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Chapter 1

The Problem and Its Background

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.

Virtual reality aims at interacting with a computer in a similar form of

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

those who plays video games a lot.

Statement of the problem

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

will attempt to answer the questions:

 What effects would it give us?

 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
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he/she spends with it. It will also affect a person’s point of view and use of virtual

reality once this study is proposed and approved.

Significance of the study

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

control their selves on using so much technology.

Scope and limitations of the study

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.
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Chapter II

Review of Related Literature

This chapter discussed definite information about the study. It includes

conceptual literature and related literature that contains knowledge about the raw

materials, process of operation and similar concepts of the study.

Conceptual Literature

Virtual Reality (VR) typically refers to computer technologies that use

software to generate realistic images, sounds and other sensations that replicate a

real environment and stimulate a user’s physical presence in this environment, by

enabling the user to interact with space and any objects depicted therein using

specialized display screens or projectors and other devices.

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

virtual environment that we can explore in some fashion.

Answering “what is virtual reality” in technical terms is straightforward.

Virtual reality is the term used to describe a three-dimensional, computer generated

environment which can be explored and interacted with by a person. That person
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becomes part of this virtual world or is immersed within this environment and

whilst, there, can manipulate objects or perform a series of actions.

What makes the development of virtual reality worthwhile is the potential

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

day to day lives.

Virtual reality is the creation of virtual environmental presented to our senses

in such a way that we experience it as if we were there. It uses a host of technologies

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.

Virtual reality environment can be captured using 360-degree stereoscopic

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.

Virtual reality is also called “virtual reality”, “immersive multimedia”. “artificial

reality” or “computer-simulated reality”.


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Research Literature

History and Time of Virtual Reality

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.

In 1838 Charles Wheatstone’s research demonstrated that the brain processes

the different two-dimensional images from each eye into a single object of three

dimensions. Viewing two side by side stereoscopic images or photos through a

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
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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

creating ever richer ways to stimulate our senses.

In 1929, Edwin Link created the “Link trainer” (patented 1931) probably the

first example of a commercial flight simulator, which was entirely

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.

In the 1930s a story by science fiction writer Stanley G. Weinbaum

(Pygmalion’s Spectacles) contains the idea of a pair of goggles that let the wearer

experience a fictional world through holographic, smell, taste and touch. In

hindsight the experience Weinbaum describes for those wearing the goggles are

uncannily like the modern and emerging experience of virtual reality, making him

a true visionary of the field.

In the mid-1950s cinematographer Morton Heilig developed the Sensorama

(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

and I’m a coca cola bottle!

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

stereoscopic 3D and wide vision with stereo sound.

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

viewing of dangerous situations by the military. Head movements would move a

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

could not tell difference from actual reality.

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
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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

graphics were very primitive wire rooms and objects.

In 1969 Myron Kruegere a virtual reality computer artist developed series of

experiences which he termed “artificial reality” in which he developed computer-

generated environments that responded to the people in it. The projects named

GLOWFLOW, METAPLAY, and PSYCHIC SPACE were progressions in his

research which ultimately led to the development of VIDEOPLACE technology.

This technology enabled people to communicate with each other in a responsive

computer-generated environment despite being miles apart.

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

$9400; Eyephone HRX $49,000) and gloves ($9000). A major development in

virtual reality haptics.

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

networked together for a multiplayer gaming experience.

The Lawnmower Man movie introduced the concept of virtual reality to a

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

Leonard, admitted to drawing inspiration from companies like VPL.

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

product. This was a huge flop for Sega.

The Nintendo Virtual Boy (originally known as VR-32) was a 3D gaming

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
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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.

The following year they discontinued its production and sale.

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

reality into the mainstream.

The first fifteen years of the 21st century has seen major, rapid advancement

in the development of virtual reality. Computer technology, especially small and

powerful mobile technologies, have exploded while prices are constantly driven

down. The rise of smartphones with high-density- displays and 3D graphics

capabilities has enabled a generation of lightweight and practical virtual reality

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.

