Chapter 1
Introduction
Technology has grown rapidly since then and a part of technology that has
grown up until now and is still improving is virtual reality. Now that is where the
problem lies. The research team, who picked this topic has noticed that the
population of people using advanced technology called virtual reality has increased
as well due to the new features of this technology. The idea of virtual reality has
been there since the 1950’s. It started from the device called “Sensorama” and grew
further development up until now. Right now, the prototypes that exist are the
devices: VR (Virtual Reality) box and the famous Oculus Rift. Little did we know
a computer is one of the invented virtual reality device too, in a way of seeing only.
interacting with an object of the real world. We began to see virtual reality devices
to which the public had access, although household ownership of cutting edge
virtual reality was still far out of reach. Technology can be the knowledge of
techniques, processes and the like or it can be embedded in machines to allow for
operation without detailed knowledge of their workings. These two topics are
connected and the effects they make affects people’s lives tremendously for the past
years.
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The main problem here in which we, the researchers, have been pointing out
is the addiction that the users usually get at newly invented things such as virtual
reality. We will make a thorough research about this matter and hopefully, will come
up with an idea that will get us clearer results about the effects of virtual reality and
technology to the people who uses technology so much. Now the researchers would
tell you the advantage and disadvantages of this virtual reality thing. Especially now
that a newly developed virtual reality equipment called the Nerve Gear is on its way
to completion. Which, the researchers are sure that this device will leave marks to
The researchers know that technology and virtual reality is helpful, but
sometimes it goes overboard and people who use it is starting to depend on it. This
study will revolve around the topic virtual reality and technology, its effect on us,
may it be good or bad and if this kind of technology helps us. Specifically, the study
How will it develop to an even more usable system for the people?
What are the chances of this study to foresee the future of technology?
Hypothesis
With the research, the researchers assume that this will affect a person,
whether old or young, and how he/she sees and uses gadgets and how much time
3
he/she spends with it. It will also affect a person’s point of view and use of virtual
The researchers conducted the study to show how technology can greatly
affect people on every aspect of our lives. Technology has its perks, yes, but it also
has its adverse effects on people that will lead to addiction. Addiction will lead
people to being lazy. Being lazy will not give someone benefits. In this study, People
will not have the materialistic benefits but will have the knowledge on how to
The research that the researchers will make will target people of all ages but
will focus on the young ones, since they are familiar on how to use gadgets. Young
people these days are familiar with different gadgets and their uses, making them a
good target to focus on about this study. This research might also take its
information from different sites, different books and different opinions of people.
4
Chapter II
conceptual literature and related literature that contains knowledge about the raw
Conceptual Literature
software to generate realistic images, sounds and other sensations that replicate a
enabling the user to interact with space and any objects depicted therein using
The definition of virtual reality comes naturally from the definition for both
“virtual” and “reality”. The definition of virtual is near and reality is what we
experience as human beings so the term “virtual reality” means “near reality”. This
could of course, mean anything but usually refers to a specific type of reality
emulation. Virtual reality entails presenting our senses with a computer generated
environment which can be explored and interacted with by a person. That person
5
becomes part of this virtual world or is immersed within this environment and
entertainment value that it gives. Immersive films and video games are just few of
the examples of virtual reality. The entertainment industry is after all a multi-billion
dollars one and consumers are always keen on novelty. Virtual has many other, more
serious, applications as well soon as architecture in these areas which impact our
to achieve this goal and is a technically complex feat that must account for our
perception and cognition. It has both entertainment and serious uses. The technology
is becoming cheaper and more widespread. The researcher can expect to see many
more innovative uses for the technology in the future and perhaps a fundamental
way in which the researchers communicate and work, thanks to the possibilities of
virtual reality.
spherical video 360 x 360 surround sound from professional VR video cameras. The
uses can emerge in the virtual reality environment using head-mounted display.
Research Literature
According to “Virtual Reality”, reality has beginnings that preceded the time
that the concept was coined and formalized. In this detailed history of virtual reality,
the researchers look at how technology has evolved and how key pioneers have
paved the path for virtual reality as the researcher know it today.
If the researchers focus more strictly on the scope of virtual reality as a means
of creating the illusion that the researcher are present somewhere the researchers are
not, then the earliest attempt at virtual reality is surely the 360-degree murals (or
panoramic paintings) from the nineteenth century. These paintings were intended to
fill the viewer’s entire field of vision, making them feel present at some historical
event or scene.
the different two-dimensional images from each eye into a single object of three
stereoscope gave the user a sense of depth and immersion. The later development
of the popular View-Master stereoscope (patented 1939), was used for “virtual
tourism”. The design principles of the Stereoscope are used today for the popular
Google Cardboard and low budget VR head mounted displays for mobile phones.
