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Virtual Reality

VR headsets are projected to have massive sales of over 30 million units annually by the end of 2023

VR can create a rich, immersive and interactive user experience. As ‘content is the king’, VR lets users become both content consumers and content creators.

 

What is Virtual Reality?

Virtual Reality (VR) is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience.

Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds.

By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.

Why do you need Virtual Reality?

Virtual Reality is used in medicine, culture, education and architecture are some of the areas that have already taken advantage of this technology.

From guided museum visits to the dissection of a muscle, VR allows us to cross boundaries that would otherwise be unimaginable. Just imagine how massive VR can be to your business.

Impact of Digital on Augmented Reality

Digital VR technology can personalize content and that is tailored to every user’s particular needs and adopted fast to solve their needs.

Virtual Reality’s most immediately-recognizable component is the head-mounted display (HMD).
Human beings are visual creatures, and display technology is often the single biggest difference between immersive Virtual Reality systems and traditional user interfaces.

For instance, CAVE automatic virtual environments actively display virtual content onto room-sized screens. While they are fun for people in universities and big labs, consumer and industrial wearables are the wild west.

With a multiplicity of emerging hardware and software options, the future of wearables is unfolding but yet unknown. Concepts such as the HTC Vive Pro Eye, Oculus Quest and Playstation VR are leading the way, but there are also players like Google, Apple, Samsung, Lenovo and others who may surprise the industry with new levels of immersion and usability.

Whomever comes out ahead, the simplicity of buying a helmet-sized device that can work in a living-room, office, or factory floor has made HMDs center stage when it comes to Virtual Reality technologies.

Virtual Reality is one of the technologies with the highest projected potential for growth. Investment in VR and AR will multiply 21-fold over the next 2 years, reaching 15.5 billion euros by 2022. It is expected that by 2020 over half of the larger European companies will have a VR and RA strategy.

The big technology companies are already working to develop headsets that do not need cables and that allow images to be seen in HD. They are developing Virtual Reality headsets in 8K and with much more powerful processors.

There is even talk that in the next few years they could integrate Artificial Intelligence. The latest 5G standard can also provide very interesting scenarios for the evolution of VR.

This standard will allow more devices and large user communities to be connected. In addition, its almost imperceptible latency will make it possible for consumers to receive images in real time, almost as if they were seeing them with their own eyes.

 

Know Your Virtual Reality – A Quick Guide

VR creates value through personalized content and new business models. VR helps users to truly connect with published content. 


Non-immersive reality – This type can be seen in the virtual reality flight simulator. It has a widescreen PC with a surround system and comes with other accessories like headphones, joysticks etc. It is non–immersive reality because the viewer does not get fully immersed in the reality this device produces.

Fully immersive reality – One would experience full virtual experience because this type of virtual reality comes with a very powerful computer. This powerful computer must be able to detect sounds, sight, and even the slightest movement. It should be able to adjust the person’s experience.

Augmented reality – Here one is experiencing a real world in such a way that it feels like a virtual reality experience. One can’t define it as an unreal experience but an experience of the reality around us. One can move around areas in the computer to see fascinating historical sites using a smartphone.

Collaborative reality- It is usually in the form of virtual reality games and they are not fully immersive. This virtual reality gives the viewer an interactive experience and so one can even share their experience with other people in the virtual world.

Web-based reality – This gives people an opportunity to discover new and interesting things the internet can offer. Also, people get to interact and have real experiences with their friends on social media.

 

Use Cases for Virtual Reality Digitalization

Use Case 1 – VR in military

The military in the UK and the US have both adopted the use of virtual reality in their training as it allows them to undertake a huge range of simulations.

VR is used in all branches of service: the army, navy, air force, marines and coast guard. In a world where technology is adopted from an early age and children are accustomed to video games and computers, VR proves an effective method of training.

VR can transport a trainee into a number of different situations, places and environments for a range of training purposes. The military uses it for flight simulations, battlefield simulations, medic training, vehicle simulation and virtual boot camp, among other things. VR is a completely immersive, visual and sound-based experience, which can safely replicate dangerous training situations to prepare and train soldiers, without putting them at risk until they are ready for combat.

Use Case 2 – VR in sports

VR is revolutionising the sports industry for players, coaches and viewers. Virtual reality can be used by coaches and players to train more efficiently across a range of sports, as they are able to watch and experience certain situations repeatedly and can improve each time.

Essentially, it’s used as a training aid to help measure athletic performance and analyse technique. Some say it can also be used to improve athletes’ cognitive abilities when injured, as it allows them to experience gameplay scenarios virtually.

Similarly, VR has also been used to enhance the viewer’s experience of a sporting event. Broadcasters are now streaming live games in virtual reality and preparing to one day sell virtual tickets to live games so that anyone from anywhere in the world can ‘attend’ any sports event.

Use Case 3 – VR in health

VR technology has become a primary method for treating post-traumatic stress. Using VR exposure therapy, a person enters a re-enactment of a traumatic event in an attempt to come to terms with the event and heal.

Likewise, it has also been used to treat anxiety, phobias and depression. For example, some patients with anxiety find meditating using VR to be an effective method to manage stress reactivity and boost coping mechanisms.

Virtual reality technology can provide a safe environment for patients to come into contact with things they fear, whilst remaining in a controlled and safe environment. This is just one of the ways virtual reality can have a real positive impact on society.

Use Case 4 – VR in education

Digitalization of VR for education extends to schools with virtual reality also adopted for teaching and learning situations. Students are able to interact with each other and within a three-dimensional environment.

They can also be taken on virtual field trips, for example, to museums, taking tours of the solar system and going back in time to different eras.

Technology company, Floreo, has developed virtual reality scenarios that allow children to learn and practice skills such as pointing, making eye contact and building social connections. Parents can also follow along and interact by using a linked tablet.

Use Case 5 – VR in fashion

Digitalization in VR for fashion is seen through virtual simulations of store environments that can be extremely useful for retailers to design their signage and product displays without fully committing to the build like you would in the real world.

In the same way, appropriate time and resources can be allocated for the build of the store layout. Some popular brands that have already begun implementing VR in their business include: Tommy Hilfiger, Coach and Gap. VR uses for these big names encompass offering a 360-degree experience of fashion shows and allowing customers to try on clothes virtually.

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