Virtual technology is an emerging area of research for a variety of applications and domains. VR is not without limitations and issues, which must be overcome to grow and mature. There are technological limitations my website that cause users to feel uncomfortable or sick while using the VR headset, the difficulty of accessing of VR due to high prices and the associated hardware and other technical issues like a lack of standardization and compatibility among different devices.
In terms of learning, VR provides an opportunity to try out situations that may be difficult or risky to attempt in real life, like fears of flying or exposure to a traumatizing situation. This is especially helpful for treatment of mental health issues, such as PTSD which VR can help patients to deal with these issues in a safe and secure environment.
VR can also help improve training for professional athletes, allowing them to test their skills without having to travel to specific training facilities. This can be particularly helpful in the development of perceptual-cognitive abilities, such as motor or spatial abilities.
But, there’s an enormous amount of work to be accomplished in the areas of theory, methodology and the practice of teaching. It is essential to clarify the relationship between VR’s various features, both experiential and technical, and the outcomes of learning across different professional training contexts. A thorough review of the literature on this topic can help inform strategic resource allocation by elucidating which VR features are most essential for different kinds of skill-training.