There is an increasing perception that VR is for games, due to the plethora of gaming and entertainment content aimed at consumers, but this is only one aspect of VR. The corporate use of VR in Japan is still developing, but the use of VR technology is already making progress in various industries in the West.
Among these industries, the training and education sector is seeing notable market share growth in recent years. Virtual reality (VR) refers to virtual experiences that generate effects nearly identical to those found in reality, so it is expected to be most effective at lowering the hurdles encountered in first-time experiences and at enabling rote learning.
An extremely effective example of the corporate use of VR is found in simulating failure. There is considerable value in letting employees experience in advance accidents that should never happen, mistakes that should be avoided, and other incidents that employers do not want to occur in the course of business.
VR is also used for enabling practice through repetition. Sooth has released VR Dream Match Baseball, VR content that allows users to hit and catch fastballs thrown at more than 160 km/h. By repeatedly experiencing this content, users should be able to get used to such speeds.
There is no denying that experiencing events in reality is ideal. However, VR is at its best when it comes to experiences that cannot or should not occur, and experiences that are not easily repeated.
Sooth is developing solutions for use in various scenarios by combining its corporate VR content with Sooth Insight, an app for visualizing emotions, and other tools.