The definition of virtual reality may be derived from the definitions of both ‘virtual’ and ‘reality’. ‘Virtual’ means near and ‘reality’ means what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. Virtual reality is the term used to describe a three-dimensional, computer generated environment which can be explored and interacted with by a person. That person becomes part of this virtual world or is immersed within this environment and whilst there, is able to manipulate objects or perform a series of actions. Virtual reality is usually implemented using computer technology. There are a range of systems that are used for this purpose, such as headsets and special gloves. These are used to actually stimulate our senses together in order to create the illusion of reality. Virtual reality has many other, more serious, applications as well. There are a wide variety of applications for virtual reality which include: Architecture, Sport, Medicine, Arts and Entertainment. Virtual reality can lead to new and exciting discoveries in areas which impact upon day to day lives. Wherever it is too dangerous, expensive or impractical to do something in reality, virtual reality is the answer. From trainee fighter pilots to medical applications trainee surgeons , virtual reality allows one to take virtual risks in order to gain real world experience. As the cost of virtual reality goes down and it becomes more mainstream one can expect more serious uses, such as education or productivity applications, to come to the fore. Virtual reality could substantively change the way we interface with our digital technologies. Continuing the trend of humanising our technology. There are many different types of virtual reality systems but they all share the same characteristics such as the ability to allow the person to view three-dimensional images . These images appear life-sized to the person and they change as the person moves around their environment which corresponds with the change in their field of vision. The aim is for a join between the person’s head and eye movements and the appropriate response, e.g. change in perception. This ensures that the virtual environment is both realistic and enjoyable. A virtual environment should provide the appropriate responses – in real time- as the person explores their surroundings. The problems arise when there is a delay between the person’s actions and system response or latency which then disrupts their experience. The person becomes aware that they are in an artificial environment and adjusts their behaviour accordingly which results in a stilted, mechanical form of interaction.