It's time for a Reality Check

Reality check - A book about XR in business

Find out how virtual reality (VR) and augmented reality (AR) are benefiting organisations all over the world - and how you can take advantage.

Available worldwide in paperback, hardback, and as an ebook
15 chapters, 258 pages
it's not just about video games...

Did you know that VR and AR have applications in every business sector?

From learning and development...

Shop assistants, engineers, bankers and humanitarian aid workers use VR for soft skills training as well as practical exercises.

To sales and marketing

Retail, pharmaceutical, and telecommunications companies use VR and AR to enhance sales and better understand consumer behavior.

And that's only the start. Hear from over 50 different businesses applying VR and AR technology.

Order today
build your understanding from the ground up

What will you get from this book?

  1. A strong understanding of VR and AR applications in business
  2. Data from academic and corporate studies on the value of VR and AR
  3. A framework to communicate how AI and XR work best together
  4. How to mitigate challenges when deploying VR and AR solutions in business
  5. A beginner's guide to creating quality 360 video
  6. Common misconceptions about VR and AR discussed and debunked

Be informed on how VR and AR could help your business

Order today
“Virtual reality and augmented reality will become a daily part of both of our personal and professional lives”
Jeremy Dalton
Author of reality check AND CEO oF xrhq

What's in the book?

Check out a breakdown of the chapters below along with a short description of each one.

1. Introduction

A summary of the state of immersive technology which also covers the basic definitions of VR, AR and connected terms.

2. The reality of artificial intelligence and XR

An overview of what makes the convergence of AI and XR so powerful, including a framework to think about how they can be used together.

3. Why XR means business *

An overview of the strengths of VR and AR and what makes them powerful technologies in business.

4. Learning and development *

An exploration into key soft skills and practical skills applications of VR, including diversity and inclusion, health and safety, and remote assistance.

5. Operations *

Hear about how XR can enhance everything from collaboration to data visualization, revealing hidden information in the world around us and helping people to work remotely more effectively.

6. Sales and marketing *

How can the medium of XR be used to understand consumers, market products, and enhance sales? Find out in this chapter.

7. Five phases of XR implementation

Discover, design, develop, deploy, debrief - an introduction to the five phases of any XR project and why they're important.

8. Discover challenges

The challenges you may face in the discover phase - what to be aware of and best practices.

9. Design and develop challenges *

The challenges you may face in the design and develop phase - what to be aware of and best practices.

10. Deploy and debrief challenges *

The challenges you may face in the deploy and debrief phase - what to be aware of and best practices.

11. Barriers to mainstream adoption of XR

Find out what's really holding XR back from widespread use.

12. A beginner's guide to creating quality 360 video content (by Alex Rühl)

Award winning VR director, Alex Rühl, contributes a guest chapter on how to create quality 360 video content, an easily accessible but hard to master form of VR content.

13. Common misconceptions and criticisms of XR *

You may have heard statements that 'VR is dead' and 'VR makes people sick', that XR is expensive and impossible to scale - all of these misconceptions are explored in this chapter.

14. XR today *

Discover the events that led up to the current age of XR, with commentary on specific industries, including education, defense and healthcare.

15. Conclusion

An executive summary of the state of XR and what the future holds for this wonderous technology.

Glossary

Should you ever raise a confused eyebrow while reading this book or any other XR (or AI) material, this glossary is your friend with nearly 100 definitions of terms used in the XR and AI industry.

* these chapters contain real-life case studies of XR being implemented in business

See all chapters

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ABOUT THE author

Jeremy Dalton

Jeremy has delivered emerging technology solutions and insights for Fortune 500 and government clients worldwide.

He established PwC’s dedicated virtual reality and augmented reality team, and served as an expert on the topic for the World Economic Forum. His advisory roles have ranged from overseeing multimillion-dollar tech funding distributions in Europe to serving on the advisory board for the UK government's immersive technology trade body.

Jeremy built and currently runs XRHQ,  an AI and human-powered intelligence platform that supports the XR industry with live data on VR and AR usage globally.

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