Hardware and software make up the technology that allows us to create virtual environments and virtual events (VEs). The emergence and availability of more effective and accessible visually oriented, interactive, graphical display systems and techniques have sparked contemporary popular, technical, and scientific interest in 3D VEs.
The accessibility of tools, data, and convenient features is on the rise, enabling standard computers to host or join digital events at work and at home. This includes the rising popularity of 3D-powered virtual reality.
More capable, single-person-oriented viewing and control devices (e.g., head-mounted displays and hand-controllers) and an enhanced orientation toward real-time interaction have made these systems both more capable of being customized and more desirable to individuals.
With COVID-19 and its respective variants still looming large in Malaysia, many event companies have moved towards virtual events to recoup losses over Movement Control Orders, from virtual marathon runs to actual virtual Night Markets (Pasar Malam), and anyone can be a part of it if they have the necessary forms of technology required.
However, despite the sales of VE technology and the rise of virtual events tools being at an all-time high, events in Virtual Environments are often plagued with problems, especially 3D virtual reality environments. The current 3D virtual event model is broken, and here are some reasons why.
One of the most evident challenges faced by 3D-focused virtual reality involves the long lasting struggle of gaining enough mainstream application to justify mass integration. Virtual reality is seen as an innovative addition to the technological tools of the future. Yet somehow, there hasn't been enough success for sustainable integration in many sectors.
Several industries are beginning to play with the idea of implementing VR's incredible 3D capabilities to improve various aspects of learning. We see some examples in the training and industrial sectors. Most notably, the entertainment sector - namely gaming - has seen good traction in the adoption of virtual reality. However, the level of market demand has not reached a healthy peak yet. That's the reason why even after all these years, VR is still only at the back of the mind of most people and not nearly in the forefront enough.
In light of this, it's safe to say that VR has tremendous potential but a large portion of that potential remains in uncharted territory. There are many factors why the industry has not fully matured yet, and hopefully it will in the next few years to come (seeing that COVID-19 has played a part in accelerating the traction of many virtual tools).
Another big hurdle for 3D based events points in the direction of feasibility. Events of any kind often rely on technical proficiency - sound systems, visual presentation hardware and other sophisticated technical aspects are always refined to avoid trouble. Online virtual events are similar in this regard.
Ultimately, events must run smoothly for all who are involved, and the slightest inconsistency can cause massive disruption.
3D based events are tougher to set up, and more work goes into ensuring everything runs smoothly. The main issue is that 3D components are heavy for online systems and can bog down an entire online event if you aren't careful. What's more, they are particularly expensive to design, create and render. Changes will also be very time consuming even for the smallest tweak as the 3D environment might need to render a segment in its entirety just to update even the smallest adjustment.
Granted, the technology for faster and better 3D augmentation systems might very well improve in the coming years, but it still may not be able to beat the simpler and less taxing online virtual event structures that already exist today.
3D is also not very efficient in regards to navigation. True, the environment might be very interesting and visitors might be curious in the first few minutes, but once the novelty turns to serious event activities, visitors/attendees might find the 3D world cumbersome to navigate and also struggle to achieve the simplest of navigation.
The fact that VR experiences frequently create health-related difficulties such as headaches, eye strain, dizziness, and nausea is one of the more prominent technical issues at the moment. At the hardware level, developers may address some of these difficulties by providing balanced experiences with high refresh and frame rates.
3D is also very fatiguing, as participants who need to attend a full day session for an exhibition, conference or business networking might not be able to endure such lengthy sessions of immersion in the 3D world.
However, in the pursuit of intriguing material, many developers disregard usability requirements. Many major gaming industry standards propose that games and software avoid using induced motion, acceleration, or "fake motion," which are frequently the source of discomfort and motion sickness.
Despite this, the great majority of VR experiences include some type of generated motion, whether through animation or by the experience being based on user movement or exploration of the virtual environment.
There are plenty of first-time VR users who said they liked it but also felt "off" – comparable to how you can appreciate the clarity of sound in noise-cancelling headphones but also have a "weird sensation" in your ears.
Sure, the 3D VR approach works well in casual environments. We see a lot of examples in the gaming industry, with players joining a virtual server to hang out with their buddies and explore the vast 3D maps for fun. However, this may not be the most preferred approach for many organizers.
A VR environment might still be arguably suited for social events, but for serious business settings where true face-to-face (or camera-to-camera) interaction might be a more important aspect than to mask a person behind an avatar, 3D VR options might fall flat for a number of reasons.
This hides the objective of enabling true rapport and relationship building, an element which everyone is struggling with since COVID SOPs have been implemented. What's more, organizers of events that revolve around professional settings may prefer a less quirky approach to hold meetings and discussions about business or industry insights.
Virtual reality falls into the mix of virtual events. It’s a genre all on its own, and it’s hugely popular in some niches. However, one disadvantage of virtual reality is that, due to technical limitations, contemporary avatars (computer-generated characters that represent us) are visually simplistic. With all of Facebook's work on avatars, our virtual selves will soon be so identical to our real selves that it will be like staring in the mirror.
Many personal injury claims have been filed against Nintendo because of injuries sustained while playing Pokemon Go, however, manufacturers may not be the only parties who might be held accountable in these cases.
Certainly, in situations like the ones described above, the player bears some responsibility. The gamer could be held accountable in the event of a virtual reality injury. They may have fallen while playing the game, but they also may have fallen over a hazard in their own home. The manufacturer may also be held accountable for failing to fully research the psychological consequences and long-term impacts of employing this technology.
Warning labels alone may not be enough to keep users safe in virtual reality. When utilizing virtual reality, it is necessary to apply common sense, but it's also critical that designers and manufacturers analyze how their products will be used and solve any safety concerns before releasing them to the public.
Event management is increasingly becoming more complex by the day. The events industry was struck by the COVID-19 situation, and people have been scrambling for a better alternative to traditional meetings and events in Malaysia ever since. Now, there's a flurry of options for online virtual events.
This is why virtual events are on the rise, and they come in many shapes and forms. Virtual reality is already part and parcel of this new host of socializing alternatives. One factor that stands in the way of success is accessibility.
Virtual events rely heavily on undisrupted experiences for users and participants. This means that people must be able to access the events easily, organizers must be able to host events seamlessly, connectivity must be effective and interfaces must be simple or user-friendly.
VR is a heavy process to implement. When we talk about mass virtual meetings, or B2B events where vendors sell products and pitch services, speed and efficiency are priorities - along with the accessibility for everyone to enjoy the same experience. VR machinery is getting more accessible and progressively easier to integrate to any system, but it's just not there yet.
As mentioned, the fact remains that 3D virtual reality applications may very well have a place in the future, particularly when it comes to the topic of virtual events. Physical gatherings, traditional expos and conferences, massive exhibitions and standard meetings have all been disrupted in this time of crisis, making way for a long string of virtual alternatives. This includes 3D virtual reality as an option for those who prefer 3D environments and immersive experiences. The model may have many problems right now, but in time these may fade away as more solutions are discovered.
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Boom is an online event platform offered to anyone or any business, a stage to showcase and sell their products live to event attendees.
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