Virtual Reality Technology: Its Use and Application

Virtual reality technology is a technology that presents a visual display designed to look like real-world conditions. Virtual Reality is a technology that uses computers or other electronic technologies to produce an output in the form of a realistic three-dimensional atmosphere so that users can feel through hearing, sight, or touch what will later form a virtual world (Fardani, 2020: 1). VR is currently becoming more and more critical in the education sector.

Below is an overview of Virtual Reality:

Users can use virtual reality technology to enter the virtual world through input devices such as a mouse or keyboard or multi-modal devices such as wire gloves and Polhemus cantilever arms. The environment created by Virtual Reality can resemble the natural environment Vidiardi, S. (2015)


Virtual Reality elements

Several elements are included in VR, where these elements are connected. If even one of these elements is damaged, it cannot function properly. The following are the main elements of virtual Reality to create three-dimensional images cited by tekno.foresteract.com:

  1. Virtual Worlds

A virtual world or “virtual world” is content designed to create virtual worlds according to the user’s desires through screenplays or scripts.


  1. Immersion of Virtual Reality

The meaning of the word “immersion” in itself is to involve deeply, but the immersion mentioned here is an element that serves to give the user a natural feeling. Immersion is divided into three areas: (a) Mental immersion, profoundly involving the mental state of VR users in the virtual world, and mentally feeling like they are in a natural environment.

(b) Physical immersion, which brings the physical state of VR users real into the virtual world, VR technology creates a synthetic stimulation of the senses in the body (c) Mental immersion, whereby the user’s mental state dissolves into VR, is the highest level of immersion.


  1. Sensory feedback of  Virtual Reality

Sensory feedback serves to pass on information gained in the virtual world to the senses of its users. This element consists of seeing, hearing, and feeling.


  1. Interactivity of Virtual Reality

Interactivity serves to let users interact directly with the virtual world.

Use and application of Virtual Reality in the field of science and technology

Virtual Reality’s ability to create virtual worlds where people can interact with objects and subjects in the virtual world is an innovation in the current era of Society 5.0 technology. This technology can make learning easier for people because of the three-dimensional effect. VR technology can be used for education, especially for students, to help them understand the lessons.

The following are the results of research and innovation in the use of virtual reality technology in education and science and technology:

  1. Research conducted by F. Wahyudi et al. (2017)

Research conducted by F. Wahyudi et al. (2017) Due to children’s lack of understanding of solar system educational materials, a VR-based learning application about planets and celestial bodies was created using the oculus and jumping motion as a means to start the learning to facilitate.

This application can help kids learn about planets and celestial objects more efficiently with real virtual things, and kids can interact with things like planets, satellites, the sun, and stars.


  1. Research conducted by Afri Tri Fardani (2020)

Research conducted by Afri Tri Fardani (2020) at the high school level in 2010-2020 proved that (1) the use of virtual reality technology in the teaching and learning process is very influential and supportive for material, the terms of which are displayed in the form of visualization, the interest of users who tend to use virtual reality technology in learning is very high.

(2) The use of virtual reality media significantly impacts students’ enjoyment and understanding of the material being taught. 3) The use of virtual reality media in learning can make learning more effective and efficient because it saves time and money. 4) Virtual reality is a new technology applied in the world of education because it has its advantages and has excellent quality and practicability when applied to learning, e.g., B. history or other fields of science.


  1. Studies by Solid & Umar (2007)

Studies by Solid & Umar (2007) on learning biology can conclude that the resulting virtual Reality can support learning about animal cells. The resulting animal cell visualization tool can help students understand the structure and contents of animal cells.

The form of animal cells, which are so complex that the eye cannot reach them due to their microscopic cell organelles, is more accessible for the students to understand. Apart from that, it also contributes to teachers’ optimism to further develop virtual Reality, especially in the field of science, especially for subjects that require a laboratory space that needs to be designed into a virtual laboratory.


  1. VR technology

VR technology can carry out field trips in the classroom more effectively and quickly manage students and teachers than field trips outside the school. VR has the advantage of using immersive photography as an advertising medium for historic places.

Virtual Reality can increase students’ enthusiasm and interest in trying out applications and learning more about shapes, names, and descriptions of prehistoric objects in Indonesia. In addition, the students are motivated to learn with this medium and gain new learning experiences. (Khoerniawan, Putrama, Agustini, Si, & Si, 2018); (Suryani et al., 2018); (A. Wahyudi, Adam & Jesyriviano, 2017).


  1. The use of VR

The use of VR also helps in organizing the library. It can be used as a virtual library tour, showing you how to conveniently move around the library and find library stocks on bookshelves. It can also provide three-dimensional location directions about the library and building, provide visual information directing them to desired collections, and even allow searching using Jamil’s voice (2018:110-111).