This book provides an overview of "Virtual Reality (VR)", explaining that it creates simulated environments through computer technology, enabling users to interact as though the world were real. It covers VR's applications, including entertainment, education, and professional uses like medical training and military simulations. The abstract also introduces "Augmented Reality (AR)", which blends digital elements with the real world, offering examples like Snapchat filters. It discusses the devices that enable VR and AR, such as headsets (e.g., Oculus Rift, HTC Vive) and gloves with sensors, predicting the future integration of smart glasses with other digital devices.