Virtual Reality is present in our society with multiple communicative potentialities in the educational sector, especially e-learning. 

Imagine that you can combine the convenience of online meetings with the interactivity of face-to-face meetings: now you can meet in virtual workspaces where you can collaborate, create and truly feel together with your peers. 

VR allows you to do activities that are impossible or very difficult to do at a distance, such as presenting and reviewing 3D products and models, brainstorming, sketching, mind mapping, prototyping and team building activities. All of this interacts naturally and is easy to learn.

The VR will allow us to work together from any place and at any time

VR will be the main way people will work and connect in the future. Companies must see the value of connecting virtual and physical spaces to optimize office space.  On the other hand, organizations need a convenient and competitively priced solution to connect their global teams effortlessly. They want to reduce travel expenses, improve decision making, and empower their employees by giving them the space and tools to maximize their productivity.

The hope for this industry is to see more experimentation with this technology in both software and hardware to explore its capabilities. We have seen a progression from curiosity to adoption in enterprise VR and hope that VR will become the norm in enterprise collaboration and the creation of new collaborative networks.

In other articles on this blog, we have seen how immersive technologies such as VR and AR have demonstrated their potential to increase productivity and consolidate team identity for distributed teams. At the same time, it will be crucial in the future of exporting medical knowledge. 

Breaking down borders and professional barriers

Virtual reality is a completely immersive medium, so it is natural that people want to have “all the experience” for interpersonal communication. In this sense, eye contact, lip movement and hand gestures should complement auditory signals such as pitch and intonation.

What people expect from corporate VR is expressive communication and representation that helps others have an idea of who they are talking to.  Realistic virtual representation is as important to them as the activities in which they participate.

VR to improve our environment

Customized workspaces are the promise of the near future to optimize workflow. So how can VR improve the work environment?

Placing VR at the intersection of work and play opens up interesting possibilities for its application. One idea that has been gaining strength is the concept of “gamification at work”. The elements of the game are integrated in a context unrelated to the game to encourage commitment and induce presence. A more enjoyable experience is an incentive to contribute and participate in the activity in question.

The vr in the creation of collaborative networks

Immersion and commitment are inherently linked to being in a virtual environment. The most attractive advantage, however, is the saving of time and costs. In many cases, these two are related. Eliminating travel reduces costs and time for remote teams. In addition, reviewing a product in the development phase reduces the possibility of costly production errors that would take a long time to correct.

Creative industries can offer highly immersive experiences with fewer resources and make them continuously available to their public. Imagine how much fun a virtual exhibit, fashion show, concert, or class can be.

Conclusion

The goal of the VR industry is to achieve real-world experiences, improve photorealistic properties, and optimize hardware problems. In other words, a wider field of view, higher resolution, lower latency, but also wireless headsets, more processing power and less dependence on external computing units.

Raising a virtual environment from one space to one place is a basic component of making a virtual workspace viable. “Why,” you might ask. The answer lies in the distinction between a `space’ and a `place’. As such, a space is simply a three-dimensional construction – a blank canvas, so to speak, while a place has properties that are equivalent to a context and in which participants share a common purpose and understanding.

Credible environments create an immersive context that transforms a virtual environment into a virtual place. Users need to break the credibility gap between the simulated environment and their physical reality to achieve presence and immersion.

Therefore, these two elements are important enough to validate a virtual world. Whichever tool you decide to add to your environment later, it is entirely up to you. In Simlab IT we take care of creating the virtual world, you just have to choose the tools to customize your workspace or learning.

Links to additional information

http://e-spacio.uned.es/fez/eserv/bibliuned:masterComEdred-Smuslares/Muslares_Miranda_Sonia_TFM.pdf

http://meetinvr.net/2018/03/01/virtual-reality-transformative-worktool/

https://www.actasanitaria.com/impresion-futuro-hospital/

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