When digitisation meets everyday life
What began in 1968 with the first head-mounted display, i.e. glasses for computer-generated realities, has continued to develop ever since. Today, Virtual Reality, or VR for short, has long since arrived in private living rooms and everyday situations. „Whether it’s a virtual tour through a newly planned apartment or a leisure activity in the gaming sector – VR no longer represents a vision of the future and is revolutionizing our media consumption significantly,“ says Tobias Platte, CEO of me.mento 3D interactive GmbH and developer of the erotic platform vrXcity.
Technology of the future
Virtual Reality first of all refers to an artificial reality created by special hardware and software. Via large screens, in special rooms (Cave Automatic Virtual Environment) or via a head-mounted display, users immerse themselves in digital worlds that developers create individually with the help of computer graphics. With VR glasses, users are provided with a 360-degree image that they can explore by turning their head in all directions. „Via special controllers, users touch objects in the virtual environment, direct events according to their own preferences and therefore influence their VR experience,“ explains Tobias Platte. In addition to the video game industry, it is primarily the sales department that has discovered VR for itself. Especially in the area of product presentation, there are various possibilities for companies. In kitchen planning, for example, prospective customers can take a look at their new furniture even before buying it. In virtual space, cabinets and electrical appliances can be arranged and placed in such a way that dimensions and room size match. VR also offers fixed possibilities for use in training: Employees learn how to operate industrial machines or future pilots learn how to steer an airplane using the virtual image. This saves costs and accelerates individual development.
Although the big media hype is slowly fading away, VR remains an enormous technical advance and is changing different areas significantly. Due to constant development, manufacturers offer improved VR glasses at even lower prices and thus conquer the market. According to a study by PricewaterhouseCoopers, the VR industry in Germany will have a turnover of around 116 million euros in 2018. This represents an increase of 38 percent compared to 2017 (1). As with many previous innovations, the adult entertainment industry is also making a significant contribution to the success of new technologies: There are already classic erotic films and even interactive platforms such as vrXcity in VR, which are very popular due to their proximity to the erotic star. „Today we are still at the beginning of an exciting time, in which programmers, companies as well as artists explore the world of VR and use it for their purposes“, explains the expert and predicts: „The former technology of the future is becoming more and more suitable for the masses. In just a few years, almost every household will own VR glasses and use them as an integral part of everyday life“.
For more information, visit www.vrxcity.com.
- Link: www.pwc.de/de/technologie-medien-und-telekommunikation/studie-deutscher-virtual-reality-markt-waechst-ueber-die-nische-hinaus.html
me.mento 3D Interactive GmbH is a global 3D tech company based in Berlin. Founded in 2014, the company’s core competence has been the lifelike representation and full animation of humans and environments for digital applications, mainly for Virtual Reality (VR) and Augmented Reality (AR). Since 2017, me.mento 3D Interactive has grown into a holistic developer of relevant XR products and services, having expanded its product portfolio to an own cryptocurrency for the entertainment industry and an adult entertainment game while continuing to develop XR games and services for a broad target group.
me.mento 3D interactive GmbH
Lise-Meitner-Str. 45/A 10589 Berlin
Tobias Platte, Investor Relations