Tuesday, September 9, 2025

Virtual Reality’s Time to Shine

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Introduction to Virtual Collaboration

The coronavirus pandemic has caused a major shift in the way in which people work and interact with one another. With travel and face-to-face meetings curtailed, video conferencing tools like Zoom have develop into essential for distant communication. However, some tech firms are already looking beyond video conferencing and exploring the potential of virtual reality (VR) and augmented reality (AR) for collaboration.

The Rise of VR and AR

Both VR and AR have seen a surge in interest in the course of the pandemic, particularly for virtual collaboration and gaming. Analysts consider that the increased interest in these technologies will result in "real innovation over the approaching months." VR creates a virtual environment using headsets that block out a user’s surroundings, while AR superimposes digital content over the actual world. The market value of those immersive technologies is projected to achieve $209.2 billion by 2022.

Standard Bearers of the VR and AR Boom

Two technology firms, Spatial and HTC, are leading the charge in virtual collaboration using VR and AR. Spatial’s holographic collaboration platform has seen a 1,000% increase in usage because it was made free in May. The platform creates a 3D avatar for every user and allows them to interact with other avatars and virtual objects in a shared virtual workspace. HTC, however, has announced a cloud-based subscription service called Vive XR Suite, which offers VR-powered tools for distant collaboration, large-scale online conferences, and virtual exhibitions.

Local Firms Enter the Fray

Several local immersive tech firms have also entered the VR and AR market to tap into the brand new opportunities arising from the pandemic. Software developer SFX Corporation is working on a cloud-based virtual collaboration system that uses VR and AR, while creative tech agency Trinax is using AR to create interactive virtual showrooms and 3D scale models for property developers. Media tech firm Hiverlab can be tapping into AR with its RealityCast platform, which allows users to create engaging presentations with 3D computer graphics using only a smartphone.

Challenges for VR and AR

Despite the growing interest in VR and AR, there are challenges that have to be addressed. The limited variety of VR headsets and their high cost are significant barriers to adoption. The pandemic has also disrupted the provision chain, resulting in a shortage of VR and AR headsets. Additionally, some local immersive tech firms have been directly impacted by the pandemic, with cancelled events and roadshows affecting their business models.

Overcoming the Challenges

To overcome these challenges, firms are adapting and innovating. For example, VR events firm Ignite VR has accelerated its plans to develop VR software, while Immersively is working on a 3D virtual events platform that doesn’t require a headset. These innovations will help to make VR and AR more accessible and convenient for users.

Conclusion

The pandemic has accelerated the expansion of VR and AR, and these technologies are more likely to play a major role in the longer term of distant collaboration. While there are challenges to be addressed, the potential advantages of VR and AR make them an exciting and promising area of development. As the technology continues to evolve and improve, we will expect to see more progressive applications of VR and AR within the years to come back.

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