Recently, companies like Google have released interim virtual reality

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

for the immanent market entrance of modern virtual reality.

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

Computer Entertainment. These heavyweights are sure to be followed by many

other enterprises, should the market take off as expected.

History and Time of Technology

The history of technology is the history of the invention of tools and

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,
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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

and changes that affects the environment around people.

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.

Since much of technology is applied science, technical history is connected

to the history of science. Since technology uses resources, technical history is tightly

connected to economic history. From history from those resources, technology

produces other resources, including technological artifacts used in everyday life.

Technological change affects and is affected by, a society’s cultural traditions. It is

a force for economic growth and a means to develop and project economic, political,

military power and wealth.

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

more frequent than it had been. These conditions fostered improvements in

agriculture and other technology as well as in sciences which largely adapted from

earlier Greek, Roman and Persian empires, with improvements.


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European technology in the Middle Ages may be best describes as symbiosis

of tradition et innovation. While medieval technology has been long depicted as a

step backwards in the evolution of Western technology, sometime willfully so by

modern authors intent on denouncing the church as antagonistic to scientific

progress, a generation of medievalists around the American historian of science

Lynn White stressed from the 1940s onwards the innovative character of many

medieval techniques. Genuine medieval contributions include for example

mechanical, clock, spectacles and vertical windmills. Medieval ingenuity was also

displayed in the invention of seemingly inconspicuous items like the watermark or

the function button. In navigation, the foundation to the subsequent age of

exploration was laid by the introduction of pintle-and-gudgeon rudders, lateen sails,

the dry compass, the horseshoe and the astrolabe.

Significant advances were also made in military technology with the

development of plate armor, steel crossbows, counterweigh trebuchets and cannon.

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”.

Papermaking, a 2nd century Chinese technology, was carried to the Middle

East when a group of Chinese papermakers were captured in the 8th century.

Papermaking technology was spread to Europe by the Umayyad conquest of


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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

cheap paper, which was a factor in the development of printing.

The Renaissance Era is marked by such profound technical advancements

like linear perceptivity, double shell domes or Bastion fortresses. Note books of the

Renaissance artist-engineers such as Taccola and Leonardo da Vinci give a deep

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

with the European colonization by the Americans, epitomized by Francis Bacon’s

New Atlantis. Pioneers like Vasco da Gama, Cabral, Magellan and Christopher
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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

mariners to explore further with greater confidence. Navigation was generally

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

the time of the ancient Greeks.

The British industrial revolution is characterized by developments in the

areas of textile manufacturing, mining, metallurgy and transport driven by the

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

water resources driving the mills, although it continued as a valuable resource of

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

steam engine made locomotives possible, and a transport revolution followed.

The 19th century saw astonishing developments in transportation,

construction, manufacturing and communication technologies originating in

Europe. The steam engine which had existed since the early 18th century, was
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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.

Manufacture of ships’ pulley blocks by all-metal machines at the Portsmouth Block

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

Roberts and Joseph Whitworth. The development of interchangeable parts through

what is now called American system of manufacturing began in the firearms

industry at the U.S. Federal arsenals in the early 19th century, and became widely

used by the end of the century.

Shoe production was mechanized and sewing machines introduced around

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
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mass-produced beginning in the 1880s. Steam-powered factories became

widespread, although the conversion from water to steam occurred in England

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

development of chemical, electrical, petroleum, and steel technologies connected

with highly structured technology research. The period from the last third of the 19th

century until World War I is sometimes referred to as the second industrial

revolution.

20th century technology developed rapidly. Broad teaching and

implementation of the scientific method, and increased research spending

contributed to the advancement of modern science and technology. Modern

technology improved communication and transport, thus spreading technical

understanding. Mass production brought automobiles and other high-tech goods to

masses of consumers. Military research and development sped advances including

electronic computing and jet engines. Radio and telephony improved greatly and

spread to larger populations of users, though near-universal access would not be

possible until mobile phones became affordable to developing world residents in the

late 2000s and early 2010s

Energy and engine technology improvements included nuclear power,

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

invented 1990 an estimated 62 percent of homes worldwide had electric power,

including about a third of households in the rural developing world.

