Virtual Reality, the immersive presentation of a digital environment, has been around for many decades – but it’s only recently that we’ve seen affordable and accessible consumer hardware offering the ability to view and interact with VR via an ordinary smartphone. With the rise of VR technology, companies are looking to develop new ways to use it in their business models.
Virtual Reality is often used as an immersive experience that helps customers understand their product better. Companies like Google have even created virtual reality tours for their products so that customers can get a better feel for how the products work without having to buy them first.
Google Cardboard and Samsung Gear VR (powered by Oculus) are among the cheapest options; more expensive devices such as the Oculus Rift give a better experience, particularly when paired with specialised motion sensors etc. But this technology is still very new and there are a number of challenges that make it difficult to create high-quality content:
As such, Virtual Reality presents some unique challenges for developers wanting to produce compelling content on these devices: both user interface/experience issues as well as technical hurdles. There’s also the issue of attracting users to your VR app – since there’s a high barrier to entry in terms of price, most early adopters won’t be VR enthusiasts. So how do you get non-enthusiasts on board?
Virtual Reality also presents a number of other challenges such as
We must keep in mind that creating virtual reality content without the usage of VR headsets and computers is extremely tough. Aside from that, it is tough to develop immersive virtual reality experiences that are both participatory and entertaining at the same time.
There is a lot of potential for Virtual Reality to be used in the creative industry, but only if these concerns are addressed in an appropriate manner.