Over time mankind has been slowly but surely creating ever richer ways to stimulate
7
our senses. Things really began to take off in the 20th century, with advent of
electronics and computer technology. Over time mankind has been slowly but surely
In 1929, Edwin Link created the “Link trainer” (patented 1931) probably the
electromechanical. It was controlled by motors that linked to the rudder and steering
column to modify the pitch and roll. A small motor-driven device mimicked
turbulence and disturbances. Such was the need for safer ways to train pilots that
the US military bought six of these devices for $3500. In 2015 money this was just
shy of 50,000. During World War II 10,000 “blue box” Link Trainers were used by
over 500,000 pilots for initial training and improving their skills.
(Pygmalion’s Spectacles) contains the idea of a pair of goggles that let the wearer
hindsight the experience Weinbaum describes for those wearing the goggles are
uncannily like the modern and emerging experience of virtual reality, making him
(patented 1962) which was an arcade-style theatre cabinet that would stimulate all
the senses, not just sight and sound. It featured stereo speakers, a stereoscopic 3D
display, fans, smell generators and a vibrating chair. The Sensorama was intended
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to fully immerse the individual in the film. He also created six short films for his
invention all of which he shot, produced and edited himself. The Sensorama films
were titled, Motorcycle, Belly Dancer, Dune Buggy, helicopter, a date with Sabina
Morton Heilig’s next invention was the Tele sphere Mask (patented 1960)
and was the first example of a head-mounted display (HMD), albeit for the non-
interactive film medium without any motion tracking. The headset provided
In 1961, two Philco Corporation engineers (Comeau & Bryan) developed the
first precursor to HMD as the researcher know it today – Head sight. It incorporated
a video screen for each eye and a magnetic motion tracking system, which was
linked to a closed-circuit camera. The Headsight was not actually developed for
virtual applications (the term didn’t exist then), but allow for immersive remote
remote camera, allowing the user to naturally look around the environment.
Headsight was the first step in the evolution of the VR head mounted display but it
lacked the integration of computer and image generation. Ivan Sutherland described
the “Ultimate Display” concept that could simulate reality to the point where one
In 1968 Ivan Sutherland and his Bob Sproull created the VR/AR head
mounted display (Sword of Damocles) that was connected that was too heavy for
9
any user to comfortably wear and was suspended from the ceiling (hence its name).
The user would also need to be strapped into the device. The computer-generated
generated environments that responded to the people in it. The projects named
Even after all this development in virtual reality, there still wasn’t an all-
encompassing term to describe the field. This all changed in 1987 when Jaron
Lanier, founder of the visual programming lab (VPL), coined (or according to some
popularized) the term “virtual reality”. The research area now had a name. Through
his company VPL research Jaron developed a range of virtual reality gear including
the Dataglove (along with Tom Zimmerman) and the Eyephone head mounted
display. They were the first company to sell Virtual Reality goggles (Eyephone 1
The researcher began to see virtual reality devices to which the public had
access, although household ownership of cutting edge virtual reality was still far out
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reach. The Virtual Reality Group launched a range of arcade games machine.
Players would wear a set of VR goggles and play on gaming machine with real-time
(less than 50ms latency) immersive stereoscopic 3D visuals. Some units were also
wider audience. It was in part based on the founder of Virtual Reality Jaron Lanier
and his early laboratory days. Jaron was played by Pierce Brosnan, a scientist who
used virtual reality therapy on a mentally disabled patient. Real virtual reality
equipment from VPL research labs was used in the film and the director Brett
Sega announced the Sega VR headset for the Sega Genesis Console in 1993
at the Consumer Electronics Show in 1993. The wrap-around prototype glasses had
head tracking, stereo sound and LCD screens in the visor. Sega fully intended to
release the product at a price point of about $200 at the time, or about $322 in 2016
money. However, technical development difficulties meant that the device would
forever remain in the prototype phase despite having developed 4 games for this
console that was hyped to be the first ever portable console that could display true
3D graphics. It was first released in Japan and North America at a price of $180 but
was a commercial failure despite price drops. The reported reasons for this failure
11
were a lack of color in graphics (games were in red and black), there was a lack of
software support and it was difficult to use the console in a comfortable position.
