This non-technical course to Virtual and Augmented Reality technologies will explain everything you need to know to begin planning and designing your business objectives to remain competitive in the coming decade. This course will explore the history of VR, the toolsets which currently exist, the ways in which organizations are beginning to realize value from utilizing these new tools, and the concerns to keep in mind when exploring the amazing new abilities VR technology opens up!
As technology continues to expand into and mature into every facet of modern day personal and professional life, the lines between reality and our virtual environments continues to fade. Applications and the consumers which use them are increasingly blending virtual worlds with the real one to enable amazing new experiences and provide a level of information saturation about the surrounding world which only a few short years ago would have seemed impossible.
VR/AR technologies are poised to radically redefine long-standing models of human interaction, communication, and collaboration over the coming decade. We are entering a world where recent developments in this technology are beginning to enable entirely new business models and means for communicating and interacting with customers, clients, partners, vendors, and colleagues.
The course is intended for senior level executives, business decision makers, technical product and program managers, and solution architects looking to learn more about the technology.
Chapter 1: What is Virtual Reality?
What is Augmented / Mixed Reality?
The Reality-Virtuality Continuum
Chapter 2: The History of VR
The Stage as VR, Antonin Artaud
Development of Perspective, Renaissance Europe
Morton Heilig's "Experience Theater" and the Sensorama
The Sword of Damocles
The First VR Era - 1970-1990
The Second VR Era - 1990-2000
The VR Winter - 2000-2010
The Third VR Era - 2010-Today
Chapter 3: VR / AR Software
Developing VR Solutions
Chapter 4: VR / AR Hardware
Power Consumption and Supply
Chapter 5: VR Use Cases
Current VR Uses
Future VR Uses
Chapter 6: VR Concerns
Responsible Attention Management