This document summarizes a student project presentation on virtual reality (VR). It introduces VR and its current developments, applications, and advantages/disadvantages. Data was collected through an online survey and websites. VR uses computer generation to immerse users in virtual environments through displays and audio. Key developments included the naming of VR in 1987 and its growth into a $215 billion market by 2021. Applications of VR discussed are entertainment, commerce, medicine, and education. Benefits of educational VR include outstanding visualizations and increased student engagement, while disadvantages can be deteriorated human connections and addiction to the virtual world.