The popularity of virtual reality is on the rise. Soon it will be used by people from all walks of life. Today virtual reality is mainly associated with recreational and educational purposes. Going forward we will see consumers using virtual reality with social media, shopping and even buying a home. For our exhibition project, we will take advantage of the growing popularity of virtual reality and implement a common need: house tours. Home buyers will almost always want to look inside a home before deciding to rent or purchase the property. Our project, VR Home Tours, will fill this need by marketing virtual reality to mainstream audiences. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an original essay Marketing New Realities by Cathy Hackl and Samantha G. Wolfe is a guide to advertising virtual reality and augmented reality for consumers. Virtual reality can introduce people to a more hands-on experience of education, empathy, and an epic gaming experience. However, virtual reality can be used in a wide variety of ways. VR Home Tours helps augment the rapidly growing popularity of virtual reality. By marketing and learning how to market virtual reality using the tips in the book, VR Home Tours can become part of people's daily lives. The book lists some questions that potential virtual reality marketers should ask themselves as they begin to advertise their product. These questions are related to our project and how we can answer them to make it much more attractive and engaging for our audience. The questions that I think would be best used in our project are: “Is this experience something my target audience would like to have?”, “What do I want my customers to feel about my brand?” and “How does it work to make them feel about my brand?” (Location 1172). In our project we can consider some of these ideas and include them in our project so that we are prepared to meet the needs of our audience or consumers during the expo. We have to put ourselves in the shoes of a person who wants to try out our simulation, and we have to deliver results that they like to the best of our ability. In the process of brainstorming our project, we had to ask ourselves, what can we produce given our capabilities and resources. During our high school years, we each learned to use Autodesk Revit and 3D Max. Revit is a program that creates 3D house models. This was the program we were all pretty good at. Since the theme of our project would be homes, we thought of something that most people will have to do if they are looking to buy or rent a home: take house tours. To satisfy this request, we decided to provide our VR home Tours project. “Consumer demand, high-quality devices, and market conditions have all aligned to make VR and AR the next big advancements in the tech world” (Position 123). In our project we will aim to make home tours faster for consumers, while making virtual reality more widespread. To market our product more effectively, we did some research. We needed to find out who our core audience would be and why. “But without the ability to read and manipulate consumers' minds, marketers must use research, see what our consumers and competitors are doing, and make a choice” (Position 464). 60% of all home buyers are".
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