Virtual reality a future transformation in tech trends

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The most widely used VR applications now completely take over a user's senses  to create an immersive experience that immerses them in a fully virtual environment that seems remarkably genuine. To heighten the impression of immersion, VR developers will very soon extend this sensory hijacking to our other senses, such as touch and scent. The equipment we need to access these virtual worlds will also get lighter and cheaper, removing any friction that may currently constitute an obstacle.

One of the most influential technological revolutions over the next five years, in my opinion, will be extended reality (XR), which encompasses virtual reality (VR), augmented reality (AR), and mixed reality (MR). Other technological advancements, such as extremely fast networking, will make it possible for us to enjoy virtual reality as a cloud service, similar to how we already consume music and movies.

With a significant number of startups and well-established businesses offering bundled experiences and services geared at schools, VR is already making great strides in education. The European Commission, HTC, and other organisations use Engage's technology to make remote learning possible. As new technologies are developed, these innovative teaching and learning strategies will become more successful. Challenges result from this, such as the need to maintain a setting that encourages teamwork and the development of corporate culture. VR-based solutions are increasingly emerging to aid with this. This entails creating projects that simulate touch, taste, smell, and various bodily sensations, including heat and cold. It states that by 2030, we will be able to visit virtual worlds that appear entirely real to all five of our senses at once. Facebook had a presence in the industry and this year announced its Horizon platform. Currently in beta, it enables users to create and share online communities where they may hang out, play games, or collaborate on projects.

In many respects, it seems sense that there would be two marketplaces for people to watch VR entertainment, at least in the beginning. The most immersive and spectacular technology is bulky, expensive, and technically challenging to use, so it makes more sense to offer it in specialised locations rather than at home.

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International Journal of Entrepreneurship