
  • Top Companies in the Virtual Reality Industry Currently, Google is the leading search engine company, and there are signs that the company might emerge as one of the heavyweights in the virtual reality industry.
  • Internet, Virtual Reality, and World Wide Web Defining the concept of the Internet is a challenging task, mostly because of the changes that it has undergone over the course of its development.
  • Virtual Reality Technology and Soccer Training Moreover, the level of interactivity needs to be significant, and the most attention should be devoted to the modeling of situations that are viewed as the most problematic.
  • Char Davies’ Osmose as Virtual Reality Environment On the following position, the installment suggests the invitees a chance to trail the discrete interactor’s voyage of imageries from end to end of this counterpart of natural surroundings.
  • Virtual Reality in Healthcare Training The objective data will be gathered to inform the exploration of the first question, and it will focus on such performance measures as time, volume, and efficiency of task completion; the number of errors pre- […]
  • Scholar VR: Virtual Reality Planning Service Studio To ensure that the small and mid-sized companies in the United Kingdom understand the leverage they can get by using VR technology.
  • IOS and Browser Applications and Virtual Reality From the consumer’s point of view, any mobile application is good if it is of interest to the public and covers a large target audience.
  • Virtual Reality’s Main Benefits The rapid development and the growing popularity of virtual reality raise a logical interest concerning the advantages and disadvantages that are related to the application of this new technology in various spheres of knowledge and […]
  • Virtual Reality’ Sports Training System Working Steps The efficiency of the given technology is evidenced by the fact that it is used by various coaches and teams to provide training for their players. For this reason, it is possible to predict the […]
  • Virtual Reality Technology in Soccer Training Therefore, it is imperative to invest in this area to protect the safety of our technology and ensure that we have a viable product.
  • Virtual Reality Technology in Referee Training Referees need to experience the practical nature of the profession during the training process, and the VR technology will eliminate the underlying challenges to the development of experience in the profession.
  • Surgeon Students’ Virtual Reality Learning Programs In order for the students to feel like they are operating on living patients instead of waving instruments in the air, it is necessary to provide the environment that would compensate for the shortcomings of […]
  • Virtual Reality and Solitary Confinement Nowadays, the majority of the representatives of the general public all over the world are familiar with the concept of virtual reality, and many of them have already experienced it.
  • Samsung Gear Virtual Reality Product Launch The paper at hand is devoted to the analysis of the launch of Samsung Gear VR from different perspectives: the product development model, the business analysis, its technical implementation, etc.
  • Virtual Reality in Military Health Care The purpose of the research is to identify the capabilities of VR and its applications in military health care. This study will explore the current uses of VR, its different functionalities, applications in the field […]
  • Virtual Reality Ride Experience at Disneyland Florida The basic concept of the proposed ride is to utilize the current advances in VR technology to create a simulated experience for park-goers that is safe, widely usable, and sufficiently immersive that there is a […]
  • Imagineering Myths About Virtual Reality Walt Disney Imagineering team, which encompassed a wide range of professionals responsible for various entertainments offered by theme parks, resorts, and other venues, is currently devoting a lot of time and effort to unlock the […]
  • Virtual Reality Industry Analysis While it is true that the production and sale of virtual reality headsets could be in the millions in the future as the technology develops and becomes more acceptable, it cannot be stated at the […]
  • Virtual Reality in Construction Originally, the use of virtual reality in construction within the past decade has been limited to 3D object design wherein separate 3D representations of the exterior and interior of the buildings are designed utilizing 3D […]
  • Virtual Reality’s Benefits and Usages in Concurrent Engineering Figure 1: Phases of concurrent engineering Source As shown in the figure above, the initial stage of concurrent engineering is the identification of the components of the design system.
