Ready Player One was the Virtual Reality (VR) film we didn’t know we needed, and when it was realeased in 2018 it explored ideas that were so futuristic, they almost seemed impossible. But, a mere 3 years later, similar VR experiences are already being developed. CodeMiko is an advanced virtual Youtuber created using Unreal Engine software and controlled via an Zsens motion capture suit. The process of devving, engineering, and rigging (essentially, mapping Miko’s body so that she can move fluently) was all done by the same person, nicknamed The Technician.
VR isn’t only for those who are Xbox inclined. The technology has the opportunity to integrate into everyday life. With so much uncertainty around in-person live events, how many people can safely attend and whether social distancing can be maintained that some festivals are still going down the digital approach. And virtual reality (VR) social worlds like Sansar continue to make that a feasible reality, with the platform collaborating with Australia’s Splendour in the Grass music festival to create Splendour XR which opened its doors recently to widespread praise from frustrated music lovers.
These mind-blowing advancements really pose the question of how far can VR go? The future of VR content is to be more interactive and engaging. The global virtual reality market size was valued at USD 15.8 Billion in 2020 and is expected to grow at a compound annual growth rate (CAGR) of 18.0% from 2021 to 2028 according to Grand View Research. The projected market potential proposes benefits from diverse and affordable VR devices, and its ability to be incorporated into the widespread application from commercial to medical fields.
If you’re interested in seeing how virtual reality can be applied across an array of sectors, then check out how Audi, Seiko and Top Shop used VR technology in their marketing: