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Beyond gaming: The Many Applications of Virtual and Augmented Reality

By: Zaid Abu Ghoush

Gaming is the initial thing that springs to mind when discussing VR or AR, but their applications go further than that; both have something to offer for everyone: whether you’re a home decorator who wants to see how a piece of furniture will look in your space before making a purchase; a travel enthusiast who wants to explore Rome from the comfort of your own home; or a medical student who wants to practice surgery safely.

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AR and VR are technologies that engage digital content with individuals in a riveting fashion and fall under the title extended reality (XR). With the help of a headset that obscures the outside world and replaces it with the virtual one, VR immerses the user in a digital environment. On the other hand, AR allows users to engage with virtual items and information more intuitively, which is done by superimposing digital content on top of the actual world. The use of smartphones or customized eyewear makes augmented reality more enjoyable.

VR and AR have a wide range of uses. Military organizations all over the world were among the first to adopt and make use of VR technology. It allows them to train soldiers in a low-risk setting and save money. VR is useful in schools. Due to its unidirectional nature, the traditional mode of instruction frequently fails to engage students; however, VR classes give students a more engaging learning experience.

Not only that, but virtual reality exposure therapy—a brand-new approach to treatment—has been made possible using VR in clinical psychology. With the help of this therapy, patients can confront their anxieties in a safe setting without being exposed to danger. It has been used to treat phobias, anxiety, and post-traumatic stress disorder (PTSD).

The retail sector is rapidly utilizing augmented reality to improve the shopping experience for consumers. Customers can virtually try on clothing, cosmetics, or accessories using their smartphones, which allows both the customer and retailer to benefit by saving time and money.

Although VR and AR have potential, they also have limitations. VR and sometimes AR require a special headset that is prohibitively expensive for many people. Since there aren't many casual users, it follows that there aren't many programs produced. The market for XR will expand with the promise of a more captivating and riveting future as the costs of those headsets are anticipated to drop dramatically as technology advances.

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