Is your business ready for virtual reality? Basically, anyone with a smartphone and a cardboard headset now has the ability to experience virtual reality. Businesses in practically every industry are finding success with VR – and your business can, too!
Right now, virtual reality for businesses is still in its early stages of development. This means today is a great time to develop a VR marketing plan for your business. Many businesses benefit from a five-year plan. Let’s take a look at how virtual reality will impact your business in the next five years:
Product Development will Improve for Less
Product development costs time and money, but many of these issues can be improved with virtual reality. Complicated products can be developed virtually, which helps reduce material costs. Plus, virtual models allow managers and other decision makers to assess product development early on.
Potential Customer Markets Will Grow
The customer base for VR is currently limited by cost and social stigma. In the next five years, both of those are likely to drop. You might not think your customers are interested in VR, but that could change in the next few years.
For instance, seniors living in retirement communities might not be obvious candidates for virtual reality experiences. But as VR becomes more accessible, the elderly and others with limited mobility are a large potential market. Understanding your customer base today will help you understand how to use VR marketing successfully in the future.
Advertising Opportunities will Expand
VR already operates in the worlds of gaming, movies and other entertainment. Those industries will likely always be near the forefront of how VR is used. But advertising shouldn’t be overlooked.
VR has plenty of opportunities for direct advertising and brand promotion. Think of this as similar to mobile search. Mobile marketing plays a big role in advertising for brick-and-mortar businesses. In the next five years, virtual reality will likely play just as big of a role in real-world purchasing.
Internal Business Operations will Change
The internet allows for a variety of far-flung teams to work together on a single project. Virtual reality helps to create additional team cohesion. Look for virtual meetings to become more and more common. Groups can tour virtual locations, view a virtual presentation and more.
On-the-job training can also benefit from VR. Trainees from around the world can all meet to learn in a virtual environment. This is especially useful for situations where training in the real world can potentially be dangerous. Any type of hazardous field work will likely benefit from VR training.
Improved Visualization of Large and Complex Projects
Large, complicated spaces are hard to visualize from blueprints and drawings. VR is an excellent design resource. With a virtual reality walkthrough, designers gain a unique perspective of a potential building or other structure.
A project doesn’t have to be big to benefit from virtual reality. VR allows for easy and close-up viewing of small, complicated objects.
Virtual design has a tremendous cost advantage. A project can be tweaked, changed and re-engineered virtually without concern for material costs and other physical expenses.
Virtual design also helps increase safety. Complicated installation procedures can be first learned virtually. Expect to see virtual training throughout construction and manufacturing industries.
VR Offers Versatility
Virtual and augmented reality are flexible enough for practically every type of business. VR can be used for product development, advertising, inter-office communication and more. A business can even hold virtual reality events to connect with customers.
Businesses of any size will likely benefit from virtual reality in some way. The question isn’t “if” VR will work for your brand. Instead, the question is “how” to incorporate VR. Will your VR efforts be customer facing or for employees?
Talent Management will Change
Virtual reality will improve the capabilities of remote workers. In situations where some of the team works onsite and other members work elsewhere, VR will allow for increased communication.
VR can help improve hiring procedures, too. A potential hire can use VR to spend time within an organization. This can be a great way to assess the individual’s fit within the company culture.
VR will Improve B2B and B2C
Many VR strategies are customer focused. After all, VR is still relatively new. People are interested in VR-based entertainment such as movies, games and other experiences where having fun is the primary goal.
But B2b organizations can benefit from VR, too. Virtual reality allows for easy communication with contractors and other businesses. Meetings can be held virtually. Products can be unveiled in a VR space.
VR will Impact Retail
Virtual reality will influence how people purchase physical products. For instance, VR will allow customers to virtually try a product before they buy. This will lead to an increase in the online sales of products which were traditionally more often purchased in a brick and mortar store.
Real estate is another industry which will likely benefit from extensive use of virtual reality. Potential homebuyers can tour a house virtually. This is also great for sellers because a virtual tour doesn’t interrupt their day-to-day living.
Virtual Reality for Business
Virtual Reality will have as big of an impact as both personal computing and the smartphone. No matter what type of product or service you sell, VR will likely be useful in some capacity. Businesses might use VR to create advertising and other content for customers. VR might also impact more behind-the-scenes areas such as product development and employee communications.
