While some companies are active in VR and AR in the enterprise, many large businesses have been hesitant to leap into VR. This is true because the focus has been all about the technology and not as much about the potential value of these kinds of applications.
Simply creating a VR application for the sake of the VR experience has no inherent value to the customer, nor does it have any value to the marketer, other than the hype it generates. After the hype wears off, however, one is left with nothing sustainable, in terms of brand association, recall or customer loyalty.
VR has been around for a long time. The first public experience of this kind was the Sensorama, unveiled in 1962 as a multi-sensory 3D stereoscopic movie experience that included stereo sound and even aromas to complete the “real life” simulation.
Since then, the technology has evolved substantially and is most commonly delivered in the form of a head-mounted display, which has become more popular for computer games than any other application. When one looks at virtual reality in the enterprise, we are really early in the Technology Adoption Lifecycle – in fact, we are just emerging from the “Innovation” stage and are beginning the “Early Adopter” phase.
What this means is that the underlying technology is still advancing rapidly, but leading companies are willing to begin to solve important problems in this innovative way because of the significant benefits that would accrue were these early projects proven to be successful. For marketers, immersive applications are useful when complex products and solutions are difficult to understand in conventional experiences (such as presentations, or even touch-screen modes). Read more from venturebeat.com…
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