# Impact of VR Application in an Academic Context
## 4 Discussion and Future Work
Using voice recognition technology can save time and reduce the cognitive load on users, as it allows for quick and accurate searches without the need for manual input. * Fostering of collaboration and interaction between participants: The sense of community was fostered by using multimedia elements to reproduce the real environment in the immersive space and also by video conference system, which gave the students the opportunity to collaborate and engage in group work. One of the students was impressed by the level of detail in the VR amphitheater. The clear advantages of the approach are supported by a range of methods used to measure its impact, as well as by prior research in the field [21; 39; 40; 41];
* Improved Multitasking: With voice recognition, users can perform multiple tasks simultaneously, such as searching for information while continuing to navigate within the VR environment. In addition to the aforementioned advantages, there are several limitations that warrant consideration:  
* Sensation of dizziness, headaches, nausea, and motion sickness: Several students reported experiencing these sensations after prolonged use of the VR tool. This is an inherent setback for the process;
* Need for a high level of details in multimedia elements/materials: The VR application requires a high level of detail in terms of multimedia elements and materials, in line with the course curriculum, objectives of the study, and learning outcomes. Considering all the above findings and evidence provided by the results of the simulations, surveys, and quizzes, we have the confidence to conclude that integrating classroom elements and study material into the VR application will close the gap in the technology adaptation for academic purposes and the implementation of this approach will bring advantages for students. Nevertheless, we must consider the drawbacks as part of the evaluation. Several research papers [17; 19; 21; 39] suggest that while virtual reality applications can enhance traditional methods, they should be used in conjunction with them. In conclusion, based on the various sources analyzed in this paper and the evaluation of the EduAssistant application, we consider VR to be an excellent instrument for academic purposes. Nevertheless, it is important to acknowledge that certain setbacks, such as sensation of dizziness, headaches, nausea, and motion sickness were encountered during the study. These setbacks will be the focus of future work. Learning paradigm approaches should always be part of the design phase to maximize students' cognitive performance, engagement, and learning experience. Furthermore, the VR capabilities were validated through a simulation process and feedback provided by participants. The expertise of the professors was essential in designing study material for the application and is mandatory for future developments. Future studies will evaluate the effects of virtual reality on individuals with disabilities, as well as any potential drawbacks associated with VR use and latency/delay during VR interaction. **Author Contributions:** Conceptualization, S.-L.P.; Methodology, S.-L.P.; Software, S.-L.P.; Supervision, S.I.C. and M.-A.M.; Validation, S.I.C. and M.-A.M.; Writing--original draft, S.-L.P. All authors have read and agreed to the published version of the manuscript. **Funding:** This research received no external funding. **Institutional Review Board Statement:** Not applicable. **Informed Consent Statement:** Not applicable. **Data Availability Statement:** The data presented in this study are available on request from the corresponding author. **Conflicts of Interest:** The authors declare no conflict of interest.