Virtual Technology Review in Tourism and Hospitality
Virtual technology is the process of creating a digital copy of a physical device or event, like a trade show or an online game. The term”virtual” is used to distinguish it from the real thing although the replication is functionally identical to the hop over to this web-site original object. Virtual machines (VMs) are emulators based on software that mimic physical hardware such as a desktop or server. These devices do not have to physically be removed from a data centre, and are accessible at the same time as physical devices in other locations.
The development of VR has provided new possibilities for tourism development, as well as the beginning of a new research era in the area of experience economy. VR research isn’t fully integrated into the literature on tourism. This article aims to address this gap by systematically looking at the literature on VR/AR/MR in tourism and hospitality.
Utilizing the SCOPUS data base, more than 80 empirical studies have been analyzed and their characteristics and trends examined. Since 2018, the number VR/AR/MR-related papers in higher education have increased quickly. This is because of the affordability of the devices. It is also evident that VR/AR/MR applications are primarily targeted at undergraduates, with science, engineering, and medicine-related majors being the most popular research topics. Humanities research, as well as social science subjects like art and history, is not as common.
VR/AR/MR is a great way to improve the knowledge of students, skills and confidence in learning. Additionally it can be used to build empathy for patients as well as improve medical training. For example immersive VR could help medical students develop empathy for elderly patients with aging-related diseases and allow them to practice assessing patients suffering from dyspnea.


