Virtual Reality (VR) is a computer generated artificial environment that simulates a realistic experience. Unlike traditional user interfaces, VR places the user inside an experience. So instead of viewing a screen in front of them, users are immersed and able to interact with three-dimensional worlds.
Virtual reality can be divided into two broad areas, the simulation of a real environment for training and education, and the development of an imagined environment for a game or interactive story.
Through the use of affordable headsets, virtual reality is moving into education and consumer engagement. Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer.
In games, VR simulates motor sport and car rallying. Qantas is showing first class passengers virtual 3D destinations and in flight movies. Coca Cola used VR to immerse visitors to the world cup in the locker room of the home team, Brazil. Paramount Pictures is using VR with new films. VR is being used in architecture, medicine, entertainment, sport and the arts.