Virtual technology is a process that produces a digital version of an event or device, such as an online game or trade event. The term”virtual” is used to distinguish the replica from the original, although it isn’t less real. Virtual machines (VM) are software-based emulators of physical hardware, like desktop computers or servers. These devices don’t need to physically be removed from a data center, and can be accessed simultaneously as physical devices in other locations.
The introduction of VR has opened up new possibilities for tourism development and a new research era in the field of experience economics. However, VR research has not been fully integrated into the general literature on tourism. This article will attempt to fill this gap by examining the literature related to VR/AR/MR for tourism and hospitality.
Using the SCOPUS data base, 80 empirical studies have been selected and their characteristics as well as trends were studied. Since 2018, the number of VR/AR/MR studies in higher education has grown quickly. This is because of the affordability of the devices. It is also evident that VR/AR/MR applications are primarily designed for undergraduates with engineering, science and medicine-related fields being the most popular research topics. Research in humanities and social science subjects like history and art, is still a rarity.
VR/AR/MR can improve the students abilities, knowledge and confidence. Additionally it can be used to develop empathy for patients and enhance medical education. Immersive VR, for instance can aid medical students develop an understanding for elderly patients suffering from aging-related diseases and also give them the chance to examine patients suffering from dyspnea.