VR and AR will increasingly be used in training and teaching
Both technologies have obvious use cases in education. Virtual environments allow students to practice anything from construction to flight to surgery without the risks associated with real-world training. While augmented environments mean, information can be passed to the student in real time on objectives, hazards or best-practice.
This year Walmart announced that it is using 17,000 Oculus Go headsets to train its employees in skills ranging from compliance to customer service. In particular, training in the use of new technology is a focus for the retailer, with staff learning to use the new Pickup Tower automated vending units in virtual environments before they were deployed in stores.
Additionally, the US Army has announced a deal with Microsoft to use its HoloLens technology in military training, meaning soldiers will get real-time readings on their environment. Currently, this includes readouts to provide real-time metrics on soldier performance such as data about heart and breathing rates, but research objectives are to develop pathfinding, target acquisition and mission planning.
As VR and AR both continue to prove their worth at reducing risk and cost associated with training, it is likely we will see an increasingly rapid pace of adoption in industries involving work with expensive tools and equipment, or hazardous conditions, throughout 2019.