AR/VR
AR/VR in the Enterprise: Training, Product Visualization and Tours
How companies use augmented and virtual reality for staff training, product visualization and virtual tours, and how to start with one use case.
Augmented and virtual reality have found practical uses outside gaming. The common thread is that seeing or practicing something in 3D works better than reading about it.
Training and simulation
Staff can rehearse procedures on virtual equipment before touching the real thing, from machinery to medical devices. Training modules can report progress to a learning platform, which connects VR to edtech projects.
Product visualization
Customers can place furniture in their own room or inspect a product at real size before buying. Sales teams can show configurations that would be expensive to ship as samples.
Virtual tours
Real estate, hospitality and facility teams use 360-degree and VR tours so people can explore a space remotely.
The technology
Browser-based WebXR avoids app installs, Unity and Unreal power high-fidelity apps, and headsets such as Meta Quest suit immersive training.
Getting started
Start with one use case where a 3D view clearly helps, build a proof of concept and measure whether it changes behavior before scaling. See AR/VR development.