The team at City University London have created an online multi-user virtual world set on an island called EVA Park that lets people with aphasia practise communicating. Each person in the virtual world is represented by an avatar.
Empathy is about seeing the world from someone else's perspective so as to share their feelings and this is where VR's strength lies. It can be a powerful empathy machine if you feel you're there, in someone else's... erm... eyes.
Even if you are simply watching a video, VR makes you feel as if you are there witnessing it. This is potentially a very powerful tool for reporters. Imagine if you could truly feel as if you are in Aleppo, Syria, standing atop a ruined building, surveying the destruction of the civil war.
The future of international travel? It might be staying put or so it seemed after I settled in and got kitted out for personal demo experience of VRoom Service at The Marriott Hotel Park Lane a few days back.
Images of the city have always wielded psychological, emotional and political power. Anyone brought up on a diet of Hollywood movies and US TV shows will have had that uncanny experience as a first-time visitor to a US city - a sense of déjà vu, the feeling of being on a movie set, in a story.
As immersive technologies evolve we have the ability to create even more compelling experiences of the world and even the universe that would never be possible for most of us to see in reality.
The signs have been visible for a while that Big Data is crossing the chasm and moving into everyday operations including the world of entertainment. Initially Big Data was used to predict blockbusters but now they are being used to write them, indicating that data scientists will be the next most critical job for a wider range of industries..
Europa Park is officially Europe's second most popular theme park resort (after Disneyland Paris) and has a variety of massive adrenaline-fuelled roller coasters, entertaining kids rides, and beautiful landscaped gardens.
VR's future lies not in the home, but in the workplace. Architecture, engineering and construction firms have all been jumping on the virtual reality bandwagon. Why? Because it improves how we build and make things.
Do you, as the media creator, want to create a roller coaster, exciting but the same every time, or almost a choose-your-own-adventure story which your audience will each experience slightly differently to each other and each time?
Assuming that a virtual reality experience will make someone less likely to visit a destination is like saying that after looking at a travel brochure, watching a destination video, or even reading an article by a top travel journalist, you'll sit back and go: "Tick! Done that!"
Social media impacts everything we see in the Western world; from the way we shop to how we meet potential dates. There is no longer a divide between online and offline.
Why read about a product? Why not actually touch and feel it? The user experience is about to enter the next frontier. Consumers will expect a far greater 'experience', and that will require the business community to consider how best to use VR.
What's clear from MWC is that, to detract from the huge buzz around wearables, phone companies are now having to grab attention with quirks like a dual-edged screen (Samsung) or 1TB of storage (Microsoft).
The devices that let us engage with the AR/VR worlds are only part of the equation. Yes, those devices must create a great user experience. But we must understand how people will want to engage; with what they'll want to engage; where they'll want to engage; how they'll want to engage; and for how long.
I'm not quite sure you realise what you have done, Microsoft. If you give me the power to fill my world with magical 3D objects, that's exactly what I'm going to do. And I am going to abuse that power.