Chapter 10
Exploring Virtual Reality Use Cases
IN THIS CHAPTER
Reviewing existing virtual reality applications
Assessing virtual reality within industry segments
Predicting virtual reality’s industry impact
A common misconception about virtual reality (VR) experiences is that they are all predominantly games or entertainment applications. Far from it. VR does allow for incredibly engaging gaming experiences, but the technology has potential that reaches far beyond the gaming world. In fact, VR will only reach its true potential as a transformative technology if users are able to step beyond treating it as a simple entertainment device and use it to create, learn, empathize, and heal.
This chapter examines some of the ways that VR is being used in various industries today. I review a number of applications that currently exist, what these current applications mean for the industries they’re a part of, and what they may tell us about the future of VR within that industry.
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