There are many useful applications for virtual reality. Most translate into some kind of real world training. However, others are used in areas such as education, gaming, engineering, mental and emotional health, and others.
Here are some examples of how virtual reality is used in the real world:
Military:
VR in the military is extremely useful due to the dangerous nature of combat and military related jobs. The benefits of using virtual reality are that danger isn't present, soldiers can repeat their training until mastery, and that VR is much less costly than spending money on military equipment such as bullets and vehicles. Some specific examples of VR in the military include flight simulation, medic training, vehicle simulation, and parachute simulation.
Education:
Education is a realm in which virtual reality is relevant as well. Instead of simply reading about something in a book, students will have an opportunity to actually be a part of the lesson. VR allows for a new level of immersion within the classroom. This allows for a greater understanding of the subject. This technology will especially help those with a creative learning style. Examples include VR astronomy (manipulating elements of space) and VR history (actually being a part of historical events).
Healthcare:
Virtual reality is especially useful in the field of healthcare. Doctors and their colleagues will be able to learn new skills in a safe environment as well as re-train old ones. VR is also much more cost efficient in this field due to how expensive medical equipment is. Another bonus is that VR patients won't actually experience any physical harm. VR surgery is an example of safe and reliable training in this field.
Here are some examples of how virtual reality is used in the real world:
Military:
VR in the military is extremely useful due to the dangerous nature of combat and military related jobs. The benefits of using virtual reality are that danger isn't present, soldiers can repeat their training until mastery, and that VR is much less costly than spending money on military equipment such as bullets and vehicles. Some specific examples of VR in the military include flight simulation, medic training, vehicle simulation, and parachute simulation.
Education:
Education is a realm in which virtual reality is relevant as well. Instead of simply reading about something in a book, students will have an opportunity to actually be a part of the lesson. VR allows for a new level of immersion within the classroom. This allows for a greater understanding of the subject. This technology will especially help those with a creative learning style. Examples include VR astronomy (manipulating elements of space) and VR history (actually being a part of historical events).
Healthcare:
Virtual reality is especially useful in the field of healthcare. Doctors and their colleagues will be able to learn new skills in a safe environment as well as re-train old ones. VR is also much more cost efficient in this field due to how expensive medical equipment is. Another bonus is that VR patients won't actually experience any physical harm. VR surgery is an example of safe and reliable training in this field.
Sports:
Virtual reality could also be used just as effectively in the realm of sports. It would allow athletes to fine-tune their technique and learn perfect mechanics. An example of this would be VR golf. Sensors in the technology used would evaluate every angle and force exerted by the user. In this way, "perfect" technique could be realized.
Mental/Emotional Health:
Researchers are currently working on testing virtual reality in the fields of psychology. This could allow patients with mental disorders some treatment in a safe virtual environment. Virtual reality is already proving to be a great treatment for PTSD for when soldiers return home from deployment. It would allow them to overcome their triggers for the disorder in a safe environment. While exploration with mental health and VR is quite new, it's exciting to imagine all of the new possibilities with this new technology.
Now that some applications have been discussed, ethical issues with these applications also need to be discussed.
Desensitization:
Desensitization could be a huge problem that would plague virtual reality. This phenomena would normally be experienced with the military and gaming aspect of VR. Subjects could experience a lack of compassion and/or empathy, and could even seek out dangerous situations. Psychologists would need to come up with a new way to handle this once VR becomes more available to the public.
Virtual Addiction:
Virtual addiction could also become and issue as VR becomes more widely used. People could become addicted to the safe environment that is virtual reality. They would have nothing to lose in VR: dying, losing money, and other normally terrible things wouldn't be so bad in VR. In effect, people could begin to think that they have nothing to lose in the real world as well. Performance in the real world could also decrease because people could become addicted to VR in a similar way of how we are addicted to our phones and social media now.
Criminal Behavior:
In the real world, if someone commits a crime they are punished by law. But, if a crime is committed in VR, what would happen? Researchers are trying to figure out if the emotions of pain and distress are felt in the same way under the influence of VR. Lawmakers need to write new policy on the "rules" of VR which haven't been defined yet. This could become a huge problem unless some laws are set.
Virtual reality could also be used just as effectively in the realm of sports. It would allow athletes to fine-tune their technique and learn perfect mechanics. An example of this would be VR golf. Sensors in the technology used would evaluate every angle and force exerted by the user. In this way, "perfect" technique could be realized.
Mental/Emotional Health:
Researchers are currently working on testing virtual reality in the fields of psychology. This could allow patients with mental disorders some treatment in a safe virtual environment. Virtual reality is already proving to be a great treatment for PTSD for when soldiers return home from deployment. It would allow them to overcome their triggers for the disorder in a safe environment. While exploration with mental health and VR is quite new, it's exciting to imagine all of the new possibilities with this new technology.
Now that some applications have been discussed, ethical issues with these applications also need to be discussed.
Desensitization:
Desensitization could be a huge problem that would plague virtual reality. This phenomena would normally be experienced with the military and gaming aspect of VR. Subjects could experience a lack of compassion and/or empathy, and could even seek out dangerous situations. Psychologists would need to come up with a new way to handle this once VR becomes more available to the public.
Virtual Addiction:
Virtual addiction could also become and issue as VR becomes more widely used. People could become addicted to the safe environment that is virtual reality. They would have nothing to lose in VR: dying, losing money, and other normally terrible things wouldn't be so bad in VR. In effect, people could begin to think that they have nothing to lose in the real world as well. Performance in the real world could also decrease because people could become addicted to VR in a similar way of how we are addicted to our phones and social media now.
Criminal Behavior:
In the real world, if someone commits a crime they are punished by law. But, if a crime is committed in VR, what would happen? Researchers are trying to figure out if the emotions of pain and distress are felt in the same way under the influence of VR. Lawmakers need to write new policy on the "rules" of VR which haven't been defined yet. This could become a huge problem unless some laws are set.