Abstract

Virtual reality (VR) has recently become established as a suite of technologies capable of serving many companies′ future needs in design practice, training and organizational communication. Two years after the launch of a major British collaborative project involving 17 blue‐chip companies, VR is set to become adopted by many as their “information technology of choice” for the next century – some even aiming to establish in‐house facilities before the end of 1996. Proposes that, properly implemented, VR is capable of giving personnel at all company levels, who have a wide variety of educational backgrounds or skills, intuitive access to complex, computer‐mediated processes. Discusses some of the practical solutions to a commercially‐driven selection of demonstrator projects, while attempting to dispel some of the myths associated with VR, such as the necessity to don head‐mounted displays and instrumented gloves.

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