  • Virtual Reality in Soccer Training The following work will focus on the analysis of the use of Virtual Reality in the training of soccer players with the evaluation of the practices adopted by particular soccer teams.
  • Abstract on Architecture and the Role of Virtual Reality
  • Advantages and Disadvantages of Escapism and Virtual Reality
  • Strategic Analysis of the Creation of a New Rating System in Virtual Reality Gaming
  • Study on Real/Virtual Relationships Through a Mobile Augmented Reality Application
  • Benefits and Dangers of Virtual Reality
  • Can Virtual Reality Kill?
  • Cognitive Psychology & Virtual Reality Systems
  • Computer Science and Virtual Reality
  • Development of Virtual Reality Technology in the Aspect of Educational Applications
  • Difference Between Augmented Reality and Virtual Reality
  • Role of Virtual Reality in Education
  • Humanity Versus Virtual Reality
  • Simulation and Virtual Reality in a Sport Management Curriculum Setting
  • Smart VR: A Virtual Reality Environment for Mathematics
  • Sports Management Curriculum, Virtual Reality, and Traditional Simulation
  • SWOT Analysis: The Lego Product and the ‘Virtual Reality’
  • The Augmented Reality and Virtual Reality Market Forecast and Opportunities in U.S.
  • Tracking Strategy in Increased Reality and Virtual Reality
  • Using the Virtual Reality to Develop Educational Games for Middle School Science Classrooms
  • What Is Virtual Reality?
  • What Are the Advantages and Disadvantages of Virtual Reality?
  • What Do Consumers Prefer for the Attributes of Virtual Reality Head-Mount Displays?
  • Virtual Reality and Its Potential to Become the Greatest Technological Advancement
  • Lucid Dreams as the First Virtual Reality
  • Development of Virtual Reality
  • Introduction to Virtual Reality Technology and Society
  • Issue “Virtual Reality in Marketing”: Definition, Theory and Practice
  • Applying Virtual Reality in Tourism
  • Application of Virtual Reality in Military
  • Augmented Reality & Virtual Reality Industry Forecast and Analysis to 2013 – 2018
  • Breakthrough Virtual Reality Sex Machine
  • Components Driving Virtual Reality Today and Beyond
  • Data Correlation-Aware Resource Management in Wireless Virtual Reality (VR): An Echo State Transfer Learning Approach
  • Gaming to Health Care: Using Virtual Reality in Physical Rehabilitation
  • Smart Phones and Virtual Reality in 10 Years
  • Evolution of Art in Virtual Reality
  • Use of Virtual Reality in Molecular Docking Science Experiments
  • Use of Virtual Reality for Concussion Diagnosis
  • Virtual Reality as Analgesia: An Alternative Approach for Managing Chronic Pain
  • Virtual Reality: The Real Life Implications of Raising a Virtual Child
  • When Virtual Reality Meets Realpolitik: Social Media Shaping the Arab Government-Citizen Relationship
  • Can Virtual Reality Ever Be Implemented in Routine Clinical Settings?
  • What Is More Attractive, Virtual Reality or Augmented Reality?
  • What Is Virtual Reality and How It Works?
  • What Are the Benefits of Virtual Reality?
  • Is Virtual Reality Dangerous?
  • How Is Virtual Reality Used in Everyday Life?
  • What Are the Risks of Virtual Reality?
  • What Is the Future of Virtual Reality in Education?
  • How Do You Think Virtual Reality Devices Will Change Our World?
  • What Are Three Disadvantages of Virtual Reality?
  • What’s the Point of Virtual Reality?
  • How Can Virtual Reality Optimize Education?
  • How Did Virtual Reality Affect Our Lives?
  • Will Virtual Reality Eventually Replace Our Real Reality?
  • What Are Some Cool Virtual Reality Ideas?
  • When Will We Have Full-Sensory Virtual Reality?
  • What Do I Need to Develop Virtual Reality Games?
  • Why Did Virtual Reality Never Take Off so Far?
  • What Are Medical Applications of Virtual Reality?
  • How Virtual Reality Can Help in Treatment of Posttraumatic Stress Disorder?
  • What Are the Biggest Problems Virtual Reality Can Solve?
  • What Unsolved Problems Could Virtual Reality Be a Solution For?
  • How Would a Fully Immersive Virtual Reality Work?
  • When Will Virtual Reality Become Popular?
  • What’s the Best Way to Experience Virtual Reality Technology?
  • How Will Virtual Reality Change Advertising?
  • Which Are the Best Virtual Reality Companies in India?
  • What Are the Pros and Cons of Virtual Reality?
  • What Are the Coding Languages Required for Virtual Reality?
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IvyPanda. (2024, March 2). 109 Virtual Reality Topics & Essay Examples. https://ivypanda.com/essays/topic/virtual-reality-essay-topics/

