Goggles don't make magic-they rewrite how we learn, design, heal, and argue. This clear, witty guide explains what VR and AR actually do, how they're built, where they already matter (from chemistry labs to stroke rehab), and why stepping into a convincing simulation creates real physical, legal, and ethical consequences. You'll get plain-language tech basics, concrete classroom and clinical examples, and the stopgap solutions designers and teachers can use today. If you're a curious teen, an educator, a designer, or just someone who wants to understand how virtual worlds spill into real life, this book gives you the vocabulary, the case studies, and practical checklists to judge new tools and influence them. Read it to see what works, what doesn't, and what choices will keep virtual innovation useful and humane.
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