Shop assistants, engineers, bankers and humanitarian aid workers use VR for soft skills training as well as practical exercises.
Retail, pharmaceutical, and telecommunications companies use VR and AR to enhance sales and better understand consumer behavior.
“Virtual reality and augmented reality will become a daily part of both of our personal and professional lives”
Check out a breakdown of the chapters below along with a short description of each one.
A summary of the state of immersive technology which also covers the basic definitions of VR, AR and connected terms.
An overview of the strengths of VR and AR and what makes them powerful technologies in business.
An exploration into key soft skills and practical skills applications of VR, including diversity and inclusion, health and safety, and remote assistance.
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.
How can the medium of XR be used to understand consumers, market products, and enhance sales? Find out in this chapter.
Discover, design, develop, deploy, debrief - an introduction to the five phases of any XR project and why they're important.
The challenges you may face in the discover phase - what to be aware of and best practices.
The challenges you may face in the design and develop phase - what to be aware of and best practices.
The challenges you may face in the deploy and debrief phase - what to be aware of and best practices.
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.
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.
A number of arguments that discuss why, despite a rocky past, the conditions are now right for XR to flourish.
An executive summary of the state of XR and what the future holds for this wonderous technology.
A bonus chapter for the extra keen: a deeper dive into the more technical aspects of XR technology covering head-mounted displays, handheld devices, projection systems and large screens.
Should you ever raise a confused eyebrow while reading this book or any other XR material, this glossary is your friend with nearly 100 definitions of terms used in the XR industry.
* these chapters contain real-life case studies of XR being implemented in business
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