How VR Will Become the Future of Business Conferencing
There have been major shifts in the marketplace to accommodate the way many people live and do business today. And in order to keep up with colleagues and other businesses in other time zones, you must have the proper technology to keep up and continue to do business with them. With the rise of virtual offices and work from home spaces on a global basis, the use of state of the art business conferencing systems makes virtual conferencing effortless and more lifelike. Quality virtual projectors also make it easier to conduct business conferences with others from all around the world. This, and virtual reality in general, allows business meetings to be both effective and productive.
Both VR (virtual reality) and AR (augmented reality) technology, although still in its primitive stages, will soon have a lasting impact on the virtual office and the way that business conferences take place. It will completely change the workplace and the way you do business. How? Like all new technology, this technology will make some of today’s common video conferencing and other useful business tools obsolete.
Technology’s Impact on Skype
The new VR and/or AR equipment will include headsets and/or displays that will make it easier to perform face-to-face interactions in a virtual environment. Regardless of where the other party or parties may be located on a global basis. This will likely wipe out the need for Skype and similar platforms. It will also have a huge impact on video conferencing equipment and will likely eliminate the need for its related tools as well.
An example of how one of these headsets may work is the camera that faces the front that has a wide variety of sensors, making it possible to have the scene projected right before you. The immersive HTC Vive is a prime example of a VR and AR headset that is capable of performing these features.
Another new technology that will be coming on the scene is Microsoft’s new Holoport. With this technology, a 3D camera will be placed in the room with you, and in doing so, both you and the gestures you make will be fully displayed along with all of the other items in the room.
Technology’s Impact on Whiteboards
Most virtual conference rooms have a whiteboard, but with the technology developed within the VR and/or AR glasses, participants are able to see what everyone else is adding to the whiteboard very clearly. Concerned about running out of space? No need to worry about that issue either, because, with the new technology, it also allows you to scroll down by simply waving your hand to get more space.
Another feature that’s available with the enhanced virtual whiteboard is that you can cut and paste information that is already posted on the whiteboard, which is very convenient when working with groups during brainstorming.
Technology’s Impact on Drawing in 3D
With the upcoming new technology, you’ll also be able to draw using 3D style. Imagine, sketches in three dimensions and in color? Also allowing you to rotate images and turn them inside out! Well, stay tuned, as these new innovations are just a few years away.
Technology’s Impact on 3D Prototypes
Another thing that you’ll have to look forward to is the virtual 3D model that’s being created from CAD files and viewed in different angles. Made available directly from the engineering, you'll easily have the ability to obtain input and collaboration from other members on the team.
With all of the new technology on the rise, we can only wonder what kind of impact it will have on business conferencing, along with the wide range of business coverage that is needed to collaborate with business participants on a worldwide basis. Especially in places that require remote internet access. According to research, the industry could be worth $30 billion by 2030, and there’s already been some evidence of this.
Recognized as the next big thing by industry experts, VR has already experienced a growth in sales. According to Piper Jaffray, it is estimated that there will be $5 million in VR Gear generated by Samsung during the year of 2016 (NASDAQOTH:SSNLF). It is also estimated that there will be a growth in paying VR customers from 4.8 million users in 2016 to roughly 28 million by 2018.