VR/AR/XR in Communication

Description of the technology

VR/AR/XR in communication uses virtual, augmented, and mixed reality technologies for human interaction, content presentation, and remote collaboration. With these technologies, it is possible to create immersive experiences that enable users to participate in meetings, presentations, or training sessions in realistic virtual environments or enhance the real experience with additional information and elements. VR/AR/XR in communication covers a wide range of industries, including business, education, medicine, and marketing.

Mechanism of action

  • VR/AR/XR communication systems rely on devices such as VR goggles, cameras, and sensors that track the user’s movements and translate them into interactions in a virtual environment. VR/AR communication platforms make it possible to participate in meetings, presentations, or projects where participants can freely move through virtual spaces, present materials, or collaborate in real time. Integration with cloud and web technologies enables remote collaboration, while Artificial intelligence supports personalisation and analysis of interaction data.

Implementation of the technology

Required resources

  • VR/AR devices: Goggles, cameras, sensors, and controllers that enable realistic interactions in virtual environments.
  • Collaboration software: Tools and platforms, such as VR/AR meeting rooms, that support remote working and communication.
  • Cloud servers and platforms: Infrastructure for storage and processing of simulation data and real-time synchronisation of communication.
  • Team of specialists: Programmers, UX/UI designers, and 3D graphics specialists responsible for creating VR/AR content.
  • Computing environment: Computing power to render virtual environments and handle complex real-time interactions.

Required competences

  • Programming: Ability to create interactive VR/AR/XR environments and collaborative tools in virtual spaces using programming languages, such as C#, Python, and JavaScript.
  • Computer graphics: Ability to design three-dimensional models and environments that support realistic communications and visualisations.
  • Project management: Competence in the planning and execution of VR/AR/XR communication projects, particularly in the context of corporate and educational deployments.
  • Performance optimisation: Ability to optimise VR/AR/XR applications to run smoothly and efficiently on various devices, minimising latency and resource consumption.
  • Data analysis: Knowledge of techniques to analyse data from user interactions to improve communication and personalise VR/AR/XR experiences.

Environmental aspects

  • Energy consumption: VR/AR/XR communication systems require significant computing power for real-time processing and rendering of 3D environments, which leads to increased energy consumption.
  • Raw material consumption: The production of advanced VR goggles, controllers, and AR/XR support devices requires the use of raw materials, including rare earth metals.
  • Emissions of pollutants: The production of VR/AR devices and the operation of data centres that support communications in virtual environments can lead to CO2 and other emissions.
  • Recycling: In the case of VR/AR technology, hardware upgrades and frequent replacements generate electronic waste, which must be properly recycled to minimise environmental impact.
  • Water consumption: Cooling data centres that support advanced VR/AR/XR systems can lead to significant water consumption, especially in large IT infrastructures.

Legal conditions

  • Legislation governing the implementation of solutions, such as AI Act (example: regulations for data protection and security in VR/AR communication systems used in medicine and education).
  • Safety standards: Regulations for the security of personal data and protection of users using VR/AR/XR technologies (example: ISO/IEC 27001 regarding information security management).
  • Intellectual property: Protection of algorithms, 3D models, and visual content created for VR/AR/XR communications (example: copyright on VR/AR models and technologies).
  • Data security: Regulations for the protection of users’ personal data during remote meetings and interactions in VR/AR environments (example: GDPR in the European Union).
  • Export regulations: Restrictions on the export of advanced VR/AR devices and software used for communications to sanctioned countries (example: regulations for the export of VR/AR technologies to restricted countries).

Companies using the technology