Question:
How is virtual reality putting an Impact in real life of an Individual?
The following research proposal is about the virtual reality and its impact in the real life. The interpretation and review is based on the same topic. Virtual reality is turning out to be topic that many are opposing; however VR is giving people a better understanding about the world around them. Increasingly it is been used an s a tool by many to meet their requirements. VR is a computer based technology that uses the combination with the physical spaces or multi-projected environment. An individual using the virtual reality equipment is able to relate with the different arrangements. This is one of the latest trends in the global environment. The virtual reality provides with a platform to interact in a perfect real or physical way. In true sense virtual reality has both positive and negative impact. In order to understand the role of virtual reality it is important to understand its role on human kind and how much positive or negative impact it has on an individual (Biocca & Levy, 2013).
Virtual reality in current scenario has a huge impact on delivering positive impact on the lives of the people. It is giving a wide scope to people for interacting in a three dimensional environment. It therefore allows an interaction between the individual and the virtual environment. In the recent time virtual reality has gained importance by undertaking the role of information and technology. The virtual reality headsets combine with the physical spaces and the other environments around an individual that creates a sense of replication allowing an individual to feel lively (Cheng, Chieng &Chieng, 2014). The one wearing the headset can make himself used to different programs like audio or videos. Virtual reality has a high overall impact on the world around us. Researchers assert that virtual reality in future will be having multidimensional uses. The research proposal reviews the only aim to settle on the uses and the sustainability of the new technology. The researcher has cited different variety of work that is important for the future generation. The utilization of ten sources on virtual reality allow in gaining effective information. As cited previously the review helps in assessing and examining the research in a significant way. An appropriate investigation and assessment is important to understand the relevancy of the data (Colbert, Yee & George, 2016).
The report includes the information given by different author and creates a scope by determining the advantage and disadvantages. The systematic review of topics under the paper published by different author provides with a flawless interpretation of information. Further the research proposal provides evaluation of the impact of virtual reality at the workplace. Innovation of workplace has a long-term sustainable impact on the performance of the employees.
Virtual reality has more relevance with the active people than the shy people. One of the major aims of the research is to gain effective role. The following proposal focuses on the second life that one feel in the virtual environment (Diemer et al 2015).
Video games engage people in an effective way. They spend a huge amount of time on playing cricket, football and war games. The gaming industry is a steady industry and it will see a tremendous growth in coming years (Zhang, Lu, Gupta & Zhao, 2014).
In the recent time the health professionals are using Virtual reality tool to conduct surgeries. The digitalization in the medical industry in the recent time has given prospective to the industry by helping in multi-fold ways (Earnshaw, 2014).
Lastly virtual reality has a huge impact on the retail sale. People are fanatic about the use of virtual reality tools to create an everlasting experience. The online retail market has a broad expand and incorporate a broad scope in delivering the desired results. The mobile application is a virtual forum to deal with the multi-dimensional functions (Faiola, Newlon, Pfaff &Smyslova, 2013).
How is virtual reality putting an impact in real life of an individual?
Purpose/ problem statement of the
The entire problem statement gives information regarding the implication of virtual reality. The purpose of conducting the study is to assess the impact of virtual reality in real life. The research proposal identifies the two following research questions: ‘How does virtual reality affect the physical environment? Virtual reality promises itself to be one of the latest technology equipment. Use of virtual reality is expensive for an individual. This creates a sense of insecurity in their mind hence make them vulnerable against variety of challenges. There are end number of drawback and issues with implication of VR (Gayer-Anderson, 2016
Significance and justification of the research
The research proposal developed has undertaken assessment of various research papers published by authors in order to determine the importance of VR in real life. The use of Virtual Reality in today’s time has created a different trend and proposes with its effectiveness in the changing environment. The systematic review of research topic allow in interpreting the result thereafter. The sequential setting of information has allowed in gaining an insight into the topic by connecting with the readers in a significant way (Wexelblat, 2014). The different sources of research work done by the authors allow in gaining multidimensional approach by understanding the scope of virtual reality in today’ changing environment(Gee,2014; Valmaggia, Latif, Kempton &Rus-Calafell,2016).
