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1 February 2016
Category:
Virtual Reality
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The worth of virtual reality is likely to reach $15.89 billion by 2020. Interestingly, this alone would make almost half of the revenue in the wearable technology section.
 
Hence, if the discussion on virtual reality wearables is gaining steam, you should not surprise. Techvedic explores its areas of applicability. Yes, it would help you understand the rationale behind its becoming all the rage across all demographics irrespective of age and gender.

Gaming

Without any ado, it can be named as the top area that lead to the development of virtual reality products. From Sony to Microsoft to Oculus Rift, all have the same reason to cite. With a bid to make the most of the gaming industry, they crafted this unique breed of wearable, are making successive upgrades, and are getting positive response from consumers. VR innovation pushes the limits of gaming industry, and we can see its adoption by casinos to facilitate online gaming experience to players going beyond the traditional brick-and-mortar ones.

3D Television and Films

A recent prototype of VR application in television and films appeared at CES 2016, and the credit goes to Fox. It brought Martian VR Experience that allowed viewers to experience the celestial world (driving a rover or preparing for liftoff on Mars) by stepping into the shoes of its protagonist Mark Watney (Matt Damon). According to industry experts, the worth of VR-based content is likely to reach $5.4 billion by 2025.
Travel Simulation to Woo Tourists

Virtual reality is not restricted to virtual world. Don’t agree?
 
Have a look at the fresh attempt made by The Wild Within. Watch the video and explore the mysterious Great Bear Rainforest, sitting in a Canadian province, using Oculus Rift, and you will not question the claim posed. Perhaps, you would like to get the real taste of its serene and pristine beauty by visiting it in person. Interestingly, this is what the true objective behind its making is.
Education

For years, scholars and educationists have been pitching to make learning more inclusive and involving. Surprisingly, simulations offered by VR technology can be a boon for them. Though for medical and engineering students, it won’t be something new to watch for, school students will find it miraculous. For students, it will be a fun, but sorry to teachers — satiating child’s inquisitiveness would no more be a child’s play.

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My name is Anurag Sharma.
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