Birth control also became widespread during the 20th century. Electron

microscopes were very powerful by the late 1970s and genetic theory and

knowledge were expanding, leading to developments in genetic engineering. The

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

July 1990. These procedures have become relatively common.

The massive data analysis resources necessary for running transatlantic

research programs such as the Human Genome Project and the Large Electron-

Positron Collider led to a necessity for distributed communications, causing Internet

Protocols to be more widely adopted by researchers and creating justification for

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
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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

therapy, 3D printing, nanotechnology, bioengineering/biotechnology, nuclear

technology, advanced materials, the scramjet and drones, superconductivity, the

memristor, and green technologies such as alternative fuels, augmented reality

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

physics is expected to expand with better instruments including larger 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

gravitational waves. Genetic engineering technology continues to improve, and the

importance of epigenetics on development and inheritance has also become

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
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Impulse Magnetoplasma Rocket (VASIMR) is an Electro-magnetic thruster for

space propulsion was tested back in 2015.

Breakthrough Initiatives, together with famed physicist Stephen Hawking,

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.

How People Use Virtual Reality

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

develop new models, training methods, communications and interaction. In many

ways the possibilities are endless. The only stumbling blocks are time, costs and

technological limitations. Virtual reality systems such as CAVE system are

expensive and time consuming to develop. Plus, there are issues of ergonomics,
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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

is an exciting future for virtual reality.

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.

Use of Virtual Reality to People

Virtual reality has so much to offer to people, especially in terms of education

and entertainment. Other examples of virtual reality are for education, video games,

entertainment, fine arts, engineering, heritage and archeology, architectural designs,

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.

How Technology Affects People

Technology sometimes has a bad reputation for leading people down scary

paths of sexting, identity theft, and introducing predators into their lives. However,

technology can streamline schedules, simplify work, and home businesses,

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

time, someone who uses technology can be successful. Though technology is


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unavoidable these days, there are still times where people would think about the

times back then, where people does not use technology.

The researcher know that technology advancement is on people favor, since

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

enjoy playing around outside our line.

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

started to depend on technological devices so much that we started to be lazy. Why?

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

people’s idea or opinion about technology and Virtual Reality.


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Theoretical Framework

With the help of questionnaires, the researchers will conduct a survey to

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.
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Conceptual Framework

Input Process Output

-Respondent’s profile -Collection of data -The survey will


through reveal what the
*Age questionnaires or respondents have
*Gender survey chosen on the
questionnaire.
-Virtual reality and -Putting all the data
Technology on on a table -The result
people’s lives -Calculating and -Conclusion for the
-Statement of the Analyzing subject idea of this
problem topic

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
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the tally, the researcher will see how the respondents really see virtual reality and

finally have the conclusion for this issue.


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Definition of Terms

Depicted- In this study, it refers to show (someone or something) in a picture,

painting or photograph.

Emulation- In this study, it refers the use of technique of using an emulator.

Emulator- In this study, it refers to a program or device that permits programs

written for one kind of computer to be used on another kind of computer.

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

slightly different photographs of something at the same time.

Turbulence- In this study, it refers to a state of confusion, violence or disorder.

Prototype- In this study, it refers to an original or first model of something from

which other forms are copied or developed.

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.

Endeavors- In this study, it refers to seriously or continually try to do.


28

Conquered- In this study, it refers to gain control of something through significant

effort.

Symbiosis-. In this study, it refers a relationship between two people or groups that

work with and depend on each other.

Ingenuity- In this study, it refers to kill or cleverness that allows someone to solve

problems.

Inconspicuous- In this study, it refers not very easy to see or notice.

Trebuchets- In this study, it refers to a medieval military engine for hurling heavy

missiles.

Ubiquitous- In this study, it refers seeming to be seen everywhere.

