Feature Article April 15, 2019
Design / Innovation
VR as a new trend for commercial projects and creative marketing
from IOIO Creative
# Virtual Reality (VR)
As VR technology matures, it will become the main tool for commercial projects and creative marketing. This time, 2Easy certified VR service provider IOIO was invited to interview to understand the new trends of VR in the commercial market in the coming year.
"By controlling VR applications through a web-based interface, businesses are able to update content and better manage what viewers see instantly. The convenience and accessibility of Web VR will lead to the popularization of VR technology. "

As VR technology matures, it will become the main tool for commercial projects and creative marketing. This time, 2Easy certified VR service provider IOIO was invited to interview to understand the new trends of VR in the commercial market in the coming year.

 

Q.1: Any changes in the VR/ Creative industry from 2017 to 2018? E.g. What are the changes do you find in the year 2018? In the aspect of the trend, consumer behavior, demand for a particular type of VR.

 

The demand for VR in commercial projects is rising

2017 was a pivotal year for VR. It was a rising trend with a lot of people talked about it and explored its application. In 2018, there is a significant increase in demand and adoption of VR technology. It can be found in various type of commercial projects such as advertising, event, retailing, enterprise workforce training, game, and educational tools. With more mature VR performance, clients are more willing to try adopting VR technology to create an interactive experience for their target audience.

 

The price and cost of VR devices are starting to fall

Many VR hardware producers reduce the price of VR devices. For example, HTC brought the standard Vive kit from £599 to £499. The affordable price of devices increases the accessibility of VR.

 

All-around development and application of VR and 360° video

The 360-degree video has become a popular way to deliver content and provide an exciting experience to viewers. There are different ways to record scenes in 360 degrees, e.g., embedding multiple cameras on one single device. Or you can use OZO camera from Nokia, which can capture 360-degree video by its own. Audiences can use VR headsets to view the 360 videos and enjoy a more immersive experience. More online platforms like Youtube and Facebook now allow publishing of 360-degree videos, and the videos can be viewed on desktop, tablets, or smartphones. Such user-friendly system encourages media to create 360 videos.



Q.2: Your insights and forecast in the VR/ Creative industry in 2019. E.g. The upcoming trends or changes in the VR/ Creative sector in 2019.

 

The emergence of Web VR significantly increases the popularity of VR

WebVR is an open specification that makes it possible to experience VR in your browser. The goal is to make it easier for everyone to get into VR experiences, no matter what device you have.

 

Because of the lower threshold of the programming language and tools, people are keen on trying new ways and experimenting with new methods to present a 3D world or an immersive experience. On the other hand, tolerance towards Web is more significant. Instead of expecting excellent graphics and cinematic storying telling, web users also prefer more playful and experimental approaches. By controlling VR applications through a web-based interface, businesses are able to update content and better manage what viewers see instantly. The convenience and accessibility of Web VR will lead to the popularization of VR technology.

Q.3: Any project can be used as a case study to support the arguments above?

 

School VR is a project work in progress that allows students' without coding training to build their own VR interactive environment. It is based on web technology and rides on recent VR development.

 

What are the client’s company name, industry, and target customers?

Schools. Education Industry. Target Customer is B2C, school to junior high school students.

 

Opportunity / Challenge in this project?

In the design aspect, how to make an age 12-15 student find it useful.

 

From this project, what are your new findings?

 

We have discovered knowledge about developing and experiencing WebVR, and have mastered more technologies for Web VR applications, which have greatly enhanced our market competitiveness.

 

Free Quote From IOIO

 

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