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IvyPanda . 2024. "109 Virtual Reality Topics & Essay Examples." March 2, 2024. https://ivypanda.com/essays/topic/virtual-reality-essay-topics/.

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107 Virtual Reality Essay Topic Ideas & Examples

Inside This Article

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

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No new data were created or analyzed in this study. Data sharing is not applicable to this article.

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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Object name is ijerph-19-11278-g001.jpg

General structure of the paper selection and literature review.

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

3. Reviews of VR Technology Applications

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

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

3.1. Industrial Simulation Applications

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

3.1.1. Driving Simulations

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

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

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

3.1.2. Product Design and Prototyping

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

3.2. Education

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

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

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

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

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

3.3. Public Health

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

3.3.1. Medical Training

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

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

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

3.3.2. Exergaming, Fitness and Sports

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

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

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

3.3.3. Therapy and Meditation

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

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

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

3.4. Social Interaction

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

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

3.5. Entertainment

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

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

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

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

4. Limitations and Side Effects of VR

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

4.1. Technological Limitations

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

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

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

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

Cybersickness

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

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

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

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

4.2. Accessibility

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

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

5. Conclusions

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

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

Funding Statement

This research received no external funding.

Author Contributions

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

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Data availability statement, conflicts of interest.

The authors declare no conflict of interest.

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

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Essays on Virtual Reality

The importance of writing an essay on virtual reality.

Virtual reality (VR) is an increasingly important and influential technology that is shaping various industries and everyday life. Writing an essay on virtual reality can help to educate others about its potential and impact on society, as well as provide a deeper understanding of its applications and implications.

Here are some reasons why writing an essay on virtual reality is important:

  • Educational purposes: By researching and writing about virtual reality, you can help to spread awareness and knowledge about this technology. This can help others to understand the potential benefits and risks associated with VR.
  • Impact on industries: Virtual reality has the potential to transform various industries, including healthcare, education, gaming, and entertainment. By writing about VR, you can explore its impact on these industries and how it is changing the way people work, learn, and play.
  • Ethical and social implications: Virtual reality raises important ethical and social questions, such as privacy concerns, addiction, and the blurring of virtual and real worlds. Writing an essay on VR can help to explore these implications and provoke critical thinking on these issues.

Writing Tips for an Essay on Virtual Reality

When writing an essay on virtual reality, it's important to consider the following tips:

  • Research extensively: Start by conducting thorough research on virtual reality, including its history, current applications, and future potential. This will provide you with a solid foundation for your essay.
  • Organize your ideas: Consider the structure of your essay and how you will present your ideas. You may want to start with an introduction that provides background information on VR, followed by sections that explore its impact on different industries and its ethical implications.
  • Provide evidence: Back up your points with evidence and examples. This could include case studies, statistics, and expert opinions to support your arguments.
  • Consider different perspectives: Virtual reality is a complex and multifaceted technology, so it's important to consider different perspectives and viewpoints. This can help to make your essay more balanced and thought-provoking.
  • Revise and edit: Finally, don't forget to revise and edit your essay. Check for clarity, coherence, and grammar, and make sure your writing is engaging and persuasive.

By writing an essay on virtual reality, you can contribute to the ongoing conversation about this groundbreaking technology and help to shape public understanding and discourse about its impact on society. It's an opportunity to explore a fascinating and rapidly evolving field that has the potential to change the world as we know it.

Best Virtual Reality Essay Topics

  • The impact of Virtual Reality on mental health treatment
  • The ethical implications of Virtual Reality in gaming
  • Virtual Reality and its potential for revolutionizing education
  • The use of Virtual Reality in architectural design
  • Virtual Reality and its role in the future of healthcare
  • Exploring cultural implications of Virtual Reality experiences
  • The future of Virtual Reality entertainment
  • Virtual Reality and its influence on marketing and advertising
  • The use of Virtual Reality in military training
  • Virtual Reality and its potential for environmental conservation
  • The psychological effects of Virtual Reality on users
  • Virtual Reality and its applications in the sports industry
  • The role of Virtual Reality in simulating historical experiences
  • Virtual Reality and its impact on workplace training
  • The intersection of Virtual Reality and art
  • Virtual Reality and its potential for addressing social issues
  • The implications of Virtual Reality in travel and tourism
  • Virtual Reality and its influence on remote collaboration
  • The future of Virtual Reality in virtual social interactions
  • The use of Virtual Reality in immersive storytelling experiences

Virtual Reality Essay Topics Prompts

  • Imagine a world where Virtual Reality has replaced traditional forms of entertainment. How would this impact society and culture?
  • If you could create a Virtual Reality experience to simulate any historical event, what would it be and why?
  • Explore the potential ethical dilemmas that may arise from the widespread adoption of Virtual Reality technology.
  • Create a narrative set in a futuristic world where Virtual Reality has become indistinguishable from reality. How does this impact the characters and their perception of the world?
  • Write an essay discussing the potential implications of Virtual Reality on the future of work and productivity.

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Virtual reality (VR) is the use of computer modeling and simulation that enables a person to interact with an artificial three-dimensional (3-D) visual or other sensory environment.

The term virtual reality was coined in 1987 by Jaron Lanier, whose research and engineering contributed a number of products to the nascent VR industry.

Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings).

Simulation-based virtual reality, avatar image-based virtual reality, projector-based virtual reality, desktop-based virtual reality, augmented reality, mixed reality, cyberspace, head-mounted display.

171 million people use VR technology today. The first VR Headset came out in the 1960’s. Seventy-eight of Americans are familiar with virtual reality.

Relevant topics

  • Digital Era
  • Computer Science
  • Cyber Security
  • Artificial Intelligence
  • 5G Technology
  • Disadvantages of Technology
  • Negative Impact of Technology

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essay on virtual reality

Virtual Reality (VR)

How it works

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

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

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

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

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

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

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

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

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Essays on Virtual Reality

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    Essay Example: 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.

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