In 1999 the Wachowski siblings’ film The Matrix hits theatres. The film
feature characters that are living in a fully simulated world, with many completely
unaware that they do not live in the real world. Although some previous films had
dabbled in depicting virtual reality, such as Tron in 1982 and Lawnmower Man in
1992, The Matrix has a major cultural Impact and brought the topic of simulated
The first fifteen years of the 21st century has seen major, rapid advancement
powerful mobile technologies, have exploded while prices are constantly driven
devices. The video game industry has continued to drive the development of
consumer virtual reality unabated. Depth sensing cameras sensor suites, motion
controllers and natural human interfaces are already part of daily human computing
tasks.
products such as the Google Cardboard, a DIY headset that uses smartphone to drive
it. Companies like Samsung have taken this concept further with products such as
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the Galaxy Gear, which mass produced and contains “smart” features such as
gesture control.
Developer versions of final consumer products have also been available for
a few years, so there has been a steady stream of software projects creating content
It seems clear that 2016 will be a key year in the virtual reality industry.
Multiple consumer devices that seem to finally answer the unfulfilled promises
made by virtual reality in the 1990s will come to market at that time. These include
the pioneering Oculus Rift, which was purchased by social media giant Facebook
in 2014 for the staggering sum of $2BN. An incredible vote of confidence in where
the industry is set to go. When the Oculus Rift releases in 2016 it will be competing
with products from Valve Corporation and HTC, Microsoft as well as Sony
techniques and is like other sides of the history of humanity. Technology can refer
to methods ranging from as simple as language and stone tools to the complex
genetic engineering and information technology that has emerged since the 1980s.
The term technology comes from the Greek word “techne”, meaning art and craft,
13
and word “logos”, meaning word and speech. The definition of technology is
science or knowledge put into practical use to solve problems or invent useful tools.
It was first used to describe applied arts, but it is now used to describe advancements
New knowledge has enable people to create new things, and conversely,
many scientific endeavors are made possible by technologies which assist humans
in travelling to places they could not previously reach, and by scientific instruments
by which we study nature in more detail than our natural senses allow.
to the history of science. Since technology uses resources, technical history is tightly
a force for economic growth and a means to develop and project economic, political,
As earlier empires had done, the Muslim caliphates united in trade large areas
that had previously traded little. The conquered sometimes paid lower taxes than in
their earlier independence, and ideas spread even more easily than goods. Peace was
agriculture and other technology as well as in sciences which largely adapted from
Lynn White stressed from the 1940s onwards the innovative character of many
mechanical, clock, spectacles and vertical windmills. Medieval ingenuity was also
The middle Ages are perhaps best known for their architectural heritage. While the
invention of rib vault and pointed arch gave rise to the high rising gothic style, the
ubiquitous medieval fortifications gave the era the almost proverbial title of the “age
of castles”.
East when a group of Chinese papermakers were captured in the 8th century.
Hispania. A paper mill was established in Sicily in the 12th century. In Europe the
fiber to make pulp for making paper was obtained from linen and cotton rags. Lynn
White credited the spinning wheel with increasing the supply of rags, which led to
like linear perceptivity, double shell domes or Bastion fortresses. Note books of the
insight into the mechanical then known and applied. Architects and engineers were
inspired by the structures of ancient Rome and men like Brunelleschi created the
large dome of Florence Cathedral as a result. He was awarded one of the first patents
ever issued to protect an ingenious crane he designed to raise the large masonry
stone to the top of the structure. Military technology developed rapidly with the
wide-spread use of crossbow and even more powerful artillery, as the city states of
Italy were usually in conflict with one another. Powerful families like the Medici
were strong patrons of the arts and sciences. Renaissance science spawned the
scientific revolution. The invention of the movable cast metal type printing press,
who’s pressing mechanism was adapted from an olive screw press, lead to a
tremendous increase in the number of books and the number of titles published.
An improved sailing ship, the Nau or carrack, enabled the Age of Exploration
New Atlantis. Pioneers like Vasco da Gama, Cabral, Magellan and Christopher
16
Columbus explored the world in search of new trade routes for their goods and
contacts with Africa, India and China to shorten the Journey compared with
traditional routes overland. They produced new maps and charts enabled following
difficult, however, owing to the problem of longitude and the absence of accurate
chronometers. European powers rediscovered the idea of the civil code, lost since
development of the steam engine. Above all else, the revolution was driven by cheap
energy in the form of coal, produced in ever increasing amounts from the abundant
resources of Britain. Coal converted to coke gave the blast furnace and cast iron in
much larger amounts than before, and a range of structures could be created, such
as the Iron Bridge. Cheap coal meant that industry was no longer constrained by
power. The steam engine helped drain mines, so more coal reserves could be
accessed, and the output of coal increased. The development of the high-pressure
Europe. The steam engine which had existed since the early 18th century, was
17
practically applied to both steamboat and railway transportation. The Liverpool and
Manchester railway, the first purpose-built railway line opened in 1830, the Rocket
locomotive of Robert Stephenson being one of its first working locomotives used.
