Does virtual reality have a purpose beyond entertainment?

virtual realityVirtual reality has been extensively exploited in the field of gaming. Computer generated scenarios are used to transport gamers on the play turf to give them a realistic adrenaline-high experience. But is a technology so innovative restricted for use only in the entertainment industry?

Contradictory to the popular belief that VR is solely employed for providing amusement, it has driven numerous opportunities for people with different specializations.

VR and researchers

Market research

Surveys and interviews form a major part of traditional consumer behavior analytics. Although marketers acquire useful insights from them based on patterns, not all data consolidated using these methods is always reliable. Setting up pop-up or trial stores to understand the liking of the consumers adds on to the burden of expenses.

With virtual reality, respondents can be shown the store virtually and their responses can be tracked instantaneously. Eye-tracking software can be integrated with VR to understand what category and designs of the products interested them. Added interactive features like pick-up or add-to-cart can also measure the depth of interaction.

In amalgamation with neurological studies, this technology can capture what the consumers subconsciously think of the arrangements while making the experience interesting for them. Since most shopping decisions are subject to change when actually browsing the aisle in reality, this technology has an upper hand over the conventional techniques.

Scientific research

The convenient and affordable innovations in technology market integrated with the medical field have revolutionized the way healthcare assessments are conducted. VR is of particular help in studying mental health, an issue often undermined.

Measurement of responses in artificially stimulated environments can help study behaviors of patients who are a victim of mental or behavioral disorders. Along with diagnosis and analysis, VR also has a contribution in therapeutics. Corrective environments can be created for the well-being of these patients.

Teaching with VR: Remote study environments

Collective learning:

Virtual reality can be a staple tool for education. It can deliver quality experiences for students from over the globe who did not previously have access to learning material. They can have a classroom experience if VR allows the connection of multiple users on a platform with the facility to display presentational content.

Demos:

Reading material about various mechanisms or experimental procedures is often not comprehensive enough for practical situations. Quick VR demos can train the learners more efficiently. They don’t just have to watch or listen but can perform actions in the virtual environment. Many complex concepts can thus be better delivered with creative content suited for VR.

The convergence of VR and IoT

Management

The combination of VR and IoT is particularly appealing for engineers and architects who generally rely on 3D models to understand the nuances of a situation. They can now have access to simulated real-world data to see how their structures will perform. This data can be acquired from a circuitry of imaging and sensory systems.

VR and IoT in combination can also make ‘Telepresence’ possible. Professional communication over long distances will thus become more efficient. Creating a real-world space with VR can create an illusion of all the participants being present together. Each one of them can engage better and get more out of the gathering.

Healthcare

The VR and IoT mix allows room for minorly invasive surgeries to be performed even when the doctor is away from the patient through tiny cameras and precision tools. The patient will also be benefitted by the fact that with these imaging techniques even a small incision is capable of giving a good enough view of the area on which the surgery is being performed.

However, the reliability of these procedures on the speed and consistency of the internet is deemed very risky and isn’t in use currently. We’re still at the scratch of knowing and being able to exploit virtual reality. A drastic surge in the utility of the industry is expected in the upcoming years.