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TUTOR: KANYA GALWA

GROUP 9

VIRTUAL REALITY
TASK 1 - REPORT

FACULTY OF ECONOMICS AND MANAGEMENT SCIENCES


GENERAL PLAGIARISM DECLARATION

1. I hereby declare that I know what plagiarism entails, namely to use anothers work
and to present it as my own without attributing the sources in the correct way. (Refer
to University Calendar part 1 for definition)
2. I know that plagiarism is a punishable offence because it constitutes theft.
3. I understand the plagiarism policy of the Faculty of Economics and Management
Sciences of the University of the Western Cape.
4. I know what the consequences will be if I plagiarise in any of the assignments for my
course.
5. I declare therefore that all work presented by me for every aspect of my course, will
be my own, and where I have made use of anothers work, I will attribute the source
in the correct way.

KEICHE ABBY JAFTHA (3665849):

MOGAMMAD AL-FAY-YAADH DE CAIRES (3658794):


CARYN MICAELA BEUKES (3665126): ..
DEANO PEDRO (3427449):
2016

Date:

20

April

Introduction:
The technology factor this report will discuss is Virtual reality (VR). There are many factors
that are covered in the report such as the investigation sector of virtual reality, the current
status it has on society and in various countries (including South Africa) and the use of it in
major businesses, it also discusses the opportunities virtual reality has brought in South
Africa and lastly the beneficial impact it will have on society and businesses. The report
mainly discuss proved research gathered (using the internet as a primary source) and with
that the predicated outcomes, it would currently have on the various factors discussed and in
the future. The purpose of the report will indirectly determine the need of businesses to
constantly adapt with new technology and the innovations that will change the way people
create and interact with the technology, in this case, Virtual Reality.

1. Investigation
1.1 What is Virtual Reality?
By definition virtual reality (VR) is made-up of information or an artificial environment that is
presented to our senses, which creates a version of reality. However, from a human
perspective we perceive it to be real. The technology of VR requires two senses of the
human being, sight and sound. Through research, VR is divided into two categories the
process of a real environment for training and learning or for the purpose of gaming and
entertainment. To enter a virtual reality world one basically needs special gloves,
earphones or goggles. All in which receive input from some sort of computer system.
1.2. Virtual reality in todays world
1.2.1 Virtual reality in health care
Virtual reality has been tied down to gaming for a while. However, through recent innovations
VR has spread through various industries. For example, the use of it in Healthcare purposes.
Innovators created a way in which patients are now able to use VR as a source as therapy
(Beolchi, 2010).The primary users of this would be the patients and the secondary would be
the doctors. Doctors treat patients with VR in terms of helping them recover from phobias
such as heights, anxiety, flying, talking in public and many more. It is predicted that the
global market for VR in healthcare will result to a 3.8 billion dollar project by 2020. Therefore
the industry of healthcare is increasing on a daily basis with use of VR and is constantly
evolving for the convenience of the users.
1.2.2 The use of Virtual reality in mobile devices for entertainment purposes.
The next example and currently the most important one be the Samsung VR gear. Recently
Samsung has released its gear that allows users to conveniently put their phone in and
experience a virtual reality world. However, the innovation of this device was prolong over a
period of 11 years with three different innovation editions (first, second and consumer). With
this innovation of virtual reality, users are experiencing something more real than just the
basic 3D. The main idea of the gear would be to place the user in virtual worlds, creating a
fun gaming experience and it is used as a personal theatre in which the user is basically
places inside the movie itself. The status and innovation of this technology is constantly
increasing as the Samsung VR gear has hit the market with an alarming cost price of $100
or R1500 (Wee, 2015). Therefore, making the device easily-accessible and widely adopted.

1.3 Virtual reality in the near future as a disruptive medium


Like the occurrence of many other technology mediums in the past (for example; automated
systems, smart phones, applications and Infrastructure as a software) has influenced the
way business is conducted, how society functions and is developed similarly, virtual reality
will impact the success or failure of a business and society.
1.3.1 Infrastructure of modern business
Movie theatres can be taken as an example in that cinema offerings will need to adapt to
these virtual reality mediums in order to cater for consumer demand in terms of
entertainment. This means that virtual reality will influence the infrastructure on a business,
information, architecture and data level - from the analysis of deciding on improvements in
point of sale (purchasing tickets) to the actual service (watching the movie).
1.3.2 Input cost
Smart phone giants such as Apple, Samsung and the like would need to integrate virtual
reality mediums into their offerings in order to remain competitive and profitable. On the
other hand, the ability to purchase these products will determine the digital gap (ability of
consumers to keep up with technology in the world of business and socio-economic
development).
Virtual reality has insurmountable amount of power to change the way people view the
world, just like with the advent of the YouTube channel making learning and
communication more effective. Virtual reality will shape human life.

Reference List:
Beolchi, L., & Riva, G. (2010). Virtual reality for health care. Information Technologies in
Medicine. Toronto: John Wiley & Sons, 39-83.
Wee, A. (2015). Samsung Gear S2-a classical smartwatch to be launched on September.

3. OPPORTUNITIES
We are at the start of virtual reality and now that a considerable amount of headsets are out
or on their way, we are going to see a lot of content ranging coming from video shorts,
movies that is in full length and games. So far the Oculus Rift is the best experience anyone
can have but Gear VR is just as good. Google Cardboard for a very low price to virtual reality
serves as a great introduction. (Magid, 2016)
3.1. Changes in teleconferencing
3.1.1 Society:
According to Tony Scherba, virtual reality will change the attempt to connect everyone by
phone on a flat screen which is one of the most hated things in modern business. Virtual
reality will allow these sorts of meetings to take on a more personal natural feel.
Hopefully as the technology progresses it would have the ability to incorporate human
elements that we currently lack, for example expressions eye contact, etc. This leads to
a better telecommuting life and more productive meetings. When this is fully formed it
might reduce business travel significantly.
3.1.2 Business:
-

Brand will use virtual reality to improve customer loyalty.

