Virtual Technology Review

Virtual technology is an emerging area of research for many domains and applications. VR is not without limitations and challenges, which need to be overcome to grow and advance. These include technological limits which cause users to feel uncomfortable or sick while using the VR headset, the difficulty of accessing of VR due to the high cost and associated hardware and software, as well as technical issues like a lack of standardization and compatibility between different devices.

VR provides a means to learn by experiencing situations that are risky or difficult in real life. For instance the fear of flying or exposure to a frightening situation. This is especially beneficial important link for mental health treatment like PTSD and PTSD, where VR can help patients to deal with these issues in a secure setting.

VR can also enhance training for professional athletes, allowing them to test their skills without needing to travel to specific training facilities. This can be particularly beneficial in the development of perceptual and cognitive skills like spatial or motor skills.

There is much work to be done in the fields of theory and methodology and pedagogical approaches. It is crucial to understand the interaction between VR’s diverse features, both experiential and technical, and learning outcomes across different professional training contexts. A systematic review of the literature on this subject will help to inform strategic resource allocation by identifying the specific VR features that are important for various kinds of skill-training.