Telegraphy also developed into a practical technology in the 19th century to help run
railways safely. Along with the development of telegraphy was the patenting of the
first telephone. March 1876 marks the date that Alexander Graham Bell officially
patented his version of “electric telegraph”. Although Bell is noted with the creation
of telephone, it is still debated about who developed the first working model.
Other technologies were explored for the first time, including the
incandescent light bulb. The invention of the incandescent light bulb had a profound
effect on the workplace because could now have second and third shift workers.
Mills instigated the age of mass production. Machine tools used by engineers to
manufacture parts began in the first decade of the century, notably by Richards
industry at the U.S. Federal arsenals in the early 19th century, and became widely
the middle of the 19th century. Mass production of sewing machines and agricultural
machinery such as reapers occurred in the mid to late 19th century. Bicycles were
18
before in the U.S. Steamships were eventually completely Iron-clad, and played a
role in the opening of Japan and China to trade with the west.
The Second Industrial Revolution at the end of the 19th century saw rapid
with highly structured technology research. The period from the last third of the 19th
revolution.
electronic computing and jet engines. Radio and telephony improved greatly and
possible until mobile phones became affordable to developing world residents in the
developed after the Manhattan project which heralded the new Atomic Age. Rocket
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development led to long range missiles and the first space age that lasted from the
1950s with the launch of Sputnik to the mid-1980s. Electrification spread rapidly in
the 20th century. At the beginning of the century electric power was for the most
part only available to wealthy people in a few major cities such as New York,
London, Paris and Newcastle upon Tyne, but by time the World Wide Web was
Birth control also became widespread during the 20th century. Electron
microscopes were very powerful by the late 1970s and genetic theory and
first “test tube baby” Louise Brown was born in 1978, which led to the first
successful gestational surrogacy pregnancy in 1985 and the first pregnancy by ICSI
in 1991, which is the implanting of the single sperm into an egg. Preimplantation
genetic diagnosis was first performed in late 1989 and led to successful births in
research programs such as the Human Genome Project and the Large Electron-
Tim Berners-Lee to create the World Wide Web. Vaccination spread rapidly to the
developing world from the 1980s onward due to many successful humanitarian
20
initiatives, greatly reducing childhood mortality in many poor countries with limited
medical resources.
In the early 21st century research is ongoing into quantum computers, gene
devices and wearable electronics, artificial intelligence, and more efficient and
powerful LEDs, solar cells, integrated circuits, wireless power devices, engines, and
batteries. Perhaps the greatest research tool built in the 21st century is the Large
Hadron Collider, the largest single machine ever built. The understanding of particle
accelerators such as the LHC and better neutrino detectors. Dark matter is sought
via underground detectors and observations like LIGO have started to detect
increasingly recognized.
New spaceflight technology and spacecraft are also being developed, like the
Orion and Dragon. New, more capable space telescopes, such as the James Webb
Telescope, to be launched to orbit in late 2018 and the Colossus Telescope are being
designed. The International Space Station was completed in the 2000s, and NASA
and ESA plan a manned mission to Mars in the 2030s. The Variable Specific
21
plan to send the first ever spacecraft to visit another star, which will consist of
numerous super-light chips driven by Electric propulsion in the 2030s, and receive
images of the Proxima Centauri system, along with, possibly, the potentially
habitable planet, by mid-century. 2004 saw the first manned commercial spaceflight
when Mike Melvill crossed the boundary of space on June 21, 2004.
Based on virtual reality society many people are familiar with the term
“virtual reality” but are unsure the uses of this technology. Gaming is an obvious
virtual reality application are virtual worlds but there are a whole host of uses for
virtual reality – some of which are more challenging or unusual than others.