In the next five years, Toronto virtual reality will become a necessity for almost every type of business. Start planning today and your virtual strategies will translate to real-world success!
Even just a few years ago, the idea of virtual reality was more at home in the realm of science fiction than the real world of business. But today VR is more affordable, available and useful than ever before. Using just a smartphone and cardboard headset device, anyone can access a virtual reality experience.
While VR is fun and entertaining, it’s also good for business. No matter what type of product or service you provide, virtual reality can help you reach potential customers, improve site traffic and increase conversions.
Let’s take a look at five simple, effective ways VR can help your brand:
Virtual Reality is an increasingly effective way to train people in situations which would otherwise be very dangerous, expensive or otherwise impractical. In the medical field, surgeons can use VR to train for procedures; nurses can learn how to find a vein and other medical professionals can learn skills without having to practice on an actual patient.
Learning to operate complicated machinery such as a truck or airplane is another situation where VR training can be a big benefit. Before the popularity of smartphone-based virtual reality, aspiring pilots had to train in large flight simulators located in specific locations. Now people can learn complicated tasks from anywhere as long as they have a smartphone, VR headset, and the right training apps.
Sometimes touring a home in person can be logistically difficult. Real estate professionals are increasingly turning to VR tours. This lets potential buyers check out a house with no physical travel required.
Setting up the virtual tour requires two steps. First, the real estate professional must film the home for sale. They’ll capture every aspect of the house from the front door all the way to the back yard. Then potential buyers can tour the house virtually. Even better, they can take the virtual tour from anywhere and at any time. Virtual tours are also a lot easier on the seller’s schedule, too.
Immersion therapy is a well-established method to help people overcome phobias, anxieties and other issues. This type of therapy involves exposing the person to their fears in a controlled environment. For instance, if someone is afraid of dogs, the therapist will gently and safely introduce a dog to the patient. The idea is to slowly build comfort with whatever the patient fears.
Virtual reality allows for safe immersion in otherwise dangerous environments. Using a simple VR setup, patients can experience virtual heights, crowds or other anxiety-provoking situations. With the therapist’s guidance, patients have a safe setting where they can learn to manage their fears. If the session ever becomes too intense, the patient can “escape” at any time by simply removing their VR headset.
Many companies offer additional training opportunities for their employees. Virtual reality is a great addition to many in-office training programs. Employees are able to fully immerse themselves in subject to a degree not found in any other type of instruction.
Virtual reality is a fun, fascinating way to learn. A VR session is often more engaging than a traditional textbook or lecture. In some cases, a virtual classroom can be created where students across multiple locations can meet and share an online space.
VR also allows for easy group training. Trainees can all “meet” virtually for an instructor-guided course. Location and logistical problems are easily solved when everyone can connect online.
Virtual reality is entertaining. Almost any product or service can be packaged into a VR experience and sold as entertainment. If you sell a product or service which is visually interesting, you can showcase the experience in virtual reality.
For instance, the travel industry can often make excellent use of VR. Potential customers can use a VR headset to take a virtual tour of a distant location. When the customer can actually see themselves in some exotic locale, they’re far more likely to book a trip.
But really any business can benefit from VR. You can use virtual reality to take potential customers on a behind-the-scenes tour of your office or workplace. This helps create a personal connection between customers and your brand.
Virtual Reality for Business
VR headsets are cheap and available. But virtual reality isn’t currently a “must have” for every business plan. That’s actually great news! If you start developing a VR strategy today, your business will have a serious advantage over the competition.
Make no mistake: Virtual reality isn’t a fad. Much like smart devices, VR is going to fundamentally alter the worlds of business and marketing.
Developing a VR Plan
The first step towards developing a virtual reality plan is actually fairly low-tech. You need to understand who your customers are and what problem they want to be solved. Virtual reality is really just a tool. In order to connect with your customers, you’ll need to create VR programs which they’ll respond to.
Virtual reality for businesses has tons of potential. Whether you sell a physical product, virtual service or something else entirely, a virtual experience can boost brand awareness and conversions. Toronto virtual reality will soon impact the business world in a big way – is your business ready?
Have you ever hosted a company outing and wanted to add a little flair to the mix to really give your guests and employees something to remember? Virtual Reality is amazing new technology that gives event planners and coordinators something extra to offer that will amaze and awe. The sheer feeling of being immersed in another world gives the user a deep sense of enjoyment, something that can go a long way when adding to the benefit of guests.
