5 min readDec 31, 2022

In the first part of the article, we talked about the critical terms of the digital world, Mixed Reality (XR), Extended Reality (XR) and Augmented Reality (AR), and talked about the contents of these terms.

In our first article, we explained the examples of the concept of Augmented Reality, which is one of the two main terms that underlie these terms, Virtual Reality and Augmented Reality, and its potential and in which sectors it is actively used. To explain in a short summary, Augmented Reality is the technology of transporting physical life to the digital world with imaging and processing tools. But what about another fundamental term, Virtual Reality technology? Let's examine it together.


In fact, when we consider the abbreviation of the term Virtual Reality in its original language, namely VR, it is a more popular term compared to other terms. Undoubtedly, the main reason for this is Virtual Reality Glasses, which have increased their popularity significantly in the last 10 years, although the research and development period dates back to the beginning of the 21st century. However, although it is a very well-known technology, its exact use and purpose are still not fully resolved by the society.

To start from the very beginning, Virtual Reality, in its most basic definition, is the technology of creating an entity, environment and activity in a virtual world and experiencing these created designs. So, what does this technology have and can offer to social and professional life processes?

There is no single answer to this question. So much so that although Virtual Reality technology started as an alternative and innovative acting movement, both its perspective and vision have developed and expanded over time.


In fact, the creation of these digital realities is not directly related to Virtual Reality, i.e. VR glasses. However, these glasses are undoubtedly the most effective method of using these digital environments. From the gaming industry to the entertainment industry, from the academy industry to the service industry, services can be provided in many areas, and Metaverse universes, which has been a very popular term in recent years, reflecting a very serious potential both today and tomorrow are also titles that benefit from Virtual Reality technology.

These digital worlds originally emerged as a game. In these games, which are actively experienced with glasses fixed on the face, the user is included in the created digital environment, can experience every aspect in 360 degrees, and even physical movements can be perceived thanks to the additional devices that serve these glasses. With the development of the optimizations of the applications, the worlds created for this world have experienced a serious progress in terms of quality and quantity. Moreover, this progress brought together many applications used in this plane.


These alternative digital spaces in these worlds, where we can enter alternative realities like a science fiction movie, also change according to needs. For example, let's take the Sabancı University campus, created within the Atlas Space universe. As a result of the virtualization process of reality, a student can enter this reality and tour and explore the campus even if it is thousands of kilometers away. Therefore, they can experience the campus experience by saving both time and space.

The foundation of the idea of ​​another application, which is also included in the subject of academic advantages, was laid during the pandemic period. Due to the fact that the whole world was closed to their homes, applied courses at the higher education level were also interrupted, and this situation caused significant damage especially in departments such as medicine, architecture and engineering. Virtual reality technology was also effective at this point and virtual environments were designed where students could experience applications online. In this way, a medical student can now perform an operation, examine a cadaver, or observe each stage of a construction as if they were there, without even leaving their home.


Moreover, Virtual Reality technology has another advantage over Augmented Reality technology, which is again used in academic projects. This technology not only brings the moments that students can experience in their normal lives to digital, but also takes the experience of students to the next level by bringing space, historical ages or geographical regions that are impossible to reach in their daily lives to the digital world.


Of course, the academy sector is not the only sector that develops itself with the benefits of this technology. The manufacturing and retail sectors also offer their customers the opportunity to observe the production areas or to examine and buy the products in their stores by moving their physical life areas to digital. 'Steve Madden' island, one of the projects realized in the Atlas Space metaverse universe, is one of the most important examples in this field. In this digital store of the world-famous shoe brand, users can examine the brand's newest products and meet with the designers of these products in this innovative store by using the Atlas Space infrastructure. Moreover, in this digital store, users also benefit from a store experience independent of physical borders.


In fact, as emphasized from the very beginning of the article, one of the most important goals of Virtual Reality projects is to provide users with a more qualified and free experience. MediboothVR, another project that underlines this free and qualified experience motto, is also being developed under the roof of Atlas Space. In this application, which will be released as a meditation application, different digital areas will be presented to the users, and a very realistic and optimum world for the user's psychological health will be presented.


This broad spectrum includes the art world. So much so that different branches of art have already started to integrate their works into this technology. 'IT', one of the cult productions of famous director Andy Muschietti, has recently presented a project to the public by digitizing a scene from the movie, where users can experience that scene as if it were a character from the movie using Virtual Reality glasses. Likewise, projects continue to be developed in which different theater plays and concerts will be adapted to Virtual Reality universes by using the 360-degree shooting method, and hundreds of thousands of users will be able to experience these stage shows as if they were watching from a hall.

Virtual Reality technology has already begun to offer many advantages, both within itself and in cooperation with Metaverse universes, and it is expected to be used by much larger parts of the society in the coming years, with the increase in quality and quantity.

In our previous article, we examined the promises of Metaverse worlds to users and the potential impact of AR projects on the present and future. In the coming weeks, topics such as 'Office Life in Meta Universes' and 'Meta Foyers' will be covered. In order not to miss all these articles, do not forget to subscribe to the Atlas Blog page. For all your questions and comments, you can contact us on our social media accounts, which you can find below.

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