There are many uses of VR than first realized which range from academic
research through the engineering, design, business, the arts and entertainment. But
irrespective of the use, virtual reality produces a set of data which is then used to
ways the possibilities are endless. The only stumbling blocks are time, costs and
expensive and time consuming to develop. Plus, there are issues of ergonomics,
22
specifically the need to design systems which are ‘user friendly’ and not likely to
cause problems such as motion sickness. But if these problems are solved then there
In the researcher observation, virtual reality has affected a lot of people these
days. Especially to those who have the money to buy the devices that are recently
invented. They buy, they play, and they are entertained and became addicted to it.
and entertainment. Other examples of virtual reality are for education, video games,
urban designs, therapy, theme parks, concerts, retail, charity, exercise and fitness,
film, media, pornography, marketing and sports viewing. Which a person would
usually use or search for these days. That’s why virtual reality is so useful nowadays.
Technology sometimes has a bad reputation for leading people down scary
paths of sexting, identity theft, and introducing predators into their lives. However,
coordinate activities, and much more. This just proves that the advancement of
technology is a good hindrance and a good opportunity maker. Because, not all the
unavoidable these days, there are still times where people would think about the
it makes people work easier. But on the other side of the mirror, the researchers are
starting to look like greedy people who cannot live without technology as if it is air
that the researcher need to breathe to be able to live longer. It is not. Sometimes the
researcher just need to unwind and feel our surroundings, life is short so let people
Synthesis
This paper will revolve around how virtual reality and technology affects
people on their daily lives. It has been years since virtual reality has been invented
and with the use of technology it has been growing so much that we cannot run on
the same phase as this kind technology. Above are some of the examples of virtual
reality invented from time to time and by observing it, virtual reality has really
grown so much. So, does the concern we, the researchers, have. Technology devices
are there to make a person’s life easier. And with the word “easier”, people have
Because people already have devices. This research paper will show a result of a
survey that will be held at the campus or maybe outside the campus, to know
Theoretical Framework
know people’s knowledge about virtual reality and technology, its effects on people
and on how they use virtual reality on their lives. On the process, the researchers
will make a table that will summarize the data and calculate it after putting all the
data in the table. After the computation of data. The survey will reveal the results
and that is where the researchers will have to make their conclusion on how their
study worked.
25
Conceptual Framework
Table 1.0
This research study will start on the respondents and how they see virtual
reality. The respondents will then answer the questionnaires that the researcher will
make. Right after the survey, a tally of the respondents’ answers will be made. After
26
the tally, the researcher will see how the respondents really see virtual reality and
Definition of Terms
painting or photograph.
Immersed- In this study, it refers to make (yourself) fully involved in some activity
or interest
Stereoscopic- In this study, it refers to use to describe an image that appears to have
depth and solidness and that is created by using a special device to look at two
Simulated- In this study, it refers to made to look, feel or behave like something.
Immanent- In this study, it refers to have being within the limits of possible
experience or knowledge.
effort.
Symbiosis-. In this study, it refers a relationship between two people or groups that
Ingenuity- In this study, it refers to kill or cleverness that allows someone to solve
problems.
Trebuchets- In this study, it refers to a medieval military engine for hurling heavy
missiles.
Metallurgy- In this study, it refers a science that deals with the nature and uses of
metal.
Arsenal- In this study, it refers a place where weapons are made or stored.
Ergonomics- A science that deals with designing and arranging things so that
Chapter III
This chapter dealt with the discussion of the research methodology applied in
this study. It includes the research design, subject of the study, data gathering
Research Design
describes a certain present conduction. The technique that was used under
descriptive method is using a questionnaire. This study will show the amount of
This research instrument that is used for this study is the questionnaire for
the survey. There were 100 participants for the questionnaire survey that researchers
did. The study had respondents that are randomly selected. Some of those people is
aware of what virtual reality is and some of them are not. The respondents are male
Upon the approval of the topic by the adviser, the researchers first underwent
a comprehensive review of the literature from the books, journals, the internet and
unpublished materials to gain information and important insights of the topic under
the study. After gathering data about the topics on the study, the researchers
proceeded on making the questionnaire for the respondents. After the questionnaire
approaching them and staying by their side until they finish answering in case the
of corresponding answers for the comparison of their responses. The data shall be
The following scale shall be used to determine the opinions of the other
people about virtual reality and the good and adverse effects of it.
The questions under study were treated by using descriptive and inferential
statistics. Frequency distribution and percentages measuring the data gives ability
Part I
Gender
Male 35
Female 65
Table 2
Among the 100 respondents, 35 of them are male and the rest is female. That
makes 35% of our respondents are male and 65% of it are female.
