VR & its use in Education, Entertainment & Business

12 July 2021 by
SupportSquare NV, Dirk Jacobs

COVID19 has boosted VR awareness and uses cases big time. AR/VR markets are poised to grow $125b in the 2020-2024 period.

Quick recap: VR is a simulated experience that primarily finds its use in fields like education, entertainment and in the corporate world. A typical virtual reality system will require a user to wear a headset that will immerse her in a virtual environment where they will literally experience images, sounds, and even sensations ‘à la the real world’.

This explains why VR comes in real handy in educating (virtual classes), entertaining (video games), training (learning & development) but also simulation (building projects), predictive maintenance (digital twins), and many less known use cases.

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