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15 Global Voices on Virtual Reality

Folks are going to realize that VR is not just for gaming and start to adapt the technology to other uses such as telemedicine, virtual tours, conferencing, and building walkthroughs.

2016 is the year of content. As VR hardware reaches maturity, content will become the focus and make VR mainstream. It will be a must-have for businesses solving real challenges.

The biggest shift in Virtual Reality that I see would be something that compels a non-gamer to get engaged.

Imagine shopping in the luxury and comfort of your home while you virtually walk into a Gallery, Clothing Store, Museum, Bicycle Shop or more!

We are going to start to see business adoption of VR becoming more prevalent after people experience it for themselves for the first time and see its full potential.

The biggest change that I see in the virtual reality space over the coming 3-6 months is the use of VR in the real estate and tourism markets.

With the rise of 360 capable consumer cameras at lower costs we will see much more content being created by the everyday user and a rise of mobile platforms to suit their sharing needs.

Virtual Reality will continue to move more into the Education Space, just as SchooLinks currently utilizes VR to display college campus tours for Students.

In addition to the obvious use cases, we’ll see VR deployed in niche areas. Imagine hospitals running patients through virtual surgeries, factory workers testing different virtual assembly line configurations, and much more.

One of the biggest factors in the success of VR is keeping consistent high frame rates. In order to drive these headsets you need a tremendous amount of GPU horsepower.

The cinematic possibilities of VR in narrative filmmaking will be explored by indie filmmakers who are apt to innovate with new tools more rapidly than the change resistant Hollywood monolith.

The change I am waiting for is that virtual technology will be used to reinvent an industry ready for change the same way Uber did for transportation.

As VR filters through into the hands of businesses and employees, physical workspaces both in the office and at home, along with the way we work will change forever and start to become more activity-oriented and reconfigurable.

Advertising using VR such as Clash of Clans’ YouTube battle commercial will add excitement to users and could build experiences that will bring new interest to your product.

I expect virtual reality to transform guided meditation. Key tools will include Oculus Rift virtual reality headsets, which is part of a broader trend of new wearable gear for mental well-being.

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  1. Virtual reality which can be referred to as immersive multimedia or computer-simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. Virtual realities artificially create sensory experiences, which can include sight, touch, hearing, and smell.

  2. The most captivating aspect I gathered from this article was the use of VR in promoting tourism.Imagine the culture of an area being accessible almost live due to crystal clear interface. This is what virtual reality is all about. It sweeps all your senses and the thin line between reality and imagination vanishes soon.In 2016, I would be eager to see how VR is used in nuclear industry, gaming etc.

  3. From what I could gather, VR is close to transforming a century. I believe there is hardly any field VR cannot reach ranging from medicine, nuclear weapons to battlefields. I guess after mobiles, computers VR can be the next big thing. If more money is invested by entrepreneurs in this field the technology and their business can very well flourish.
    It is interesting form to present information, no need for big articles. good job.

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