The beauty of Virtual Reality for your next event is the ease of use. Once setup (which doesn’t take more than 5 minutes due to portable units and systems that allow for easy integration virtually anywhere there is a 8×8″ area. The VR headsets themselves are very user friendly and can often be picked up and learned within 5 minutes. The controls are super intuitive and once you calibrate for yourself within the virtual world, you will have no problem getting acquainted with the nuances of controlling your experience or game.
Not only is VR easy to pick up and play with, there is also a breadth of games and experiences available so that there is never short supply of entertainment with over 100+ games at your disposal. The technology has grown leaps and bounds since it was first released a few years ago, and the experiences are now at the point where they are polished and immersive.
What This Means For You?
Are you an event coordinator or an event planner? Are you looking to amaze your guests with state-of-the-art technology and immersive experiences aimed towards your target market? Virtual Reality events may be the perfect segue for you to introduce a new technology? A new internal company feature or product release? A way to showcase new company news or learning materials? The possibilities are literally endless with VR.
Not only are the games and experiences that are currently available completely customizable but they can also be easily integrated into whatever kind of business you have. The beauty of virtual reality is that the breadth of the technology allows it to be custom tailored to your needs so that you get the most out of your experience.
Virtual reality events are just the tipping point and with custom virtual reality education and experiences on the rise, the future holds much more for VR than we can even think of today. The games and experiences are only going to increase in realism and immersiveness, and the quality of the games and experiences will only get better with time as well. Dont miss out on showcasing your brand in the light of virtual reality and you will see the difference between old and new technologies.
Oculus and HTC are forerunners in the virtual reality (VR) realm. They are both the top in their respective hardware rights; Here you can check out the detailed specs comparison to see what to expect with both models.
Oculus Rift is Facebook’s version of virtual reality that is very much similar to the HTC Vive in their experiences, with a few unique differentiators.
The headset will entail 2160 x 1200 or 1080 x 1200 resolution for duo OLED display for eyes. This is around 233 million pixels per second, and a refresh rate of around 90Hz. Furthermore, it comes with 360-degree head tracking and field of view of approximately 100-degrees. In contrast to HTC Vive, Oculus Rift is to be used while sitting in conjunction with controllers (Oculus’ Touch).
The Rift requires a computer running Windows 7 or higher. You’ll need to have a GPU as capable as AMD 290/Nvidia GTX 970 or better. Other hardware requirements comprise 8GB+ of RAM, Intel i5-4590 processor, HDMI 1.3 video output and 2x USB 3.0 ports.
HTC Vive also features 2160 x 1200 or 1080 x 1200 resolution over duo OLED displays for every eye. Its refresh rate is 90Hz; has over 70 sensors for seamless and fluid movement and operate tracking space (15ft x 15ft) for supporting wireless cameras. Front-facing cameras help you identify objects around you as per the Chaperone safety system. This will protect users from bumping into objects, allowing Vive to be a true mobility gamer. HTC Vive needs tethering to a PC running GNU/Linux, OS X or Windows via HDMI cabling. Vive requires high specs to match its latency-free wireless capabilities.
The Oculus Rift is compact and lightweight. It comes with Velcro straps which are easy to adjust; offers comfortable headphone removal and faceplate padding on either side of the headset. However, as far as design is concerned, it’s not the most appealing VR-ware. Typically, it’s a huge, black protrusion from your human face. However, it’s more compact than various market alternatives.
The HTC Vive is a one of a kind VR gadget; it’s lightweight and has 37 external sensors on the device’s front to allow seamless connectivity to infrared cameras in tracking space. Moreover, it has Velcro straps and comfortable faceplate padding similar to the Rift. The Vive design is, however, worse than its Rift rival–It is not only a black protrusion from your face, but it’s also bulkier.
The Oculus Touch is the controller companion to the Oculus Rift, aiding users immerse deeper into the VR. Xbox One controller ships with the Oculus Rift as the controllers are to be sold separately. Touch controllers apply the half-moon design feature; are wireless, lightweight and a lanyard similar to the Wii remote.