Main points of argument
The research proposal establishes the controversies faced in the modern world regarding the positive and negative aspects of VR. The research project focuses over the implication of changing technology and dependency of virtual equipment on the human life. It establishes the challenges faced in the virtual environment and discusses over the troubles that are faced by individual to adopt the strategic changes in order to manage the changes accordingly. Majority of people are unable to afford the expensive virtual tools. The report further describes the role of various equipments in order to deal with the changing real life situation. Absence of an effective framework in the virtual environment has a drawback that requires to be managed in a significant way (Gregory, 2017).
TABLE showing list of main points with corresponding research methods
Research methodology |
Main points |
Methodology used |
Information that is available on the internet |
The research proposal will examine the information published in different articles over internet and will allow in understanding the need of virtual reality in managing the task in a significant way. The research will be based on secondary research tools that are used to develop innovative approach in gaining a competitive result. |
The questions are asked in order to manage the requisite research. Internet is used to gather information to gain effectiveness. |
The prevailing or existing results of market research |
The market research tool is a secondary research tool that is used to understand the point of view that an individual have. In order to understand the role of virtual reality it is important to manage its impact largely upon the individual way of doing things. |
The research is based on the data available in the market research. This will allow in gathering effective data in order to make conclusion |
Data available on consumer databases |
This is one of the secondary research tools that are used to understand the view point of those who are spending money on virtual reality game. This allow in developing a better viewpoint regarding the concept. |
The research will be based on a highly accurate data collected through a published source. This will allow in establishing a better understanding of the topic. |
TABLE showing list of primary research methods used with justification
Research methodology |
Main points |
Methodology Used |
Participant Observation |
Through this methodology, the researcher is able to implement the observation of the participant to the research. It is an important way through which an individual can gain an exact insight into their behavior. |
The methodology used is to access individual behavior and belief. |
Online Survey |
This tool is used in the form of questionnaire that the target audience can absolute over the Internet. The Online surveys are usually shaped as Web forms with a database to store the answers. The research will be based on the online survey on people who are using the virtual reality games. Online survey will allow in gaining a comprehensive research. |
The method involves diversified approach in order to provide with a strong base in to understand the views and behavior of users. |
The face to face survey will allow in understanding the views of people using virtual reality. |
This methodology involves asking directly to the people. |
Ethical considerations of the project
During The research participants were not subjected to harm in any ways whatsoever. This area was widely considered by the researcher during the final research. Special consideration is given to an individual in order to maintain Respect for the dignity. Consent of all the participants were undertaken during the process of data collection. Full consent of every individual is undertaken prior to the study. The fortification of the privacy of research participants was ensured during the research process. Adequate level of confidentiality of the research data is ensured during the overall process of research. Anonymity of persons and organizations contributing in the research is been ensured. The research has taken care of the confidential information shared during the process of research. Any dishonesty or overstatement about the aims and objectives is avoided in the research. Any kind of communication in relation to the research is done with honesty and precision. The primary data is collected without and any discretion in term of data collection is avoided.
Expected outcomes and limitations of the research project
The research on Virtual reality has revealed some key areas related to the use of Video games. These It is the latest trend growing in the modern time and it has extended limits from the pc games to the mobile application. The research on video games has improved in the last decade creating more wide opportunities. An individual tries to interact through the virtual gaming. Another development as per the research is regarding the growth of social media platform. It is providing with a virtual interface to the people for undergoing more interaction. People are engaging in a more connected way. The overall area for the development of the virtual world is developing causing a comprehensive study and result. In the recent time social media websites have gained an edge through Facebook, Instagram and Twitter. It is putting a huge impression on an individual growth and development. The research is based on both the positive as well as negative impact of social networking (Grewal, Roggeveen &Nordfält, 2017).
The rise of online marketing in the recent time has improved the scope of virtual reality. The virtual world has become a medium to interact with people. It is therefore a platform used to interact with the customers. There is a heavy inclination on the online buying and selling of goods. This in the recent time has raised the overall avenues. This is developing the individual scope and growth. Providing with a multi-fold platform the virtual reality has a large impact on individual (Hammick & Lee, 2014).
The research has certain limitation due to a shift in perception of individual. Every individual has a different perception about virtual reality. While undergoing the research it was difficult to make an appropriate conclusion. Every individual has a different perception about the pros and cons of virtual reality. The research is based on a selected group of people. The data might vary, in case the research is been done on another set of individual (Labrecque, et al 2013).
