What we're seeing increasingly is less about getting lost in the connected world, and more about counterbalancing our connectivity - that we actually need physical objects to touch more than we envisaged when we dreamt of our future digitised lives
For the majority of the employed population, life at work begins and ends in an office environment. Whether that be a social and open plan community or a glass booth for your MacBook and pot plant, Virtual Reality (VR) is offering to transform them all.
If you move in a virtual environment in a way that doesn't match what your body experiences, you'll trigger motion sickness. But unlike seasickness or car sickness VR doesn't require motion, it can make you vomit in your living room.
In contrast to the delirious consumer market, Virtual Reality (VR) has quietly crept into the workplace without much more than the occasional "oh, that's cool"... Has the corporate world forgotten how to be enthralled by technology, or are they just slow off the mark?
It's not hard to see why new Virtual and Augmented Reality technologies could shake up everything from marketing and gaming to commerce and education. But while one offers a closed and fully immersive experience and the other is open and only partly immersive, does either have a chance of moving beyond the hype to enter the mainstream?
Steady work on developing the tech throughout recent years has bought us to today, where companies like Oculus Rift can offer incredibly impressive virtual reality experiences through their gear. Augmented reality, (where we add to our existing world rather than 'escaping' to another) has also hit the mainstream, thanks to Pokemon GO and snapchat filters.
Virtual Reality (VR), a technology which lets users experience replications of real life events and scenarios through a headset which displays computer generated images, is looking to become a strong tool in the battle against mental illness.
Created by leading VR filmmaker and poster boy Chris Milk in partnership with the UN, it is one of the most widely distributed VR films to date. The film was praised for helping boost donations at a fundraising conference by over 70% to $3.8billion.
In my opinion virtual reality looks like a neat planning tool whilst augmented reality can potentially be used in the OR. AR has potential to support surgical workflow, patient safety and help create better patient outcomes
Picture the scene: It's Christmas Eve and your self-driving car pulls into the driveway. You step out, greeted by the soft glow of your connected house lights and take a step to your front door - unlocked with the swipe of your smartwatch.
VR has never really taken off as a mainstream technology though. Even though companies like Facebook have been investing in VR and their Oculus products look incredible, it's not something you see very often. However, I believe that VR is about to go mainstream thanks to the launch of two new gaming devices.
Just when I thought modern technology was hitting its peak, along comes virtual reality. VR is like something out of Blade Runner or Back to the Future - simply strap on a headset and open your eyes in a completely different world, without having to leave the one you're in
VR offers something in each area bar medication. Theoretically as we continue to make advances in tracking chemical and circuitry in the brain, you could be prescribed a specific experience to trigger a rebalancing of your brain chemistry, but it remains early for this.
So what if there was a technology that made searching for and guaranteeing the perfect summer holiday destination easier? Well there is, and it is about to take the travel industry by storm. Let's talk Virtual Reality.
Lots of suggestions have been put forward as to how get kids learning more, but in a world where it is much more interesting to play computer games and google everything, finding a solution is not as easy as you would hope.
Providing 3D shopping experiences provides deeper and more intimate connection with brands, which is the basis for emotional branding. But an even more powerful experience is enabling customers to use virtual 3D design tools to co-create the things they buy and then see them come to life.