Introduction The question of virtual reality (VR) and its application in real life are becoming more important because technology continues to advance, creating new ways of representing objects. Additionally, contemporary people spend a large portion of their time communicating and gathering information in a virtual world – the Internet. Thus, the question of philosophical concepts concerning VR and how technology can be applied arises. This paper examines VR technology and its use in filmmaking and offers an assessment of ideas on VR while exploring the topic of space. Is Space Real? The primary question that should be answered before investigating the topic of VR is space and its perception. Many objects people see in their daily lives are undoubtedly real, for instance, an apple or a car that a person can touch and feel. However, some things humans cannot see while they are considered real as well. According to Thomas (2017), the discussions regarding space began in 1717 and continued to the present day. It is related to the topic of a particular environment, which cannot be felt by an individual, present the distinction between real and virtual. Although the scientific approaches of physicists provided a better understanding of time and space, the question remains unresolved. Danaher (2017, para. 2) states that “we already live a considerable amount of our lives online”; thus, an understanding of what is real and what is not becoming more complex. Some objects can be created using software, for instance, a 3D model of a fruit. Moreover, a person can create a virtual representation of himself or herself and interact with virtual objects. It can be argued that further technological advancements will continue to transfer people’s lives in the virtual world. Virtual Reality and Space The creation of VR highlights a new perception of space because, through technology, people can be transmitted to a different environment. Brey (2014) developed a framework to enhance the understanding of reality and VR. The author argues that for most people, objects in VR cannot be perceived as real because they are an imitation of something from the actual environment that surrounds people. Furthermore, such things do not have characteristics of a tangible item such as weight, location in space, chemical structure and others. However, it can be argued that a virtual chess game serves the same purpose as the real one. In addition to this idea, Moskovits (2016) researches the possibility of humanity living in virtual reality. The idea emerges because Brey (2014), Moskovits (2016), and Kuhn (2015) point out the difficulty of distinguishing real from virtual. Picture 1 presents a virtual reality continuum through which the perception of actual space and virtual environment can be explained. Picture 1. Reality and VR (Hurley 2016). Thus, the topic of distinguishing real from non-real is essential for understanding space and VR. Brey (2014, p. 42) states that the primary questions regarding space that philosophers aim to explore are “What is a physical object? Are there objects that are nonphysical?” Technology and its advancement offer a new perspective on the perception of space and objects by creating 3D models and VR. Ropolyi (2015) highlights a different approach to understanding virtual reality. The author states that Aristotle’s dualistic system, which recognizes actual and potential