One of the most awesome features in Oculus Touch is the inbuilt haptic feedback, analog stick, analog trigger and two extra buttons. Although Oculus Touch has good functionality, there still exist minor bugs, wireless connection and latency issues. The issues with the headset will be ironed before Q1 launch.
HTC Vive controllers have a more traditional design over Oculus Touch. For instance, wheel below the thumb and a single analog index finger. The wheel is for scrolling menus and game zooming. Furthermore, it functions as game options and selector. They are flawless, very responsive and should be better upon release.
Rift and Vive will ship with a free content suite. The Rift features Lucky Tale, a VR-enabled vivid graphs game. HTC Vive will ship with three titles built around wireless input controllers. It has an inbuilt fantastic contraption Roomscale VR which utilizes hand controllers. Job Simulator is a little game that simulates various tasks. Tilt Brush is the 3rd title with a 3D Google app. Tilt Brush has a Vive wireless controller to paint and sculpt artworks.
Nothing physical limits you from integrating with the other platform. Oculus Home is the ultimate store for VR apps and games. Oculus Home is a perfect mix between Xbox and Steam dashboard for layout and functionality.
HTC’s Vive will make use of traditional stalwart on PC game industry. Vive rolled out a new digital storefront with specialized VR gaming support mode, Vive headset point of sale and VR-ware content.
Though the Rift and Vive both have their unique strengths and weaknesses, it makes none better than its alternative. VR is an amazing technology and is a leap into gaming future, especially with HTC Vive partnership with Steam-VR. Vive has a better overall standing experience in our opinion, verses the Rift having a lot more seated experiences. (Although that is set to change with Oculus touch)
The downside to these VR headsets is that they require PC tethering, hence requiring powerful machines. This can, however, change in the near future, making them more user friendly.
Today we are seeing kids in classrooms with personal devices that are responsible for managing course loads, all of their homework, and of course the ever important personal life of social media and general communications. Those devices are also heavily used for gaming primarily as a form of entertainment. What if we were able to get that type of time commitment from kids on a daily basis to do homework or grow skills? Or maybe have fun but also be developing critical thinking habits or team building? The great thing is educators are already using gamification but now it’s available in Virtual Reality.
As a planet we spend over 3 billion hours a week playing video and computer games. That is nearly 25 minutes for each human being on the planet today. I can personally remember a time when it was a big deal to have a PC in your home and the amazing devices we have available today were strictly ideas in Star Wars and in Sci-Fi shows. The world as we know it is changing so fast in regards to technology it seems nearly impossible for us to keep up with all of it especially in the world of gaming and Virtual Reality. The technology that we saw on TV is now available for our kids to learn and have fun while they do it.
Understanding gamification and its effectiveness beyond anecdotal evidence and hype is evidently a pertinent practical issue as well as, increasingly, a scholarly pursuit. Regardless of the increasing amount of both industry chatter and scholarly articles, there still is a dearth of coherent understanding whether gamification works and under which circumstances. To address this gap, we reviewed empirical studies on gamification. We focused on investigations and studies that were carried out by Huotari & Hamari 2012; Zhang 2008 what were the implemented affordances (independent variables), psychological and behavioural outcomes (dependent variables), what was gamified, as well as the methods and results of these studies.
The current empirical research on gamification largely supports the popular view that, indeed, gamification does produce positive effects, but many caveats exist. Most frequently, the studies bring forth three categories of caveats: the context of gamification, qualities of the users using the system and possible novelty effects. We encourage educators to review these findings as it is the future of education.
Earlier this year some amazing educational immersive experiences became available like the Apollo 11 Launch, Titans of Space, and Mars is a real Place. Could you fathom as a young person the ability to sit in your classroom and SEE MARS up close and personal without ever leaving your seat or the planet?! Well you can with VR Vision!
We aim to bring some of these experiences in to schools so children can have a more visual and engaged learning experience. It also shakes up the general day to day school and classroom environment and gives them the ability to be a part of a foreign world they may never see so closely otherwise! We have a list of titles that are designed and developed around team building, critical thinking and problem solving. We have content for artists to be uber creative with or just draw smiley faces with if they wish.
The beautiful thing about Virtual Reality technology and Education is people can learn and see things in person they may not ever be able to see and have a ton of fun while doing it! There is Virtual Reality experiences and content that has been developed to train the world’s doctors. Lets bring it to our kids as well.