Virtual reality (VR) is an interactive computer-generated experience taking place within a simulated environment, that can be similar to or completely different from the real world. Applications of virtual reality include entertainment (e.g. video games) and education (e.g. medical or military training). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR.
The primary component of any VR system is a head-mounted display (HMD) worn by the user, which displays a virtual environment to them in stereoscopic 3D, and track their head movements allowing them to look around the world. To create a realistic sense of immersion, most VR systems use additional sensory input devices such as audio headphones or gloves fitted with sensors that track hand movements. Some systems may also include peripherals such as haptic feedback devices or position trackers.
While the immersive experiences provided by VR have been well received by early adopters and enthusiasts, there is a growing concern over the potential negative impact of VR on users’ mental health. These concerns are largely centered around the fact that VR can cause users to feel isolated and cut off from the outside world, as well as triggering feelings of nausea and dizziness. Some experts have even suggested that extended use of VR could lead to conditions such as ‘virtual reality addiction’ or ‘cybersickness’.
Despite these concerns, VR is still in its early stages of development and it remains to be seen how big an impact it will have on our lives in the future. Nevertheless, it seems clear that VR is here to stay and it will be interesting to see how it evolves over time.