Age
10-15 years old 16-20 years old 21-25 years old 26 and up
7 71 13 9
Table 2.1
Respondents’ Age
Among the 100 respondents 71 of them are 16 – 20 years old that indicates
71%. Next to them are those respondent’s ages ranged 21 – 25 years old that had
only 13 respondents indicating 13%. Next are the respondents with ages 26 and up
who got 9% and the last which scored 7 percentage are from the considered kids.
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Question 1
Yes No
99 1
Table 3
Among the 100 respondents of this survey, 99% of the respondents are using
this so called Virtual Reality and the other 1% said that he/she does not use a gadget.
This shows that almost all our respondents are using technology.
Question 2
Play
Cellphone Camera Laptop Computer Others
Station
99 38 64 51 14 18
Table 3.1
The answers on this question shows that or respondents are not only using a
gadget but is using multiple gadgets based on the numbers on the table. 99 of the
respondents said that they are using cellphone which means all the person who said
yes on the previous question has a cellphone. 38 of them owns a camera, 64 of them
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has laptop, 51 respondents have computer, 14 has play station at home and 18 of the
respondents has other gadgets that are not specified in the given choices. This only
shows that there are still a lot of gadgets that is not so common with other people.
Question 3
0-2 hours 3-4 hours 5-6 hours 7-8 hours 8-12 hours Others
12 25 21 21 17 3
Table 3.2
Among the 100 respondents of this survey, 12% of them said that they use their
gadgets for 0-2 hours. 25% of them have said that they use their gadgets for 3-4
hours. 21% of them said that they use gadgets for 5-6 hours. Also 21% of them said
that they use their gadgets for 7-8 hours. 17% of the respondents have said that they
use their gadgets for 8-12 hours and 3% or 3 persons admitted that they are using
Question 4
Among the 100 respondents of this survey, 43% of them stated that they have
started using cellular phones during their elementary years. 44% of them said that
they started using cellular phones during high school. 6% said during college and
another 6% stated that they have started using cellphone after college years.
Question 5
Among the 100 respondents of this survey, 53% of them stated that they can
spend up to Php100 every week for his/her gadgets. 25% of them said that they
35
spend up to Php500 for their gadgets. Lastly 21% of them have stated that they can
Part II
Question 1
Yes No
88 12
Table 4
Among the 100 respondents of this survey, 88% of the stated that they know
what virtual reality is. The other 12% said that they did not know what virtual reality
is. This shows that there is a higher percentage of people who knows virtual reality.
Question 2
Yes No
70 30
Table 4.1
Among the 100 respondents of this survey, 70% of them said that virtual
reality helps people while the other 30%, said it does not.
Question 3
Yes No
84 16
Table 4.2
Among the 100 respondents of this survey, 84% of them stated that virtual
reality can be an addiction. While the other 16% said that it cannot be an addiction.
Question 4
Yes No
46 54
Table 4.3
Among the 100 respondents of this survey, 46% of them said that they have
already experienced virtual reality on a head-mounted display and the rest which is
Question 5
Do you think the idea of virtual reality’s evolution will have its beneficial effects?
Yes No
68 32
Table 4.4
Among the 100 respondents of this survey, 68% of them said that virtual
reality’s evolution will give us beneficial effects in the future. While the other 32%
said that the evolution of virtual reality will not have its beneficial effects.
Question 6
Yes No
45 55
Table 4.5
Among the 100 respondents of this survey, 45% of the have said that they
are willing to play a game on a head-mounted display while the other 55% is not
Question 7
Yes No
38 62
Table 4.6
Among the 100 respondents of this survey, 38% of them are eager to do
anything to use a virtual reality device while the other 62% is not interested on doing
Question 8
Yes No
32 68
Table 4.7
Among the 100 respondents of this survey, only 32% is aware of the
existence of the Nerve Gear and the other 68% is not yet aware of this
Question 9
Yes No
42 58
Table 4.8
Among the 100 respondents of this survey, 42% of them thinks that the Nerve
Gear is an underdeveloped virtual reality mechanism and the other 58% did not
Question 10
Yes No
62 38
Table 4.9
Among the 100 respondents of this survey, 62% of the said that virtual reality
Research Interpretation
Technology is a good thing, especially now that we are on the 21st century,
where modern technology is cycling. The researchers conducted this study to see
how people interpret virtual reality. Some of them thinks that technology and virtual
reality are just those things you use to play games on a device. But no, technology
and virtual reality is far more than that. Technology these days shows excellent
cooperation with humans on making things. Even though this study points out its
beneficial effects, of course the adverse effects were still there and is non-
removable. This study has clearly shown that people thinks virtual reality is good in
terms of its help to people on their everyday use but is bad if used in a wrong way.
