The Need for More Reality…
If like me you have been working remotely in the wake of the corona-virus lock-down, it will no doubt have increased your need to connect and collaborate more with your friends and colleagues.
Your work days will probably include lots of team meetings, webinars, wind-down quizzes and virtual pub sessions. Exploitation of tools such as Microsoft Teams or other popular video conferencing software will have likely fuelled this adaptation to your working ways.
Whilst these tools are great for plugging the obvious need to connect and collaborate, I have always felt there is more we could do to do to emulate the physical and co-working collaboration we were so used to before.
Seeking to find a richer experience, some companies have taken it to another level. Looking to other technologies such as Virtual Reality when video calling just does not cut it.
Virtual Reality (VR) has promised for many years to deliver that richer and more connected experience for employees and business to collaborate. However, VR to date has mainly been perceived as a consumer entertainment technology.
With the emergence of better and more usable devices and platforms, using VR for business is becoming ever more serious. Early business use cases are providing the ability to enable a rich consumer experience allowing business to market its products and services in new and exciting ways.
VR is intended to be an immersive experience giving you the ability to experience three dimensional environments in a contained space. Many of the early use cases have focused on training and enablement of employees. However, several innovative vendors such as “The Wild” and “Spatial” are pushing the boundaries further and expanding into providing virtual collaboration and co-working solutions that seek to expand the overall employee experience from our current two dimensional plane to an experience that mirrors some of our real-world collaboration experiences and brings people together no matter where there located.
The Next Computing Platform…
Several industry leaders have stated that VR is the next computing platform. And whilst it’s difficult to predict if this is going to be true, like most disruptive technologies it’s not so much about the technicalities and the platform, it’s more about the use cases. Planning how to use VR to change how we live and do business will determine the true success of VR.
So, if VR is to become the next computing platform what else needs to fall into place? Well like most new technologies hype often exceeds reality, VR is no exception to this rule. Many have touted VR to be big for many years now. But only recently has the technology started to evolve to a point where the expectation starts to meet reality.
Companies such as Facebook and the Oculus product are providing the technology and platforms that allows consumers and business to exploit the potential of VR. However, whilst companies like Facebook have made significant strides in the past few years there are still many mountains to climb. Comparisons to other past/current technologies such as the smartphone will give you a view of how much there is to do and what will make VR a success.
For the Future Look to the Past…
If you can remember what the first smartphone looked like, it was costly, bulky and lacked some killer content and features, and was only used by a handful of early adopters. Fast forward to today and it has become mainstream across the consumer and enterprise, its technologies and capabilities have drastically evolved, putting it firmly into that “I can’t live without this” technology bracket.
Alike the smartphone market, VR will also need to evolve, with development of lighter more powerful devices with improved connectivity and access to engaging content and applications.
If VR is to be the next big platform, then we are likely to be in a world where we no longer look at our smartphones, but rather look into a device to visualise the content in front of our eyes and interact with this device through, voice, visual recognition or hand gestures.
It’s quite hard to imagine that the smartphone as we know it could be significantly diminished in this new future, but then that’s the inevitability of technology it either evolves or dies.
What is evident is that VR is one of the fastest developing technologies of our generation. This is no passing fad. VR promises to deliver our need to learn through experience and touch, rather than through reading and clicking. It’s not quite delivered on the promise that the film “Ready Player One” paints yet, however we’re on the journey and its fast becoming a reality.