Virtual technology is the process of creating a digital copy of a physical item or event, like a trade show or an online game. The term virtual is used to distinguish it from the real thing however, the replica is as real as the original object. Virtual machines (VMs) are software-based emulators which simulate physical hardware such as a computer or server. These devices don’t have to be physically removed and can be access simultaneously with physical equipment is in different locations.
The emergence of VR has created new opportunities for tourism development, and also opened a research era on the experience economy. VR research isn’t fully integrated into the tourism literature. This article attempts to bridge this https://www.iptech.one/the-most-expensive-gaming-pc gap by examining the literature on VR/AR/MR for tourism and hospitality.
Using the SCOPUS data base, more than 80 studies from empirical research have been identified and their characteristics as well as trends analyzed. It is clear that since the year 2018, the volume of research papers on VR/AR/MR in higher education has grown rapidly, mainly due to the related devices have become more affordable. It is also evident that VR/AR/MR apps are primarily targeted at undergraduates, with engineering, science, and medicine-related majors being the main research areas. Research on humanities and social sciences, like art and history is comparatively scarce.
VR/AR/MR can improve students’ knowledge and skills, as well as their confidence in learning. Moreover, it can be used to develop empathy for patients and improve medical training. Immersive VR, for example helps medical students develop empathy for elderly patients suffering from the effects of aging and also give them the chance to evaluate patients suffering from dyspnea.
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