In VR, the user can feel like they are present in a digitally created space. The brain treats the VR experience as a real experience and the viewer feels the sensation of "being there" (Bailenson, 2018). It's not suprising that workforce training is an area of early adoption for VR given that experience is the number one affordance of VR. Experiences that can be leveraged across an organization by many people or experiences that are dangerous, too costly, or not possible in real life are good use cases for VR.
VR applications range from being non-immersive (viewed with a computer or mobile device) to fully immersive (viewed with a Head-Mounted Display, or HMD). Recent interest in VR is attributed to mass mobile technology production that advanced the component technology behind XR and reduced the cost of access to XR experiences (Bailenson, 2018). Watch the short video clip below to get a sense of how VR is being used in teaching and learning as an alternate to real-time, 2D Webinar classes. Stanford VR Researcher, Jeremy Bailenon, talks about a course on the topic of VR that is also taught inside a VR platform.
Bailenson, J. (2021, November 5). Stanford "Virtual People" class in the Metaverse. [Video]. YouTube. https://www.youtube.com/watch?v=gOLI_OIV3nc