Virtual Reality: Emerging Themes and Impacts on Organizations
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The essay discusses the emerging themes of virtual reality and their impacts on organizations. It further discusses their effects on sectors over five years.
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1VIRTUAL REALITY Introduction Virtual reality describes the simulation of bits of the world. This is done by using sensory equipments such as gloves, headsets and computers that provides high performance. Along with entertainment and games, virtual reality is also being used for providing training to pilots as well as surgeons.Virtual reality has many emerging themes and they have their own impacts on organizations (Earnshaw 2014). The essay discusses the emerging themes and their impacts on organizations. It further discusses their effects on sectors over five years. Discussion The five emerging themes of virtual reality and their impact on organizations are as follows The virtual event: According toWorkers Accommodation and Angle (2018)virtual reality events have become very popular nowadays.Virtual reality keeps regular track of position of bodies involved in it. This is the reason why it is being used by many fields.Some sporting events such as Super Bowl Li and Rio Olympics have been using virtual reality. Virtual reality allows the remote audience to experience an event in real; it makes them feel as if they are watching it live. Virtual reality gives a much closer view than ever before. Virtual reality events create opportunity of partnership for various organizations. This helps in co branding of these organizations (Workers Accommodation and Angle 2018). It excites the viewers to have a live experience of events. This virtual event helps the organizations to promote themselves and increase their popularity. Virtual reality Lite: According toLandowska, Royle and Eachus, (2018)360-degree video has become very popular recently. For audience 360 degree video has been a lower barrier
2VIRTUAL REALITY in order to enter than full Virtual reality (Landowska Royle and Eachus 2018). This needs only a mobile to experience virtual world. One more area where 360 degree has become very popular is venue tours. This has been helpful for event planners who are involved in venue research. This might not be as helpful as going there in real, but it helps largely (Landowska, Royle and Eachus 2018). This has helped the travel and tourism companies to post 360-degree videos regarding various places. People who plan to visit there may have watch the video for once and decide accordingly. Mobile VR: According toWang and Komuro, (2015)in mobile VR the entry point for VR is the user’s phone. The range of options of VR for the people using mobile is huge. These options include Snapchat’s VR Lite and Samsung’s Gear VR. Nowadays everyone can access VR to some extent through his or her mobiles (Wang and Komuro 2015). Mobile VR helps organizations to increase the viewers of their events. People who are not able to attend the events can watch it through their mobiles. This helps in promotion of the organizations. Social media, a gateway to VR: According toO’Brolcháin, Jacquemard and Monaghan, (2016)social media is recently proving to be a gateway for the events that are streamed live. Many social media platforms are providing live view of events. Platform like Snapchat has provided unique viewof Golden Globes with the help of their spectacles(O’Brolcháin, Jacquemard and Monaghan 2016). This helps the social media platforms to be more famous and attracts more viewers of the events. Social media also provides a control back to the users. This way many events can utilize the gateway provided by social media platforms. These platforms include Facebook, Snapchat, Twitter and many more(O’Brolcháin, Jacquemard and Monaghan 2016). These sites help in promoting their events. Implementing this in a proper way can be very beneficial for organizations.
3VIRTUAL REALITY The affects of the themes on sector over next five years Over five years or a decade Virtual reality headsets may become very cheap as well as portable. It may also replace smart phones as tech industry’s one of the most dominating computing platforms (Venieris 2017). Virtual reality has been ranked as the biggest trends that have become popular. Just like mobile devices are enjoyed by users nowadays. Over five years VR might allow a continuous connection to enterprise networks or to the internet (Venieris 2017). People would not need to use the phone physically. They just have to wear VR glasses in order to get access to their phones. Over five years the design would be such that they would be comfortable to use, the digital devices would be self-contained and free of wires. They would also avoid using bulky batteries in order to run the devices. In some cases during virtual meetings with the colleagues, some advertisement might pop up. These advertisements interrupt the meeting as well as the concentration of the colleagues. In mobile phones, the advertisements can be skipped or the ringer volume can be decreased (Wexelblat 2014). Popup can be blocked while surfing net. With the help of VR people would be able to control the data feeds that appear in virtual environments. This would be a bit crucial, but in the future, the ability of traffic cop will allow tailoring the data feeds (O’Brolcháin, Jacquemard and Monaghan 2016). This would be done according to the preferences of the users, activities or locations. The implications for the formulation of business strategy include project collaboration. For creating virtual spaces VR allows the users to work in a group (Wexelblat 2014). They are also allowed to collaborate with the spaces. The remote workers would not have to struggle for
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4VIRTUAL REALITY sharing the screen in order to point out a problem (Venieris 2017). VR would allow the members of a video conference to look around and see the other members taking part in it. This would be a potential use case. This would be allowed to the people who have access to the VR (Wexelblat 2014). The cost of the VR keeps dropping; along with this its ability to collaborate with business grows at a high rate. Conclusion From the above report it can be concluded that Virtual reality has been of a great help to various organizations. There are many recent trends regarding VR that has been very helpful for branding as well as promoting brands. These trends have been discussed in the discussion part of the essay. It also includes the impacts of these trends on organizations. This essay also discusses regarding the improvement in the Virtual Reality technology over the next five years.
5VIRTUAL REALITY References Earnshaw, R.A. ed., 2014. Virtual reality systems. Academic press. Landowska, A., Royle, S., Eachus, P. and Roberts, D., 2018. Testing the Potential of Combining Functional Near-Infrared Spectroscopy with Different Virtual Reality Displays—Oculus Rift and oCtAVE. In Augmented Reality and Virtual Reality (pp. 309-321). Springer, Cham. O’Brolcháin, F., Jacquemard, T., Monaghan, D., O’Connor, N., Novitzky, P. and Gordijn, B., 2016. The convergence of virtual reality and social networks: threats to privacy and autonomy. Science and engineering ethics, 22(1), pp.1-29. Venieris, D., 2017. The virtual reality of welfare reform. In Social Policy Developments in Greece (pp. 89-112). Routledge. Virtual Reality & the Events Industry Following on from our previous blog on the Top 6 Event Industry Trends for 2017 and our mention of Virtual Reality becoming more popular during this year, p., Workers, H., Accommodation, S. and Angle, R. 2018. Virtual Reality & the Events Industry | Right Angle Events. [online] Rightangleevents.co.uk. Wang, L. and Komuro, T., 2015, March. Three-dimensional VR interaction using the movement of a mobile display. In Virtual Reality (VR), 2015 IEEE (pp. 363-364). IEEE. Wexelblat, A. ed., 2014. Virtual reality: applications and explorations. Academic Press.