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Chapter IV
This chapter presents the analysis and interpretation of the data based on the
Table 4.0 presents the Student knowledge and skills in using virtual reality
and technology.
Very Effective 75 75
Effective 20 20
Moderately Effective 5 5
100 100
Total
Table 5.0
It can be noted from the table that out of 100 students there are 75 respondent
who believe that using virtual reality and technology was very effective now. The
completely removed from reality. And that’s what makes VR a wildly unique
42
experience from watching a movie or even playing a video game. Virtual reality
blocks out the rest of the world in a way that doesn’t just encourage the people to
suspend disbelief, but takes our senses for a ride and immerses us wholly in the
experience. And the effective was 20 and moderately was 5 over 100.
The researcher wants people to realize that technology is being designed and
utilized specifically for education contexts, and it’s changing the way students learn
and understand things. As with every new "technology" that has entered society since the
advent of the quill and the printing press, there are immediate interests and innovations
pursued by early adopters, innovators, scientists and end users. In most cases, the
technology is used for a while and then educators begin to look at the potential benefits for
avatars or digital representations of the user. Virtual reality will allow people to
create any environment for simulated interactions. Anything. Any machine. Any
classroom with any activities for any purpose. It will be the ultimate classroom. In
fact, the word classroom will have stuffed full of the connotation of limitation.
As virtual reality goes mainstream and provides new ways for students to interact
and gain hands-on experience, it's important to experiment and demonstrate the
Presentation of Data
Male
Female
Male Female
Figure 1
Among the 100 respondents, 35 of them are male and the rest is female. That
makes 35% of our respondents are male and 65% of it are female.
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10-15 years old 16-20 years old 21-25 years old 26 and up
Figure 1.1
Respondents’ Age
Among the 100 respondents 71 of them are 16 – 20 years old that indicates
71%. Next to them are those respondent’s ages ranged 21 – 25 years old that had
only 13 respondents indicating 13%. Next are the respondents with ages 26 and up
who got 9% and the last which scored 7 percentage are from the considered kids.
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Yes No
Figure 2
Among the 100 respondents of this survey, 99% of the respondents are using
this so called Virtual Reality and the other 1% said that he/she does not use a gadget.
This shows that almost all our respondents are using technology.
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Figure 2.1
The answers on this question shows that or respondents are not only using a
gadget but is using multiple gadgets based on the numbers on the table. 99 of the
respondents said that they are using cellphone which means all the person who said
yes on the previous question has a cellphone. 38 of them owns a camera, 64 of them
has laptop, 51 respondents have computer, 14 has play station at home and 18 of the
respondents has other gadgets that are not specified in the given choices. This only
shows that there are still a lot of gadgets that is not so common with other people.
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0-2 hours 3-4 hours 5-6 hours 7-8 hours 8-12 hours Others
Figure 2.2
Among the 100 respondents of this survey, 12% of them said that they use
their gadgets for 0-2 hours. 25% of them have said that they use their gadgets for 3-
4 hours. 21% of them said that they use gadgets for 5-6 hours. Also 21% of them
said that they use their gadgets for 7-8 hours. 17% of the respondents have said that
they use their gadgets for 8-12 hours and 3% or 3 persons admitted that they are
Figure 2.3
Among the 100 respondents of this survey, 43% of them stated that they have
started using cellular phones during their elementary years. 44% of them said that
they started using cellular phones during high school. 6% said during college and
another 6% stated that they have started using cellphone after college years.
49
Figure 2.4
Among the 100 respondents of this survey, 53% of them stated that they can
spend up to Php100 every week for his/her gadgets. 25% of them said that they
spend up to Php500 for their gadgets. Lastly 21% of them have stated that they can
Part II
Question 1
Yes No
Figure 3
Among the 100 respondents of this survey, 88% of the stated that they know
what virtual reality is. The other 12% said that they did not know what virtual reality
is. This shows that there is a higher percentage of people who knows virtual reality.
Question 2
Yes No
Figure 3.1
Among the 100 respondents of this survey, 70% of them said that virtual
reality helps people while the other 30%, said it does not.
Question 3
Yes No
Figure 3.2
Among the 100 respondents of this survey, 84% of them stated that virtual
reality can be an addiction. While the other 16% said that it cannot be an addiction.
