Another way to ensure VR doesn't become a male echo chamber is for more female leaders to take the reins. Whether it's female entrepreneurs investing in hardware, or more women assuming creative roles, if females aren't part of the top-down hierarchy, VR is destined for a patriarchal future.
As VR headsets have become more affordable over the past few years, more production companies have begun to dedicate themselves solely to creating VR experiences, often pushing the boundaries of the medium.
There will be exciting, varied and rewarding jobs in the future, but if we don't act now there won't be enough people to fill them. More needs to be done to encourage today's 12 and 13-year-old girls to study science subjects at school, and in further and higher education.
However, now that this shiny new electronic world is within reach of a wider audience, leisure, hospitality, and retail industries are all trailing ways to make VR shopping, well, a reality, with everything from virtual shop shelves to 3D product views.
As mobile shopping continues to become the norm for many consumers - £1.5bn was spent via mobile shopping in the past 12 months - retailers and brands need the tools in place to take full advantage of the changing landscape.
Moving away from spreadsheet-based information towards a new technology is a big step for those who rely on data for critical insights. However, the new generation of business leaders will have the digital appetite to do so, and others will be duty bound to follow.
OurCrowd, the leading global equity crowdfunding platform, made history today and hosted the biggest investment event in Israel, the Startup Nation. With 6,000 guests from 82 countries attending, including startups, venture capitalists and strategic investors, the event was packed
From gaming to multi-camera systems for recording 360-degree views, consumers want existing technology pushed beyond its current capabilities to create ever more immersive VR experiences. Can the Internet cope with the next phase of content - including ultra-high definition video and VR?
It's January and many people are working hard to keep their New Year's resolutions to get fit and be healthy, and there's an extensive number of companies out there who want to help you do this. In 2016 approximately 60% of mobile phone users downloaded health-related apps, and fitness-tracking wearables are projected to exceed $14bn by 2021.
When it comes to the law, VR can help the jury make a decision and support either side of the case. Using VR to help a jury member make their decision is an easy task with the technology. VR's greatest asset is its ability to take anyone, and put them in another person's shoes.
Our challenge was how to visualise a system where access is not readily granted to press or filmmakers, and how to bring the words of our contributors to life when most did not want to be filmed or identified. In many ways VR with its qualities of immersion, presence, and interactivity felt like the perfect medium for this subject matter.
Is it possible to turn the virtual into reality? This is the theme we drew on for the Virtually Real project which will open to the public at the Royal Academy on 12th January. Faramawy, a Royal Academy Schools alumni and Jetpacks, a current student reveal our experiences creating the world's first 3D printed artwork, made in virtual reality:
There is still the odd zombie shooter, and zombies jumping up on you in virtual reality is very, very frightening. Beyond slaughtering undead hordes, are there more constructive applications of virtual reality technology? Yes, and the possibilities are endless....
2016 has arguably been a breakthrough year for virtual reality (VR). Some retailers have already spotted an opportunity here by investing in great brand experiences in store for their customers which are beneficial for awareness and loyalty. But I'd argue none have successfully harnessed the technology to improve online sales.
The days of chalkboards and dusty textbooks in classrooms are long gone. Over the past two decades, technology has slowly crept into the classroom, changing the way students study and access information, and also opened up a whole new world of resources for teachers to utilise.
Technology has extended the human experience past the limits of biology and physiology. VR gives the viewer an immersive experience; it lets you be in the place rather than a passive viewer looking through a 2D window. In today's world of hyper-connectivity, our sense of space and our desire for meaningful experiences has undergone a revolution.