Metallurgy- In this study, it refers a science that deals with the nature and uses of

metal.

Furnace- In this study, it refers used for heating a building or apartment.

Patent- In this study, it refers obvious or clear.

Arsenal- In this study, it refers a place where weapons are made or stored.

Preimplantation- Of, involving or being an embryo before uterine implantation.

Ergonomics- A science that deals with designing and arranging things so that

people can use them easily and safely.


29

Chapter III

RESEARCH METHODS AND PROCEDURES

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

instruments used and statistical treatment of data.

Research Design

This study utilized the descriptive method of research.

As widely accepted the descriptive method of research is a fact-finding study

that involves accurate and adequate interpretation of findings. Descriptive research

describes a certain present conduction. The technique that was used under

descriptive method is using a questionnaire. This study will show the amount of

people who are using technology in their daily aspects.

Data Gathering Instruments Used

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

and female which a gadget user is or not.


30

Data Gathering Procedure

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

was made, the researchers distributed it to the respondents by personally

approaching them and staying by their side until they finish answering in case the

respondent has a question.

Questionnaire shall be retrieved to be followed by the tabulation and tallying

of corresponding answers for the comparison of their responses. The data shall be

consulted a statistician for statistical treatment.

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.

Statistical Treatment of Data

The questions under study were treated by using descriptive and inferential

statistics. Frequency distribution and percentages measuring the data gives ability

to the researchers to determine about the distribution of respondent's attitude

towards online shopping or e-commerce.


31

Part I

With the questionnaire at our hands, we started to make a survey regarding

our research and ended up gathering the following information.

Gender

Male 35

Female 65

Table 2

Number of Male and Female Respondents

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.
32

Question 1

Do you use gadgets?

Yes No
99 1
Table 3

Number of Respondents Using Gadgets

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

What kind of gadgets do you use?

Play
Cellphone Camera Laptop Computer Others
Station
99 38 64 51 14 18
Table 3.1

Number of Respondents’ Gadgets being Use

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
33

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

How often do you use your gadget? (Daily)

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

Hour Usage of Gadgets on Daily Basis

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

they’re gadgets for more than 12 hours a day.


34

Question 4

Since when did you start using cellular phone?

Elementary High School College Others


43 44 6 6
Table 3.3

Stages Where the Respondents Started Using Gadgets

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

How much money do you spend using your gadgets? (Weekly)

Php0 – Php100 Php101 – Php500 Php501 – Php1000


53 25 21
Table 3.4

Amount of Money Spend by the Respondents Weekly

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

spend up to Php1000 for their gadgets.

Part II

Question 1

Do you know what virtual reality is?

Yes No
88 12
Table 4

Number of Respondents Who Answered Yes or No

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

Does virtual reality help people?

Yes No
70 30
Table 4.1

Number of Respondents Who Answered Yes or No


36

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

Do you think virtual reality can be an addiction?

Yes No
84 16
Table 4.2

Number of Respondents Who Answered Yes or No

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

Have you experienced virtual reality with a head-mounted display?

Yes No
46 54
Table 4.3

Number of Respondents Who Answered Yes or No

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

54% of them said that they have not experienced it yet.


37

Question 5

Do you think the idea of virtual reality’s evolution will have its beneficial effects?

Yes No
68 32
Table 4.4

Number of Respondents Who Answered Yes or No

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

Would you play a game using a head-mounted display?

Yes No
45 55
Table 4.5

Number of Respondents Who Answered Yes or No

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

interested on trying it.


38

Question 7

Would you do anything to use a virtual reality device?

Yes No
38 62
Table 4.6

Number of Respondents Who Answered Yes or No

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

anything to get hold of a virtual reality device.

Question 8

Do you think a Nerve Gear is a head-mounted display?

Yes No
32 68
Table 4.7

Number of Respondents Who Answered Yes or No

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

underdeveloped device yet.


39

Question 9

Do you think a Nerve Gear is an underdeveloped virtual reality mechanism?

