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Virtual Reality: Relevant in Everyday Industry

Posted by Ally Arthur on Feb 22, 2017 9:00:00 AM

Prevalent in the technology of today, Virtual Reality began in the late 1860's with the creation of three-dimensional murals. Since then, Virtual Reality has evolved into mainstream technology by allowing users to be immersed into seemingly real environments or settings without having to change their surroundings. Although Virtual Reality has become increasingly popular within the past year, few people in every day industries are actually consumers of the technology, which is likely due to the esteem that Virtual Reality isn’t multi-purposeful. By refuting 3 myths that surround Virtual Reality, we find that it provides every day industries with the opportunity to increase innovation through interactive learning.
Myth #1: It's Only For Entertainment

By some estimates, the market for VR will be worth $150 billion within four years.png

Many consumers attribute the use of Virtual Reality solely to the gaming industry. While the first prevalent applications of Virtual Reality have been involved with gaming, its uses are vast and in a range of industries. VR serves a myriad of purposes, including entertainment, but also promotes research in engineering, military training, and healthcare...all of which stem from developments in academia. Engineering schools across the world are turning to virtual reality technology in the classroom, as the technology provides 3-D visuals that make students aware of flaws in their designs before they begin the process of building. According to the U.S. News, “Engineering schools are researching technologies that could transform the way people communicate and interact by – for instance – allowing people to visit one another in a virtual space if they can't meet in person.”

Myth #2: Is The Price Right?jbareham_160226_0954_0041_fin-bfef38e5.jpg

After acknowledging the range of use Virtual Reality provides, the next barrier we run into is the cost of obtaining VR. What keeps Virtual Reality from being vastly distributed is the high price. By implementing the use of VR in trainings and the fields discussed in Myth #1, the demand will increase, driving competitors to create similar models at a lower cost to incentivize markets. Take for example Google Cardboard, though not the same as most VR headsets, as you have to insert your phone, is over $300 cheaper than a PlayStation VR, over $500 cheaper than an Oculus Rift, and over $700 cheaper than an HTC Vive. Want to check out your options? Click here.

Myth #3: Not For Everyday Industries


The last myth that constrains the use of Virtual Reality is that it isn’t useful in every day industries. This is in fact false as immersion through Virtual Reality stimulates natural reactions without having to create or modify anything physically. Being able to track natural reactions to simulated events are increasingly important in innovations in military and healthcare, such as 3-D X-rays that allow doctors to peer inside the bodies of patients, and military applications that include virtual boot camp as well as flight, vehicle, battlefield, and medic simulations. By immersing you in a different presence, virtual reality allows you to work on existing, future, or even past reality, and even collaborate on what you are working on with people in distant locations, which streamlines efficiency in any industry.

By refuting popular myths surrounding VR, we find that it provides every day industries with an opportunity to increase innovation through interactive learning and engineering, and that is well worth the cost.

Virtual Reality is a forward-thinking way of creating visual content for a university. Not ready to dive into VR, but still want to harness the power of visuals? Download our free Ebook on how to use visual content for those in higher education.

university's guide to visual content

Topics: Video Content, Technology

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