VR Business Strategy Advice

Bewdy

Free Member
Jan 26, 2009
132
11
Manchester
I'm looking for advice on a good strategy for a new Interactive VR business I'm working on.

My previous background is 3D visualisation and animation work, which has been fairly lucrative over the years as an individual consultant, I have always tried to be a step ahead, branching out from Architecture into Engineering and Manufacturing, but eventually the 3D technology I've worked with becomes more accessible and my specialist work ends up in house. As a result, again I am looking to stay one step ahead and that's why I have been exploring interactive VR technology.

The issues is that the complexities of producing VR applications is on another level technically speaking to what I have worked on before, and it seems the best way forward is to look at building a team of specialists. And so I feel a need a more robust business strategy than the fairly adhoc way I've been getting work in the past to be able to develop and grow this business.

I'm currently developing a prototype application which enables a VR user to build some Ikea furniture (this is not because I think Ikea it is a key market, it's more because I feel most engineers for instance would be able to relate to this simple assembly process) which can be seen here https://www.virtual-living.co.uk/

The issue I have is that there is a slight chicken and egg scenario. If I manage to find a client willing to part with a lot of money to explore such a technology, based on this or another prototype application I produce, , how do I then deliver it without the team of specialists, and likewise how do build a team without a major client on board?

I'm so used to doing everything in my business myself, so this would be a step change.
 

fisicx

Moderator
Sep 12, 2006
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www.aerin.co.uk
If I need to assemble anything I’d rather have a video. That way I can pause, do the step then move on. Can’t really see how VR is going to help me install a garage door, bake a cake, build a shed or whatever.
 
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d.jacks0101

Free Member
Dec 12, 2021
3
0
I am a software tester and have tested AR/VR projects on the Microsoft Hololens 2 in the past. The level of detail is amazing and can be quite interesting seeing things in 3D.

Who would your target market be? Would you be aiming this at 'normal' users with an Oculus Quest who wants to learn how to build a shed? Or would you target larger businesses where perhaps a department needs to view the workings of something in 3D?
 
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Bewdy

Free Member
Jan 26, 2009
132
11
Manchester
At the moment I am developing using Oculus Quest 2 platform, because of the price point and the fact that it is a stand alone device. My target market is not mainstream i.e. 'shed builders' or garage door fitters, cake bakers, I'm looking at possibly aerospace, automotive, manufacturing, MOD or government institutions, I have past experience in the aerospace industry for instance, in terms of future manufacturing, assembling technical aircraft components, but I also see uses in hazardous areas, such as nuclear plant decommissioning, working at height training etc...
 
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cjd

Business Member
  • Nov 23, 2005
    16,001
    3,435
    www.voipfone.co.uk
    Facebook UK is heavily involved with VR R&D and innovation. They have a lot of money to spend on employees and businesses with ideas. I'd contact them - they have teams of people who would help if the idea is good enough.
     
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    fisicx

    Moderator
    Sep 12, 2006
    46,895
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    15,493
    Aldershot
    www.aerin.co.uk
    I’ve seen VR use to test escape routes in buildings and installation. Worked really well.

    What it wasn’t so good at was engineering training. On aircraft for example you are often upside down and wriggled into awkward spaces. Unless you have physical barriers you don’t get the same feeling. Especially so when you realise you have left a spanner in your toolbox and have you get back out.
     
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