Yes No
42 58
Table 4.8

Number of Respondents Who Answered Yes or No

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

think it is an underdeveloped virtual reality mechanism.

Question 10

Is virtual reality good?

Yes No
62 38
Table 4.9

Number of Respondents Who Answered Yes or No

Among the 100 respondents of this survey, 62% of the said that virtual reality

is good and the other 38% said that it is not.


40

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.
41

Chapter IV

PRESENTATION, ANALYSIS AND INTERPRETATION OF DATA

This chapter presents the analysis and interpretation of the data based on the

responses of the subject of the study.

Level of Effectiveness of virtual reality and technology to the Students

Table 4.0 presents the Student knowledge and skills in using virtual reality

and technology.

Level of Effectiveness Frequency Percentage

Very Effective 75 75

Effective 20 20

Moderately Effective 5 5

100 100
Total

Table 5.0

Level of Effectiveness of Virtual reality and Technology to the Students

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

respondents using virtual reality became an active participant in an environment

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

learning and instruction. A virtual world is typically a multi-user, computer-based

environment in which users interact with one another through pre-programmed

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

technology's potential learning benefits.


43

Presentation of Data

Male

Female

Male Female

Figure 1

Number of Male and Female Respondents

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.
44

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.
45

Yes No

Figure 2

Number of Respondents Using Gadgets

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.
46

Cellphone Camera Laptop Computer Play Station Others

Figure 2.1

Number of Respondents’ Gadgets being used

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.
47

0-2 hours 3-4 hours 5-6 hours 7-8 hours 8-12 hours Others

Figure 2.2

Hour Usage of Gadgets on Daily Basis

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 they’re gadgets for more than 12 hours a day.


48

Elementary High School College Others

Figure 2.3

Stages Where the Respondents Started Using Gadgets

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

Php0 - Php100 Php101 - Php500 Php501 - Php1000

Figure 2.4

Amount of Money Spend by the Respondents Weekly

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

spend up to Php1000 for their gadgets.


50

Part II

Question 1

Yes No

Figure 3

Number of Respondents Who Answered Yes or No

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

Number of Respondents Who Answered Yes or No


51

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

Number of Respondents Who Answered Yes or No

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

Number of Respondents Who Answered Yes or No


52

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

54% of them said that they have not experienced it yet.

Question 5

Yes No

Figure 3.4

Number of Respondents Who Answered Yes or No

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.
53

Question 6

Yes No

Figure 3.5

Number of Respondents Who Answered Yes or No

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

interested on trying it.

Question 7

Yes No

Figure 3.6

Number of Respondents Who Answered Yes or No


54

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

anything to get ahold of a virtual reality device.

Question 8

Yes 2nd Qtr

Figure 3.7

Number of Respondents Who Answered Yes or No

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

underdeveloped device yet.


55

Question 9

Yes No

Figure 3.8

Number of Respondents Who Answered Yes or No

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

think it is an underdeveloped virtual reality mechanism.

Sales

Yes No

Figure 3.9

Number of Respondents Who Answered Yes or No


56

Among the 100 respondents of this survey, 62% of the said that virtual reality

is good and the other 38% said that it is not.


57

Chapter V

SUMMARY OF FINDINGS, CONCLUSION, AND RECOMMENDATION

This chapter presents the summary, conclusions and the recommendations

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

of virtual reality and technology.

Summary of the Findings

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:

 Affect the people perception or point of view

 The right use of gadgets.

 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.
58

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

advantage and disadvantages of using virtual reality and technology.

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

effects of virtual reality and technology in people’s lives.

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

of reality while using a device. The rapid development of technology on creating

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.
59

The objective of this study was to:

 Discuss the effects of virtual reality to young ones

 Evidence of too much use of technology is not good to young ones

 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

on virtual reality and technology.


60

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

affects their productivity and activeness.

Recommendation

1. The people should know the right use of every technology.

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

educate the young ones.

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.
61

8. Educating the young ones on the proper usage of virtual reality and

technology.

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