Virtual reality is a form of technology that through the use of photos or 360° videos allows a person to enter into a digitally created artificial world or a completely imaginary world (3-D, much like in video games).
Applications in the Entertainment Industry Economy
In video games, sports and cinema, through the use of headsets or glasses, virtual reality enhances the immersive experience, and headset companies have placed their primary focus on video games.
Applications in marketing and advertising
Advertising constantly seeks out innovation for all types of companies, and virtual-reality mobile applications that enhance different products are just one example.
Applications in education
The aim of using immersive virtual reality in the classroom (in case studies for example) is to:
- Promote the development of professional skills: agility, creativity, analysis and advisory abilities through experience-based education
- Develop the intellectual agility of students in a constantly changing world by teaching them a diverse range of professional situations in the classroom
- Provide students with practical experience for emerging technologies that will be found in their future environment
- Encourage student involvement and improve their professional training through gamification
In 2016, NEOMA BS created the world’s first immersive management case study in marketing. Then it developed a second case study in 2018, this time focusing on logistics. Others are currently being developed in the areas of human resources and organisation.
This motivating sensory experience reinforces traditional learning methods and fosters the involvement of students who become actors in their own learning process.