User Stories and Reviews, VR Virtual Reality
Tyler Putz, interactive writer of Production Hub, wrote this list of industry predictions!
5 Industries That Virtual Reality Will Soon Impact
Virtual reality (VR) has slowly been coming into its own in the last several years. These days, anybody can buy a VR headset compatible with a smartphone and dive into an immersive game experience. VR isn’t just for gaming anymore, however—it’s also making a splash in several industries. It’s a growing market, and with 685 VR startups diligently advancing the technology, the VR market is expected to be worth about $30 billion by 2020. So what’s the next step for VR? Most likely, we’ll see a shift in the number of industries that begin to focus on using VR.
Here are 5 industries that could see the impact of VR in the near future.
Engaging students has always been a challenge for educators, especially students that have different learning styles from their peers. VR presents some exciting opportunities for educators, and is already available for classroom use. Many of the curriculum packages that have been used so far have been in the “hard sciences”, like astronomy, biology, and geology, or in architectural modeling, because students have an enriched experience when they interact with these subjects in VR, rather than just reading about them or seeing pictures. It’s too early yet to say how effective VR is in the classroom, but early reports have been very positive, and many companies have made developing VR in education their sole focus. Google has also thrown its hat into the ring, announcing the release of Expeditions in 2015, a VR platform for the classroom. VR in education opens up so many possibilities, such as virtual museum tours, cultural immersion and awareness, and much more.
An industry ripe for VR advances, healthcare could benefit greatly from widespread use of the technology. One of the main uses for VR in healthcare up to this point has been in doctor and surgeon training and education, reducing the likelihood of errors when novice doctors begin working with real patients. VR has been used for this purpose for many years, but the sophistication has been increasing rapidly—new advancements in simulators could give students feedback both visually and physically, enhancing the learning experience.
VR in healthcare doesn’t stop with the doctors themselves, however. Patients with PTSD have been receiving treatment with VR for years, and this method has also been used for patients with severe burns or debilitating phobias. The potential VR has for improving mental health is encouraging, and could lead to better, lower-cost options for patients long term.
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