The societal and economical impact of virtual reality
| dc.contributor.author | Tabassum, Maliha | |
| dc.contributor.author | Paul, Hriday | |
| dc.contributor.author | Mahbub, Safwan Bin | |
| dc.date.accessioned | 2024-10-27T10:50:18Z | |
| dc.date.available | 2024-10-27T10:50:18Z | |
| dc.date.copyright | ©2024 | |
| dc.date.issued | 2024-07-03 | |
| dc.description | Cataloged from PDF version of the article. | |
| dc.description | Includes bibliographical references (page 128). | |
| dc.description.abstract | Immersive VR advances researchers' goal of investigating human perception in a controlled and ethical manner while using incredibly realistic stimuli that test subjects may actively explore. VR is also contributing in every sector as well. The most common application fields of virtual reality are in the entertainment industry that includes video games, 3D motion pictures, gloomy rides in amusement parks, and communal virtual environments. In the early to mid-1990s, video game firms firstly introduced virtual reality headsets for patrons. According to Marr (2021), Alzheimer's disease, schizophrenia, and glaucoma are currently detected via virtual reality. It has also started to define itself as a helpful tool for treating dementia, autism, PTSD and anxiety-related conditions. PTSD and anxiety are known to react well to VR exposure treatment. Numerous more benefits may result from time spent in virtual reality. A teaching and evaluation tool for surgery is offered by Osso VR. More companies are utilizing VR experiences as they become more reasonably priced to teach staff members on business practices and help them hone the soft skills needed for jobs like customer service and public speaking. Virtual reality (VR) aids banks in producing engaging user experiences. For instance, companies may use interactive VR apps to teach clients about the stock market and investing also improve several areas of their customer experience. Modern virtual reality headgear visuals are constructed on technology from smartphones, including compact HD screens, lightweight, small and quick computer processors and motion sensors for detecting the locations of the head, torso, and hands. Reality-Based Experience; When you put on a headset, it seems as though you are actually in another place and having a realistic involvement. Fighting zombies in VR games becomes a lot more realistic experience because your character can move. This is the contribution of VR in a nutshell. | en_US |
| dc.description.statementofresponsibility | Maliha Tabassum | |
| dc.description.statementofresponsibility | Hriday Paul | |
| dc.description.statementofresponsibility | Safwan Bin Mahbub | |
| dc.description.statementofresponsibility | Nusrat Fariha | |
| dc.format.extent | 8 pages | |
| dc.identifier.citation | Tabassum, M., Paul, H., Mahbub, S. B., & Fariha, N. (2024). The societal and economical impact of virtual reality. REFLECTION, 1, 122–129. | |
| dc.identifier.isbn | 9789849906995 | |
| dc.identifier.uri | http://hdl.handle.net/10361/24417 | |
| dc.language.iso | en | en_US |
| dc.publisher | Brac University | en_US |
| dc.rights | The BRAC University Research For Development Club (BURED) retains all rights. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. | |
| dc.subject | Virtual reality | en_US |
| dc.subject | Immersive technology | en_US |
| dc.subject | Virtual environments | en_US |
| dc.subject | VR headsets | en_US |
| dc.subject | VR treatment | en_US |
| dc.subject | Virtual experiences | en_US |
| dc.subject.lcsh | Virtual reality. | |
| dc.subject.lcsh | Human-computer interaction. | |
| dc.subject.lcsh | Computer Simulation. | |
| dc.subject.lcsh | Virtual computer systems. | |
| dc.title | The societal and economical impact of virtual reality | en_US |
| dc.type | Article | en_US |