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From Game Rooms to Boardrooms, Virtual and Augmented Reality at Work
Now that Facebook has changed their name to Meta to stake their claim on the personal and business use of Virtual Reality (VR) environments — the Metaverse — will this finally establish VR and/or Augmented Reality (AR) as commonplace technologies?
Despite many advancements in the past decade, VR and AR applications seemingly have not taken hold in the same way as our devices and other technologies like new 2D video game platforms or your tablet, or streaming services and social media, have. Why?
To understand why and see its potential, let’s start with understanding the difference between VR and AR.
Understanding VR
Virtual reality requires the user to close themselves off from the real world by entering a specialized room filled with 360-degree high-definition screens, by entering a VR simulator like a professional flight simulator or by wearing a VR headset, so the user can be fully immersed in a virtual reality.
For quite some time now, VR headsets have been used by video gamers, but even today, the number of users is relatively small compared to 2D video gaming platforms. In addition, VR is being used in business for simulations, training, education and design work, but the use is currently still quite narrow and…