Personal reflection of the research process so far
The research started with a general curiosity to understand the impact of virtual reality in today’s life. The business research proposal is based on a secondary research on the role of virtual reality and how it is putting an impact on an individual. This is to understand the role and process of virtual reality on the basis of video games. It is concluded from the research that virtual reality is changing and developing a wide gap in understanding its role and scope. This help in understanding the overall scope of the research process so far. The virtual reality provides with a platform to interact in a perfect real or physical way (Laver, et al 2015).
Further, the report show different view and perception of authors necessary to understand the role of Virtual Reality. It is a modern age platform for the world to diversify their thought process. The changing environment in the recent time has created a wide opportunities in the field of virtual reality providing with a professional and personal growth.
To conclude, the research analysis has found out the following proposal focuses on the second life that one feel in the virtual environment. Researchers assert that virtual reality in future will be having multidimensional uses. The research proposal reviews the only aim to settle on the uses and the sustainability of the new technology. This is important as per the research to understand the role of virtual reality in the field of using virtual reality as an important tool. In the recent time it is important to develop sustainable results through improvement of tools. It is important to conclude that the virtual reality headsets combine with the physical spaces and the other environments around an individual creates a sense of replication allowing an individual to feel lively. It is moreover important in the recent time that the virtual reality is important to manage the changes taking place in the environment. Virtual reality in a recent time has become important to see things from a different perspective. This creates a sense of insecurity in their mind hence make them vulnerable against variety of challenges. It has developed as an important perspective to deal with the issues in a modern world. There is a heavy inclination on the online buying and selling of goods. This in the recent time has raised the overall avenues. Researchers assert that virtual reality in future will be having multidimensional uses. The research proposal reviews the only aim to settle on the uses and the sustainability of the new technology. There is eventually important to develop the effectiveness.
References
Biocca, F., & Levy, M. R. (Eds.). (2013). Communication in the age of virtual reality. Routledge.
Cheng, L. K., Chieng, M. H., &Chieng, W. H. (2014). Measuring virtual experience in a three-dimensional virtual reality interactive simulator environment: a structural equation modeling approach. Virtual Reality, 18(3), 173-188.
Colbert, A., Yee, N., & George, G. (2016). The digital workforce and the workplace of the future. Academy of Management Journal, 59(3), 731-739.
Diemer, J., Alpers, G. W., Peperkorn, H. M., Shiban, Y., &Mühlberger, A. (2015). The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers in psychology, 6, 26
Earnshaw, R. A. (Ed.). (2014). Virtual reality systems. Academic press.
Faiola, A., Newlon, C., Pfaff, M., &Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29(3), 1113-1121.
Gayer-Anderson, C. (2016). The application of virtual reality technology to understanding psychosis. Social psychiatry and psychiatric epidemiology, 51(7), 937-939.
Gee, J. P. (2014). What video games have to teach us about learning and literacy. Macmillan.
Gregory, J. (2017). Virtual reality. Cherry Lake.
Grewal, D., Roggeveen, A. L., &Nordfält, J. (2017). The future of retailing. Journal of Retailing, 93(1), 1-6.
Hammick, J. K., & Lee, M. J. (2014). Do shy people feel less communication apprehension online? The effects of virtual reality on the relationship between personality characteristics and communication outcomes. Computers in Human Behavior, 33, 302-310.
Labrecque, L. I., vordemEsche, J., Mathwick, C., Novak, T. P., &Hofacker, C. F. (2013). Consumer power: Evolution in the digital age. Journal of Interactive Marketing, 27(4), 257-269.
Laver, K. E., George, S., Thomas, S., Deutsch, J. E., & Crotty, M. (2015). Virtual reality for stroke rehabilitation. The Cochrane Library.
Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40.
Valmaggia, L. R., Latif, L., Kempton, M. J., &Rus-Calafell, M. (2016). Virtual reality in the psychological treatment for mental health problems: An systematic review of recent evidence. Psychiatry Research, 236, 189-195.
Wexelblat, A. (Ed.). (2014). Virtual reality: applications and explorations. Academic Press
Zhang, H., Lu, Y., Gupta, S., & Zhao, L. (2014). What motivates customers to participate in social commerce? The impact of technological environments and virtual customer experiences. Information & Management, 51(8), 1017-1030
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