What’s next for VR technology?
Last week we attended VR World at London Olympia (a familiar location for those who visited us at RBTE earlier this month!) According to statistics shared in the keynote presentation, VR and AR technology is expected to make a $126 billion dollar contribution to the global economy by 2020, with a production value of €15-36 billion euros. As per the continuing technology revolution, which has seen tech replaced by photos < videos < VR, virtual reality is expected to be the near-future “go to” medium of information, entertainment and experience.
Since early developments in VR, the gaming and entertainment industries had effectively dominated the space. However, more recent innovations across market sectors have introduced us to VR application within education, manufacturing, travel, robotics, architecture, and even health. These were definitely as prominent as entertainment and gaming at the Expo.
Here’s a round-up of the key VR trends 2017 to look out for this year, identified from the Expo.
VR for Engagement
In a presentation by Facebook Oculus on the key drivers for VR adoption, we learned more about Facebook Spaces, available with Oculus Rift.
A personal avatar is created and launched into an interactive social session, experienced through your Oculus VR headset. The app allows users to share everyday or special moments with friends, in an immersive online experience. For example, in today’s world it’s impossible to always be physically near the people in your social circle. Facebook Spaces provides a virtual meetup platform, with the ability to introduce photos, videos and links to the session.
This could also be incorporated into a virtual shopping experience:
Will shopping centres of the future be #vr locations where friends meet in #socialmedia #sellingspaces & shop together online? #retail #tech
— Alan Morris (@Alan_R_Morris) May 18, 2017
Building on this “shared” experience, we also saw VR experiences in which users enter a pod, individually or in interactive groups, removing the need for the somewhat bulky headsets. One stand at VR World featured an immersive sensory reality pod, with immersive 360 3D video and sound, as well as scent and temperature differences to enhance the experience. We also saw VR experiences to allow users to engage with brands, or celebrities. A good example in the music industry was a VR experience whilst listening to your favourite tunes. You could see through the eyes of the music producer, or singer, going about their everyday life, or even get their perspective whilst playing on a stage. In this way, fans become more emotionally engaged with the artist. This could work similarly in fashion, where VR could allow a user to follow their favourite fashion designer as they go on buying trips, sample fabrics or create new designs.
Specific market application – Health and Education
We were impressed by the use of VR within the medical sector, such as interactive training from Dual Good Health on how to carry out effective CPR. Wearing a VR headset, a dummy became a real life patient on a bed. The…