Virtual Reality

What was once the sci-fi dream of a virtual reality world, is fast becoming a reality with VR and AR technology. The convergence of cheap sensors, faster broadband, and more powerful graphics mean better computer vision and the ability to analyze huge amounts of data at scale. Virtual reality is making strides in the gaming sector, but it has also been adopted by education industries, corporations and non-profits. From pilots in training to working professionals engaged in video conferences taking place across the world, virtual reality is poised to take off. Soon it will be available in our cars, homes and offices.

The augmented reality and virtual reality market is expected to reach $454.73 billion as soon as 2030. That growth would mean an acceleration of 55.34% at CAGR. This type of growth has made the industry appealing to companies as well as investors. All sectors that are tech-related should experience growth over the next decade and VR/AR is no exception. Publishing your VR/AR-related content will help build your brand and attract new customers and clients.

Venture PR specializes in developing VR and AR content that is friendly, accessible, and breaks down the more technical aspects of a business’s VR/AR offerings. It is important to make sure that everyone can understand what your company is bringing to the table. From funding raised for VR and AR applications to technological advancements, the virtual reality landscape is growing and changing at a rapid rate. We help brands detail their investment and involvement in augmented reality and virtual reality through content.

Venture PR published an article in Interesting Engineering, “VR/AR in Health Applications Powered by User’s Biometrics Eases Stress and Anxiety.” 

Although the Oculus Rift is no longer available, it was the first consumer VR headset available. It hit the market on August 1, 2012, and was discontinued in 2021 for a cheaper and more technologically advanced model from Oculus. The dramatic advancement of VR technology has continued to bring in competitors. VR has become more and more prominent as a form of gaming technology, but its use has moved beyond pure entertainment.

The VR/AR possibilities are endless, but one of the most exciting and recent possibilities includes using biometric data within health applications. Stress has been a silent killer for years as the stresses of modern life outpace the relaxation and enjoyment that people need. VR wearables, however, might be able to give us a little bit of our health. The Healium XR, for example, uses EEG feedback to help create feelings of positivity in users. The data has shown that by using biometric feedback on the user’s heart rate and brain patterns, positivity can be increased in approximately four minutes.

Using biometric data to alleviate stress is not the only possibility. Companies are developing devices that record biometric data to collect ongoing data points to monitor long-term, chronic diseases. This data can help keep patients and doctors up-to-date on the patient’s current condition and monitor ongoing changes.

Venture PR published an article in TechCrunch, “The Eminem AR Show.”

When it comes to AR in the real world, Eminem has been one of the technology’s early adopters by incorporating AR into an art experience for his fans. An app that fans could download onto their phone could only be used within the music venue. In addition, the app had geo-tagged timestamps that would generate each experience so that fans had to be at the concert at the right time in order to participate. The idea behind the AR experience was that fans would be using their phones during the concert anyway, and developing a way to interact with Eminem-based content while enjoying the show would keep the focus on the artist. These unique overlaps of technology and real-life experiences are what make AR so interesting.

Another venture into the AR world that swept the country was 2016’s Pokémon Go. The success of the augmented reality mobile game spurred companies to consider how they could use AR to create their fanbase. The game allowed users to capture, collect, and battle with Poékmon they found in the real world through their phones. The phone’s camera would show the real-life environment while the app displayed graphics and animations as an overlay. The game soared in popularity and is an example of how AR can be used to connect technology with real-world environments.

The adoption of VR and AR is expected to move into industries such as tourism, healthcare, automotive, law enforcement, and entertainment. As companies learn how to brand themselves using virtual and augmented reality, and the technology becomes more and more affordable, we can expect a future where every household owns a VR set. A future where entertainment includes AR apps and multiple forms of engagement.

As excited as we are about the future of VR and AR, we are also ready to help share your brand’s current reality with your customers and clients. However you currently use VR and AR, we will help you connect with your target audience through PR copy that speaks to how you use VR and AR.

Venture PR offers clients public relations fintech coverage, and VR/AR articles have been featured in online publications such as TechCrunch and Interesting Engineering.