The VR market is predicted to exceed $30 billion US Dollars by 2023, which is no surprise considering the investment big brands are making from around the world. Ranging from automotive to the travel industry, there has been no end with the creative uses for Virtual and Augmented technologies for enticing and engaging consumers.

Virtual Reality is all about immersion. Throughout the years, digital communications have been going through a transition that has led to consumers wanting more immersive products.

Where we began

First, we had text, whereby the user would have to imagine the scene. Second, came images which allowed us to view a scene however you are separate to the scene. Videos were the next step, by watching videos users were able to see and hear the scene but yet, are still separate to it. Finally, we now have virtual reality.

This tech allows us to be fully immersed in the scene. Allowing us to see, hear and feel like part of the world.

Gaming is the most common association in regard to virtual reality. Most of the public masses haven’t fully grasped the capabilities of VR and that it stretches beyond the entertainment industry. Virtual Reality has put a spin on education and training within medicine, the military and classroom learning.  

VR for training and education within the medical sector can stretch to simulations that can allow students to conduct and practice surgery without having to risk the life of a patient.

Is our VR future Shared

But the most common notable aspect so far with VR is its isolation. Your viewpoint is usually that of an individual experiencing or immersed in whatever simulation is taking place, but Shared VR is changing that. Not only can you customize your VR experience but now we can do so with others alongside, all with different perspectives and with their own digital representation.

So that surgical procedure isn’t just about trying out a particular skill but now you can have the whole surgical staff alongside, each performing their own assigned task on a virtual patient. Or being in a collaborative environment where more than on VR user can create modify and enhance content all at once. Brands can have VR tours with an actual person assisting clients within the virtual space.

What’s being done

Companies like Eventual are allowing VR to become a multiplayer experience by default. Brands can have whole virtual worlds that allow their clients to interact with each other or shop attendant, represented by an avatar, can help guide the consumer around the store displays and assist with purchasing, also training can take place with multi-user environments and team configurations.

E-sports can progress to the next level and actually come full circle into true multiplayer battlegrounds. And life sciences can finally have can learn to work as a whole singular well-oiled machine regardless of their physical locations to create breakthroughs that can only be done when they corporate.

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