Virtual reality, whenever you hear those words most people begin conjuring up images of Tron and the Matrix. And perhaps more recently in Gaming, thanks largely to the buzz surrounding the Oculus VR. Oculus was acquired by Facebook for $2 Billion. Based on this Facebook says that the Oculus will have to sell over 50 million units for this to be a worthwhile acquisition. Due to this mainstream attention VR’s potential is being realised in newer industries, in particular Training and Education.
VR is becoming a powerful tool used to train employees and help with design. There are a variety of headsets on the market from the modest Google Cardboard, to the more expensive pieces of kit such as the Oculus Rift, Microsoft HoloLens and PlayStation VR from Sony. As outlined below we look at how different sectors are taking steps to implement VR.
According to MarketsandMarkets the VR market is expected to grow to $407.51 Million, and have 25 million users by 2018. These demands are attributed to industries picking up on the trend of VR solutions outside of gaming. VR is a relatively new market that has been embraced by sectors looking to change the way they deliver their services. VR is a rapidly increasing market, relatively new with almost limitless capabilities. It will be an interesting few years as more and more steps are taken to introduce VR into the mainstream.
The beauty of VR in training scenarios means there are no set boundaries. Gone are the days when you are forced to sift through a handbook/computer based learning programme, now you can physically get hands on with the training. Imagine you are giving a training seminar about engineering. Instead of one person showing someone the how to’s on a one to one basis or group instruction, a device equipped with VR to aid in your subject area can be used to carry a whole classes attention or even seminar and have a party of people actively take part in the tuition and get somewhat a hands on experience without the worry of costs and intricacies of a real life example. Something like this in the long run can save time and money, which is always a goal when trying to maximise profits.
Over time education has changed in terms of teaching approaches , children are becoming more tech savvy at an earlier age and new techniques are being embraced to push forward a more exciting and entertaining, teaching agenda. Gone are the days of mass amounts of textbooks, where by a book could be supplemented or replaced by a an interactive working example. Students can now put on a headset and gain an intercative and engaging experience. Gone now are the barriers to entry with Cost heavy devices, it is now relatively cheaper to kit an entire classroom out with VR headsets.
Just to summarise how meteoric the rise of VR is going to be; Magic Leap, a company based in Silicon Valley managed to secure $542 Million in Investment Funding, majority of which was financed by Google. The Oculus Rift exceeded its $250,000 kickstarter in only 24 hours and went on to raise £2.4 Million. Oculus managed to sell 100,000 Developer Kits, and was only sold via Kickstarter. There are currently over 150 Virtual Reality headsets on Amazon, with the cheapest being the Google Cardboard at just $4.
When it comes to developing apps and games the team here at VOiD are well aware of the advantages of VR and use their wealth of knowledge in the field to work alongside companies to help them embed an effective strategy and truly get the best out of it. We will work with you every step of the way to ensure you follow the best practises possible for your project. If you think your business could benefit from implementing VR into your existing offering, please get in touch we’re happy to help.