This three-page first-year paper on Virtual Reality or VR reviews on how it is being used in today's world in the fields of business, education, and entertainment. This paper describes the approach of this thrilling technology to computer-human interaction by recognizing and responding to the user's emotions in ways that they can meet their requirements. This interaction is only possible through special gears designed solely for VR. Despite its widespread popularity the reasons why Virtual Reality has not, still set a foothold on the computing world are also discussed.