3 Immersive Technologies on the Rise during Covid-19 Pandemic

Immersive Technologies

2021 was a turbulent year that increased our need on technology to keep connected. This year is certain to (and has already) bring its own set of obstacles, not the least of which being the fact that we have entered year two of the pandemic. We’ve made several changes to our daily lives, and many of them are unlikely to change very soon, if ever.

While I believe the majority of people have embraced the new normal, many continue to believe that life will return to normal in 2019.

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The reality is that many of the changes brought about by this pandemic are here to stay, particularly in terms of technical breakthroughs… and they will continue to improve. We are not doomed to spend eternity staring at Zoom boxes.

Due to the pandemic’s longevity, developers are no longer attempting to provide quick-fix solutions. A significant method in which this is accomplished is through the creation of more engaging and dynamic online experiences. By 2022, we’ll see a lot more exciting things happening online, such as improved methods to purchase, attend meetings, and attend digital events (at Yeti, we’ve been working on some of these). It’s an exciting time to be creating online experiences!

Three technologies are gaining traction as we increasingly engage in digital-first experiences:

Web sockets and real-time web

While web sockets and real-time web technology are not new technologies, the methods in which they are being used to create more dynamic experiences will continue to evolve.

Web sockets enable a server and a browser to maintain a two-way connection in the event of an event (ex: sending a message). As a result of the epidemic, we will create more social interactive web experiences, and this technology, which is already popular, will truly grow.

We’re going to see individuals do some very exciting and innovative things as a result of the necessity of real-time communication. Several enjoyable interactive events that we’ve witnessed utilizing these platforms include the following:

  • Gather. Gather has designed a game-like environment in which users can run around and communicate with one another.
  • Chrome Dev Summit, hosted by Google. Google hosted their Chrome Dev Summit on a real-time platform that allowed delegates to engage with one another and “run around” as if they were in a conference video game.

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3D javascript

3D javascript, notably three.js, is another technology that has been around for a long but is only now reaching its full potential in terms of performance on both mobile and desktop browsers. This javascript technology enables developers to produce three-dimensional visuals, which can offer an additional degree of interactivity to web projects.

According to the level of interest we at Yeti are receiving from prospective clients regarding the creation of interesting and interactive web pieces, we believe three.js is the best solution. There are an increasing number of options to create interactive 3D objects on this platform. We’re already seeing an increase in the use of this technology online.

Several domains in which we find significant benefits from online 3d modeling include the following:

Education

Online education and distance learning are a hot issue of discussion. While reopening schools is a high priority, virtual learning will continue to be significant. Demonstrating concepts to pupils in a 3D setting will make education that much easier. There is much work to be done, but there are some truly fascinating examples of three. Pioneer and Weedensenteret are two js that are used for educational reasons.

Ecommerce

With fewer in-store interactions with products, retail stands to gain a lot from the web becoming increasingly 3D. This manner, individuals can interact with items or simply have a good time in order to learn more about the company and form a connection prior to purchasing. Several retailers are experimenting with this:

  • Chartogne-Taillet Champagne
  • Gucci

Entertainment

While games have long been one of the primary reasons we use online 3D libraries, they have evolved beyond that. In 2020, some large yearly conferences added a 3D javascript layer to their wholly digital events, allowing attendees to explore and engage with a virtual world. We’re starting to see these 3D environments used in gyms and conferences, and we’re currently working on creating ones for universities and charity events.

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Virtual reality (VR)

We’ve been enthused about virtual reality for some time, since I feel there is tremendous potential for fantastic technologies to be produced. While we as a software development firm have been experimenting with virtual reality for several years, the technology is still very much experiential and is unlikely to become popular very soon. There are numerous impediments to widespread adoption of VR, the most significant of which is the cost of VR gear.

However, given our current state of perpetual segregation, it is a tool that may truly assist in bringing businesses together in novel (and enjoyable!) ways. We’ve been experimenting with new methods to produce and interact on this platform, but here are a few easy ways organizations of all sizes and shapes can use virtual reality:

Workshops

Client kick-off calls and day-long client seminars are always more involved and effective when whiteboarding and interactive communication are used. Virtual reality enables you to conduct these kickoff calls and meetings without having to leave your respective cities. It’s still a little clumsy, but apps like altspace, bigscreen, and Spatial are addressing these issues and will only improve. At some point in the future, traveling to these sessions may become obsolete in favor of simply putting on a headset.

Company events

We at Yeti were quite disappointed that we would be unable to host our usual Christmas party this year. Rather than spending a fortune on food, beverages, and entertainment, we gifted each employee with a virtual reality headset. This would enable us to host a virtual Christmas celebration. We were able to gather everyone in RecRoom to play paintball. (We are aware that this is very Silicon Valley, but it was a blast!)

Training

Training has developed into one of those exceedingly difficult tasks to accomplish when socially isolated. Virtual reality assists in bridging the divide. Especially if teams continue to operate remotely, even after the epidemic, VR training will be an excellent tool for teams to ensure staff receive sufficient training despite being thousands of miles apart. Additionally, it’s an excellent approach to guarantee that training is consistent across the board. Numerous benefits for human resource departments make this a potentially long-lasting trend.

If I had to choose one word to describe the difficulties this pandemic has created, I’d choose “exhausting.” When it comes to digital experiences, we are all fatigued from being confined to our tiny Zoom boxes, exhausted from continual connection troubles, and exhausted from attending virtual gatherings and conferences in the hope of inspiration only to be disappointed.

However, we are entering an exciting age in which we will begin to witness truly intelligent and well-executed digital experiences and events. Those will remain even after the pandemic, and we’re looking forward to seeing the technology created this year!