Will we treat patients in pain with distractions in virtual worlds rather than with morphium in future? Will we meet up with friends on the other side of the world in a virtual karaoke booth? And will we collaborate with others to design tomorrow’s products in augmented reality? The Virtual Experiences mega-trend opens up a wide field of applications.
“Second Life” was the first virtual world, although it lacked the technical possibilities to develop to its full potential. This is changing now. Smartphones and special head-mounted displays like the Oculus Rift and Microsoft HoloLens are the first generation of devices to open the gateway to immersive worlds.
From social interaction and entertainment, to learning and working, through to therapeutic measures – augmented, mixed and virtual reality offer cost reductions through a remote presence, time savings through dynamic collaboration, danger minimization through simulation and empathy through immersion.
Filmed content and simulations feel close and real when accompanied not only by sounds and images, but also enhanced by olfactory and haptic elements. Innovative input devices allow us to explore virtual situations and stories, as well as interact in them with others or even with the content.
We create new spaces simply by getting together to work, learn, play, date or just chat. Experiences worth remembering are then no longer restricted to reality.
These are the macro-trends of the Virtual Experiences:
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