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1. Students learn better through experienc - VR provides students an opportunity to learn through experience, in contrast to the traditional methods of reading and writing.

2. It has the ability to inspire - Being able to see and experience extraordinary locations within the classroom is completely unique to VR and it is inspirational to students.

3. Sparks the imagination and encourages creative thinking - The immersive experience that VR provides is unparalleled in teaching. Students are “transported” out of the classroom and their imagination is allowed to flourish.

4. Promotes peer interaction - Throughout the VR experience, students are encouraged to interact with each other. Afterwards, they are eager to share their thoughts and discuss their experiences.

5. Engages learners - Many students get bored with classic teaching methods. The modern technology of VR gets students’ attention like nothing else. We find that students instantly want to try out the VR.

6. Provides realistic travel experiences - Using VR, schools can provide students with travel experiences that would not be possible or practical. Schools can save time and money whilst providing students with incredible experiences.

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Current medical training has shifted from the rote memorization of facts to imparting skills to use facts to arrive at a proper management strategy when faced with a given patient. This training includes problem-oriented learning, communication skills, and VR-based learning. Any kind of medical situation can be simulated using VR, to allow the students to deal with it as in real life. This is followed by feedback and debriefing, to allow them to learn from their mistakes, if any. The cheapness of VR systems and the fact that faculty are not required to be present makes access more flexible and broad-based.

VR can be used to help medical professionals visualize the interior of the human body, thus unveiling otherwise inaccessible areas. For one, the dissection of cadavers, which was a norm for every new medical student, has given way to the study of human anatomy via VR.

Computer graphics have made it possible to recreate any part of the body in great detail, with extreme faithfulness to reality. Moreover, training can be offered using scenarios that closely mimic common surgical situations. For instance, real-life surgical procedures can first be filmed from multiple angles with stunning quality and then combined with models of the body site being operated on, to allow the student to ‘operate’ in VR.

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1. Enhanced communication and connection: VR goes beyond video calls by offering immersive shared experiences. Imagine having a virtual coffee date with a friend anywhere in the world, exploring a museum together, or attending a concert while feeling virtually present. These experiences can strengthen existing relationships and even facilitate new connections through virtual communities and online events.

2. Accessibility and inclusivity: VR can be a game-changer for individuals facing physical limitations or geographical constraints. Through VR, people with disabilities can participate in social activities that might otherwise be inaccessible. For example, VR therapy can help individuals with social anxiety practice communication skills in controlled, virtual environments.

3. Boosting creativity and learning: VR creates immersive learning environments that can transform the way we learn and engage with information. Imagine collaborating with classmates on a 3D design project within VR. These interactive experiences can boost creativity, enhance understanding, and facilitate collaborative learning in ways traditional methods often cannot.

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1. Potential for social isolation and addiction: While VR offers exciting social possibilities, concerns exist regarding its potential to replace real-world interactions and lead to dependence on virtual experiences. Spending excessive time in VR environments could lead to social isolation, weakening existing relationships and hindering the development of crucial social skills. Additionally, the immersive nature of VR raises concerns about addiction, impacting mental health and overall well-being.

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The ethical implications of VR technology require careful consideration. Concerns exist regarding its potential for manipulation, including the creation of deceptive virtual environments and discrimination based on user data or behavior. Additionally, the possibility of creating harmful or disturbing content in VR environments requires responsible development and regulation to safeguard users and society.

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There are some ethical issues that come down to moral judgment, but those can be deeply rooted in cultural traditions and regional societal norms, and therefore hard to apply in a universal manner. However, outside the realm of moral judgment, the current ethical issues in virtual environments are numerous. At the core of many of them is the simple fact that in virtual reality, or any immersive experience, we are dealing with a virtual world. Any virtual environment is an artificial creation, and is likely to reflect the biases and intrinsic beliefs of whoever created it. Unfortunately, this can often lead to the accidental, or intentional, exclusion of some groups. This can be a result of clear bias, such as virtual environments that incorporate offensive stereotypes or other polarizing material. Or it can be entirely accidental, such as a virtual environment that cannot be navigated by someone with impaired vision, color blindness, or a sensitivity to flashing lights.

One thing that makes ethical issues in virtual reality particularly intriguing is that virtual reality itself has been shown to be a powerful tool for generating empathy for ethical issues. Researchers have repeatedly demonstrated VR’s ability to help people understand and better relate to racism, genderism, ableism and many other forms of discrimination. From recreations of scenes of police brutality, to casual racism, to simply changing a users’ point of view to that of someone in a wheelchair, virtual reality has been successfully used to generate sympathy and understanding. However, researchers such as Erick Jose Ramirez have pointed out that this type of use case is, itself, fraught with ethical difficulties.

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As someone who has “set foot” in the virtual world, it is undeniably incredible and it is easy to theorize that in a decade or so, the virtual world will be hard to differentiate from the real world. Current virtual reality is not at that stage yet, so simple things lack accommodations. For example, it is unpleasant for someone who wears glasses, like myself, to wear the headset on. Without my glasses, I still am unable to see clearly, and could feel myself becoming dizzy and losing balance multiple times. Besides the confining nature, it was very easy to lose track of time in games and simulations. This is terrifying because the more people spend time online in virtual reality, the less proper social interactions they receive. Virtual reality cannot supply you with crucial senses needed to analyze our situations. People now have the ability to hide behind avatars or use the press of a button to remove themselves from situations. It may seem beneficial, but you only isolate yourself by doing that. Social interaction would decrease, and that segues into a new era of isolation, leading to a decline of mental health.

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1. Augmented reality (AR) is a technology that enhances the real world with digital elements. AR applications use a device's camera and sensors to overlay digital information or objects onto the user's view of the physical world. This can be done through a smartphone or tablet app, or through specialized AR glasses or headsets. AR is often used for a wide range of applications, including education, entertainment, and product visualization.

2. Mixed reality (MR) is a technology that combines elements of both VR and AR, allowing users to interact with virtual objects and information in the real world. MR devices, such as Microsoft's HoloLens, use a combination of cameras and sensors to map the physical environment and overlay digital elements onto it. This allows users to see and interact with virtual objects as if they were physically present in the real world. MR is often used for training simulations, collaborative work environments, and other interactive applications.