Virtual Reality Meetings Platform Report
Virtual Reality Meetings Platform Report
Virtual Reality Meetings Platform Report
By
Queppelin
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Introduction
To date, the 1918 Influenza Pandemic has been recorded as the most severe Pandemic in human
history. Many changes in technologies during that time resulted in a new world that we see
today. Telephones emerged as a new technology. Phone calls were the medium of interaction
and the company used to instruct their employees through phone calls. It was also used as a
source of entertainment. There was a slogan that was used back then.
“People who are in quarantine are not isolated if they have a Bell Telephone”
Since people were not allowed to come out of their houses, phone calls were the medium to
socialize. People realized the benefits and importance of this technology and that became the
turning point in the advancement of Telephones.
Now if we look at the current pandemic it too has led to advancement in new technologies. The
present situation has created an unexpected rise in demand in the field of Virtual Reality. VR
is serving the needs of the people in different sectors. Even after the pandemic is over, there is
a need to minimize physical interaction while we know that face to face communication is very
important for business. That is the reason why businesses are opting for Virtual Reality in many
of their processes and are getting higher productivity and efficiency.
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Diverse Potential of AR/VR Application
$16.1b
$18.9b
Enterprise and Public Sector could be further sub-divided into Healthcare, Engineering, Real
Estate, Retail, Military and Education. Consumer could be categorized into three sections i.e.
Videogames, Life Events and Video entertainment.
$4.7b
Healthcare Engineering Videogames
Real Estate Retail Live events
Military Education Video entertainment
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Number of Virtual Reality Users
100
80
58
60
41
40
26 23
13 16
20 9
4.1 1.6 1 4
0
2015 2016 2017 2018
Source: eMarketer
35
30.6
30 27.9
26.5
23.3 23.9
25
19 19.6
20
15.7
15
11 11.5
10
0
2017 2018 2019 2020 2021
Source: eMarketer
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The forecasted data for the shipment and Market Share of VR Headsets.
About Us
Queppelin develops Augmented & Virtual Reality platforms with a focus on VR meetings, AR
based try-on for eRetail, VR based workforce trainings for Manufacturing, AR based marketing
and branding solutions. Established in 2010, we work for client service like Facebook, JCB,
Nissan, KDDI (Japan), Bennett Coleman & Co. and many others.
Queppelin has been showcased as a major deep tech player by Oracle at Mobile World
Congress (Barcelona), recognised as the Top AR player by global raking authority Clutch and
won the prestigious Red Herring Award for deep tech.
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References
1. www.queppelin.com
2. Mathur, K. May 15, 2020. Post COVID-19, World Will See Surge In Deep Tech Such
As Augmented And Virtual Reality. Outlook.
https://www.outlookindia.com/website/story/opinion-post-covid-19-world-will-see-
surge-in-deep-tech-such-as-augmented-and-virtual-reality/351452
3. Zimmermann, N. April 16, 2020. Your next business meeting could be inside a VR
headset. Made for Minds
https://www.dw.com/en/your-next-business-meeting-could-be-inside-a-vr-headset/a-
53143501
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