Question 4
Yes No
Figure 3.3
Among the 100 respondents of this survey, 46% of them said that they have
already experienced virtual reality on a head-mounted display and the rest which is
Question 5
Yes No
Figure 3.4
Among the 100 respondents of this survey, 68% of them said that virtual
reality’s evolution will give us beneficial effects in the future. While the other 32%
said that the evolution of virtual reality will not have its beneficial effects.
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Question 6
Yes No
Figure 3.5
Among the 100 respondents of this survey, 45% of the have said that they
are willing to play a game on a head-mounted display while the other 55% is not
Question 7
Yes No
Figure 3.6
Among the 100 respondents of this survey, 38% of them are eager to do
anything to use a virtual reality device while the other 62% is not interested on doing
Question 8
Figure 3.7
Among the 100 respondents of this survey, only 32% is aware of the
existence of the Nerve Gear and the other 68% is not yet aware of this
Question 9
Yes No
Figure 3.8
Among the 100 respondents of this survey, 42% of them thinks that the Nerve
Gear is an underdeveloped virtual reality mechanism and the other 58% did not
Sales
Yes No
Figure 3.9
Among the 100 respondents of this survey, 62% of the said that virtual reality
Chapter V
based on the previous chapter. This study is to prove that the continuous
uncontrolled used of teenagers to technology is proven that lead to became lazy and
have different adverse effects. This study is to know the good and adverse effects
The focus of this study was to determine the effects of the virtual reality and
technology to the teenagers or young ones. According to the previous chapter the
virtual reality and technology is rapidly rising and reaching its limitations. The
teenagers or young ones are also rapidly addicted to those modern technologies that
released by different technology companies. This study was made to prevent and
discuss to the teenagers that the use of virtual reality and technology should be use
appropriately.
This study aims for the virtual reality and technology research to:
The time that people should waste or use in using gadgets or technology.
To know beneficial and adverse effects of virtual reality and technology to the
young ones.
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The background of this study was done by studying the literature on the situation
in the present. Chapter 1 discusses the previous study of the virtual reality that
started from Sensorama to the known VR box that is popular when it was released.
The background of the research problem covers the addiction that the users usually
get at newly invented technology such as virtual reality. Its effects of virtual reality
and technology to people who uses it so much. This study is made to show the
The statement of the problem of this study is to give information about the use
and the innovation of virtual reality and technology. This study is made to give the
The limitation of this study is focused on the young ones who are mostly
addicted on virtual reality and technology. This study took its information from
different sites, different books and different views or opinion of the young ones.
The literature study that was done in Chapter 2 about the virtual reality and
technologies innovation. The creation of virtual reality started to create the feeling
virtual reality or near reality that many specialists studied to make much more
spectacular technology that cost billions of dollars. The history or the past of
technologies before it became more accessible now. This chapter also discussed
how people use virtual reality and technology and its effects to people.
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The use of virtual reality and technology have the benefits and risk in too much
use
The method that was used in this study for the survey is quantitative. In this
study the respondents are the young ones because they are more into gadgets or
technology. Based on this study there are many young ones that are addicted to
virtual reality and technology nowadays because it is popular, it gives fun and they
can get information easily through using virtual reality and technology.
Conclusion
According to the result of the survey and different information that the
researcher gathered many young ones have been addicted to the virtual reality and
technology and most of young ones are using technology or gadgets or virtual
reality. The objectives are also met, and the effects of the virtual reality and
technology can be harmful if the user is using it too much. The young ones should
know the good and adverse effects of the virtual reality and technology in people.
The study revealed that many young ones know that their virtual reality and
technology is bad when it is used too much. The study reached the young one’s idea
This study is enabling to know how many people are behind in the virtual reality
and technology that people is using now. In this study the effects can be good if the
user can control the use of the virtual reality and technology that they are using and
for those people that are using the virtual reality for the wrong use there can be many
harmful effects. The people will know that this can affect every individual life. In
this study it reveals the effects and why the young ones become lazy in their life
because of the too much use of time that they waste on the virtual reality and
technology. The young ones are addicted to the virtual reality and technology that
Recommendation
2. The young ones should help to spread the virtual reality and technology
effects.
3. The adult should teach the young ones of the right usage of technology.
4. Gather more information about the uses of technology that can be useful to
5. The school should help to educate the use of virtual reality and technology.
6. The different projects for activity for the young ones like games in the
community.
7. Informing people about the effects of too much use of technology and virtual
reality.
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8. Educating the young ones on the proper usage of virtual reality and
technology.