VR & its use in Education, Entertainment & Business

COVID19 has boosted VR awareness and uses cases big time. AR/VR markets are poised to grow $125b in the 2020-2024 period.

Quick recap: VR is a simulated experience that primarily finds its use in fields like education, entertainment and in the corporate world. A typical virtual reality system will require a user to wear a headset that will immerse her in a virtual environment where they will literally experience images, sounds, and even sensations ‘à la the real world’.

This explains why VR comes in real handy in educating (virtual classes), entertaining (video games), training (learning & development) but also simulation (building projects), predictive maintenance (digital twins), and many less known use cases.


R&D projects in cooperation with Flandersmake lead to innovative market solutions

A great example of how our R&D projects in cooperation with Flandersmake lead to innovative market solutions that allow us to accelerate our growth.

Prior to releasing automatically generated XR instructions on the shopfloor we test them in a virtual world and at the same time train the operators performing procedures as well as learn them how to use the instructions.

Shout-out also to VLAIO’s funding, Flanders Make research and the insights and feedback from companies such as CNHi, Atlas Copco, GEA, Picanol, Sabca  helping us crystallize our solutions.