Businesses and brands will capture consumers with story-driven virtual reality
experiences that educates and entertains. This leads to creating a new kind of
relationship between brands and their audience as they become active participants
instead of passive bystanders. Immersive, virtual experiences that is interactive will get
people closer to caring.
3.2 Adoption will accelerate when Mobile Virtual Reality works
3.2.1. Society:
According to Jim Blascouch and Jeremy Baitensen, the internet and virtual realities
easily satisfy social needs, it is sometimes so satisfying that addicted users will withdraw
physically from society. Virtual reality advanced capabilities bring more severe cases of
social isolation to the publics attention. Unease may be caused by virtual realitys
unhealthy extremes, and apart with it, the idea of such a drastic shift. But amongst all the
warnings, the promise of a virtual escape is not unsettling, but intoxicated. This counts

for many bored and lonely souls (Totka, 2016). As with all things virtual reality can be
taken to unhealthy extremes and their idea of such a drastic shift is that one may entirely
redefine social needs, and this leads to causing unease. But amid all the warnings, for
many bored and lonely souls. Promise of a virtual escape is not unsettling but exciting
3.2.2. Business:
Consumer space is generated by Virtual reality which is a considerable buzz. As virtual
reality becomes more popular and accessible there will be points where adoption get a
move on due to a key alteration. Google Chief Designer, Noah Falstein admits that at the
beginning virtual reality is going to be a small industry, but he strongly believes virtual
reality will encounter rapid growth and adoption powered by good hardware and software
that defines and explores the interaction between people with the medium.

3.3. The mix of virtual and real worlds will incest marketers to produce content,
creating more compelling use cases for consumers.
3.3.1. Society:
Efforts that is in progress in constructing efforts smaller scale should be making effectors
ultra-light and wireless when the specific period ends. Thus, nanotechnologys
applications to the science of materials should make it possible to imitate textures on the
skin with an increasing degree of anticipation than what is available at this time. We
depend on scientists to do research with regards to controlling prosthesis and automaton
without deviation through the human brains activities. (Zimmer, 2004)
3.3.2. Business:
Users is allowed to enter simulated computer-generated environment by virtual reality in
real time that contain three-dimensionality through sound, sight and touch. However from
a businesss application perspective, it may not be necessary to put on the hardware
from an individual. From this view, virtual reality technology enables users to view data in
countless ways by utilizing the technology found in database and network environments.

References
Kim, M. (2015, February 18). The good and the bad of escaping to VR.
Magid, L. (2016). Virtual Reality movie maker need to focus on viewers'attention.
Forbes, 1-4.
Totka, M. (2016). Using Virtual Reality to enhance your business. Technoloy
trends.
Zimmer. (2004, February). Mind over machine. Popular science, pp. 46-52, 102.

4. Future impact
The impact that Virtual Reality will have when it is fully accepted on businesses and the
society will change the human life forever.

Virtual Reality will have a huge impact on online-shopping. It will allow consumers to "fit" on
the clothes, shoes, make-up or jewellery without the consumer even stepping a foot outside
their living space. The use of online-shopping will definitely increase as it is not used very
often at the moment. This will be highly convenient for the working class as they do not
always have the necessary time to go to the shops to shop. Therefore, Virtual Reality will
have an impact on the business industry of online-shopping.
Virtual Reality will improve the design process of manufacturing products. This will be a
great help.to the manufacturing sector as it will enhance the ability to design products. This
will lead to better user testing as the consumers are not needed to be in the same room
when it is being done. This will generate the process of receiving feedback faster which will
allow the employees to adjust the products faster. This will in the end decrease the overall
cost of production. Thus, this will have an impact on the manufacturing sector in the
business industry.
Virtual Reality will take education on a whole new advance level. This will make learning so
much fun and more productive. This will also create more job opportunities for companies
that can provide educational Virtual Reality products. This will be able to help all children
with different learning methods to experiment with other learning methods. This will also

open up and stimulate the creative side of the brain. Therefore, it will have an impact on
businesses and the education system.
Virtual Reality apps will allow on-the-job experiences to take place. This will make it more
convenient for companies to train their employees. There will be no limit on any geographic
or practical aspects. This will also allow the employees to master their public speaking skills
by practicing with a virtual audience. This will also iron out any issue regarding meetings
when the one employee is not situated in the same building. Therefore, it will have an impact
on-the-job experiences in the business industry.

Conclusion:
Virtual Reality will create many opportunities. This will provide a platform for all IT
professionals to show case their skills and knowledge. This will also be a bitter sweet
moment, because as many IT professional jobs will be created, a lot employees who do not
have the necessary skills and knowledge will lose their jobs. This will too create an
opportunity for South Africa to advance forward in the world of technology compared to the
rest of the world. Therefore, will Virtual Reality create opportunities?
Virtual Reality will definitely have an vital impact on businesses and the society. This
technology will allow businesses to have a near perfection of manufacturing products and
services. As this will allow the process of designing and manufacturing of products and
services to be evaluated on a regularly 3-D basis. This will allow the designers to maximize
on the efficiency and effectiveness of the specific product and service. Thus, will Virtual
Reality have an essential impact on businesses and the society.
Therefore, it is evident that Virtual Reality will form innovation for growth and success for any
organization and will help any company to sustain profits and be competitive. This will result
in the customer receiving more quantity of quality value. This will result in customer loyalty.
That means that the business will maximize its profits. Thus, Virtual Reality will benefit
companies and South Africa, as a whole.

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