Dr Anuradha Sharma
Ex. Project Fellow, School Of Education (Pmmmnmtt-Moe) Dayalbagh Educational Institute, Agra (India)
Dr. Rupali Srivastava
Sr. Assistant Regional Director, Indira Gandhi National Open University (Ignou) Regional Centre Jodhpur (India) Emailemail@example.com, Mobile-7073507538
Virtual Reality (VR) has become a most important resource and facet of our present and future learning. Virtual reality (VR) is a technology which allows a user to interact with a computer simulated environment, whether that environment is a simulation of the real world or an imaginary world. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and with a learning perspective. The term VR was first used in 1974 Myron Krueger describing a specific environment, an artificial reality display as a video place .Today, we are experiencing the most daunting and exhausting learning perspective settings with virtual reality. The introduction of virtual reality (VR) technology in online courses has raised several ethical issues. Very few people, however, really know what VR is, what its basic principles and its open problems are. In this paper a historical overview of virtual reality is presented, basic terminology and classes of VR systems are listed. An insightful study of typical VR systems is done and finds the challenges of Virtual Reality. The main aim of this paper is to provide an insight of VR system application & its challenges within the classified design and development area of studies. Virtual Reality is now involved everywhere. We can’t imagine our life without the use of VR Technology. In this paper researchers define Virtual Reality and its history & define some important developments which give birth to this new technology. Issues findings are reviewed and reported under the categorized system of visualization, navigation and interaction to suggest Future innovation. However, this article presents no empirical evaluation conducted, but it can Aid researchers and even developers upfront through understanding and learning from presented aspects. Another future direction would be on the reconstruction of VE for VR application whereby to reduce the complexity of the design and development phase and to make it a multi-disciplinary research area.