Virtual technology is the process of creating a digital replica of a physical device or event, for instance a trade show or online game. The term"virtual" is used in order to distinguish the replica from the original however, it is not less real. Virtual machines (VMs) are software-based emulators that emulate physical hardware, like a desktop computer or server. They don't require physical removal. be physically removed and can be access while physical equipment is located in different locations.
The advent of VR has opened up new possibilities for tourism development, as well as the beginning of a new research era www.iptech.one/the-most-expensive-gaming-pc/ in the experience economy. However, VR research has not been fully integrated into the more general literature on tourism. This article will address this gap by comprehensively looking at the literature on VR/AR/MR in tourism and hospitality.
Based on the SCOPUS data base, 80 empirical studies have been analyzed and their characteristics and trends examined. It is evident that, since the year 2018, the number of research papers on VR/AR/MR in higher education has increased quickly, mostly due to the related devices have become more affordable. It is also evident that VR/AR/MR applications are aimed at undergraduates with engineering, science, and medicine-related majors being the main research objects. Research in humanities and social sciences like art and history is still relatively rare.
VR/AR/MR can enhance students in their skills, knowledge and confidence. Furthermore, it can be used to cultivate empathy for patients and improve medical education. Immersive VR for instance, can help medical students develop empathy for patients who suffer from aging-related diseases and also provide them with the chance to observe patients suffering from dyspnea.