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June 14, 2019

Lucy reports from AR & VR World Summit

Lucy Amortegui head of business development at Future Visual reports from her first visit to AR & VR World Summit.

It was a pleasure to attend AR & VR World Summit yesterday (June 12) as part of London Tech Week. The conference section was full of energy and enthusiasm and, whilst in the past the industry might have felt like a bit of an echo chamber, there were some stand-out statistics and use cases that undeniably afford AR/VR a permanent role in our (not too distant) future.

1. It’s not about the tech

We have moved on from the hype. There are now numerous use cases where AR/VR solve business challenges and deliver significant return on investment. Do not buy some kit and then work out what to do with it. Use the tech to solve your challenges.

2. Outside of the inner circle people are still wary of the hardware

There are a generation of people who grew up gaming for whom headsets and hand controls are second nature. For many others, the hardware itself is significant barrier, not in terms of comfortability but familiarity. There is a definite settling in period where people need to get used to the tech so they are able to reap the maximum benefits from the immersive experience.

The same can be true when getting buy-in from senior execs; they themselves may not be comfortable with the experience of VR which can even become a subconscious bias against adoption.

3. There are clear leaders in AR/VR adoption

High-value, high-risk training, manufacturing, product development, healthcare and architecture all stood out as leading the way in adoption with a series of great proof points: 50% reduction in cost for organisational VR training solutions, 80% retention rate for VR learning in healthcare and 85% of architectural firms stating VR was “critical” for winning pitches.

One of my favourite quotes was from Rishi Kalanke at HP who stated that if your organisation was involved with SEEING, DOING, LEARNING then VR/AR can most probably provide a solution.

4. Collaboration is the game changer and not just within your teams

The power of VR/AR to enhance collaboration within teams was generally well understood. In addition, a couple of compelling examples were given from architecture and manufacturing demonstrating a real step change arising when teams started to use VR/AR to collaborate with clients as well as within their teams. Enhancing the client experience and enabling them to be part of the process provided measurable ROI.

Want to know more about how our multi user, multi device VR/AR Collaboration Tool VISIONxR can help you solve your business challenges – please get in touch with me.

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