Virtual reality is, relative, new technology. And like the introduction of new technology, there are questions about which departments must take their ownership when adopted. The answer in your company will have important consequences - from what the VR budget comes from, what personnel will be put together for VR projects, what is an acceptable ROI, etc.?
In general, the introduction of VR in a company began with several passionate employees about technology. These fans are often not in the C-suite, and thus must make convincing others to get a purchase. Who is a VR fan that needs to be convincing depending on the company and department that will use it. Each department will have the desired results for using VR.
For example, if VR must be placed in the marketing/sales department, it can be seen as a revenue generator. ROI expectations may be lower, perhaps at 1: 1 to base per dollar spent, or even negative at first. The key is to make an increase in long-term income.
If VR is adopted in HR or training, it is likely to be the center of the cost. This can be a good thing, because there is no urgent need to generate income from it, just improve employee performance or reduce costs.
Regardless of whether it is used by sales, marketing, elementary or training, a group still needs to take "ownership" of the creation and distribution of VR.
We have seen ownership of VR in large organizations falling on the shoulders of the three main categories of employees: 1. VR Special Department Building itself 2. Media / Production / Creative Department 3. IT
We will go through each group below and register the advantages + VR placement losses in this specific org group purview. In the end, you want to make a definitive decision than spreading too thin responsibilities. So definitely think about the results you want and the ownership group of projects which can make you closest to reach them.
Special Department (i.e. Human Resources or Learning & Development)
As we have stated before, filming in 3660 3D is often simpler than making a standard 2D video. With Instavr, literally anyone in the company with access to the right equipment can build and distribute VR applications. We are fully drag-and-drop without coding, allowing you to make VRs in a matter of hours.
That is why for many companies, the first instinct is only to create Creation VR in a certain department that will use the application. This can be human resources, learning & development, marketing, sales, operations, whatever. For many companies, this approach finally ended work.
But let's go through the advantages & disadvantages of this approach ...
Advantage
- Nobody knows the needs of the department are better than the department itself. They know the desired results, so they can plan filmmakers and VR application writers with the results in mind.
- Can move fast and create an ad-hoc application, as needed. Do not have to rely on other people's work like the media team or it.
- The best way to grow the use of VR to all companies ... Prove the model in one department, then expand it to someone else.
Deficiency
- Visual quality may not be as good as the leading media/production team. Using a 360-degree camera such as Insta360 One X is very easy, but the media team can add additional audio, special icons, etc.
- Requires 1-2 champions in the department to truly pioneer the project. If it has just been assigned to the department in general, but without pro-VR champions, it is likely to lose momentum and die.
Media / Production / Creative Services
The media team tends to get used to virtual reality. They will also have experience with cameras, microphones, and media writer platforms such as Instavr.
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