what advantage does virtual reality provide when compared to conventional meetings using applications such as microsoft teams or zoom?

3 hours ago 1
Nature

Virtual reality (VR) provides several key advantages over conventional meetings conducted via applications like Microsoft Teams or Zoom:

  • Enhanced Immersion and Presence: VR creates a highly immersive 3D environment where participants feel as if they are physically present in the same room. This realistic sense of presence improves engagement and non-verbal communication through avatars that can express gestures and facial expressions, which is difficult to achieve in traditional video calls
  • Reduced Distractions: Because VR places participants in a fully immersive virtual space, it helps eliminate common distractions such as smartphones or multitasking, allowing attendees to focus more on the meeting content
  • Increased Collaboration: VR enables participants to interact with shared virtual objects and work together in a 3D workspace, facilitating collaboration beyond the limitations of 2D screens used in conventional video conferencing
  • Customization: VR meetings offer customizable avatars, virtual backgrounds, and meeting environments, which can enhance comfort and engagement among participants
  • Accessibility: VR can improve accessibility for people with disabilities, such as providing text-based communication for the deaf or hard of hearing and enabling participation for those with mobility challenges
  • More Engaging and Realistic Graphics: VR uses more realistic graphics and spatial audio, making meetings more engaging and closer to in-person experiences
  • Cost Efficiency: Some sources suggest VR can be less expensive to implement than traditional video conferencing platforms, though this may depend on specific setups and scale

In summary, VR meetings offer a more immersive, interactive, and engaging experience that simulates real-life interactions more effectively than conventional video conferencing tools like Microsoft Teams or Zoom, which primarily rely on 2D video and audio streams