Introduction to AR and VR
When we hear of AR and VR, gaming often first involves mind. Most associate these immersive technologies with gaming technology. However, augmented and virtual reality applications have long been explored to be used in various industries. They have applications in the sphere of drugs, military, and aeronautics.
AR and VR in Enterprises
In recent years, enterprises have used AR and VR to reinforce their business processes. A recent survey on XR Enterprise Trends clearly shows the demand for AR and VR. The Consumer Technology Association (CTA) surveyed 577 organizations. Of these, 77% indicated that they’re currently engaged in AR and/or VR initiatives.
Corporate Functions That Use AR and VR
AR and VR have several use cases in the company setting. These include:
- Training and teaching
- Design and visualization
- Repair and maintenance
- Virtual meetings
- Customer engagement
- Sales
The results of the survey show that:
- 45% of corporations are currently using AR to extend customer engagement, while 34% plan to make use of it inside the following 12 months
- More than eight in 10 corporations use or plan to make use of XR technologies for training and design functions
- 48% of corporations are already using VR applications in virtual meetings, while 28% plan to make use of the technology inside the following 12 months
- 55% are currently using AR in training and/or teaching, while 27% plan to make use of it inside the following 12 months
- 51% are currently using VR in training and/or teaching, while 31% plan to make use of it inside the following 12 months
Top Use Case for AR/VR
The CTA survey shows workforce training as the highest use case for each AR and VR. More than 50% of the organizations indicated their current use of each technologies. Sayon Deb, a senior analyst on the CTA, notes how approaches to workplace training in enterprises are being reshaped by immersive technologies.
AR and VR in Workforce Training
Augmented reality and virtual reality applications are utilized in immersive learning where real-life situations will be mimicked. They are effective in training for various scenarios including those who have potentially life-threatening consequences. Specifically, these include task-specific modules for hard skills and safety. They are also useful in leadership development. Through various potential customer and worker scenarios, employees can learn proper engagement.
The Future of Workforce Training
In 2019, AR and VR headsets can reach revenue of roughly $793 million. This revenue projection by CTA indicates a 7% increase from 2018 data. With these technologies becoming cheaper and cost-effective, it’s likely for this figure to skyrocket in the following few years. Majority of enterprises will leverage immersive technology to reinforce the educational experiences of their employees.
Conclusion
Indeed, AR, VR, and MR will mix the physical and digital worlds for smarter, safer, and more practical workforce training. Ultimately, this could result in individual worker success and overall business growth. As the demand for AR and VR continues to grow, we will expect to see more revolutionary applications of those technologies in various industries, transforming the way in which we work and learn.