Listen. We’re not above toot-tooting our own horn for a #humblebrag every now and then. Because when the area’s leading outlet on the region’s innovation ecosystem, Tampa Bay Inno, recognizes you, it’s something to celebrate.
Tampa Bay Inno highlighted 50 startups, businesses and entrepreneurs elevating Tampa Bay as a leading innovation hub and ‘stoking the fire’ to set the ecosystem ablaze.
But we’ll let them tell you why they awarded us the Tampa Bay Inno on Fire award last month.
“Over the last year, the company has acquired three new brands: CrewSense, Halligan, and IndustrySafe. 2019 also brought the addition of its new VR training app developed to help businesses and employees practice ladder safety without ever stepping onto a ladder. And in the last year, it also created the very first suite of safety training courses for students in grades 9-12, with topics including bullying, youth suicide awareness, alcohol, vaping and drug prevention, sexual harassment and digital citizenship.”
Well, now we’re blushing.
But innovations are kind of our thing, helping us stay ahead of the curve to bring our clients the absolute best and most innovative solutions for a safer, healthier and more productive workforce.
Our goal is to always be testing new, innovative solutions that bring the knowledge right to our clients in the moment of need, closing the learning loop, improving safety, and creating cultures of learn, do, perform. It’s instant intelligence that gives our clients an advantage.
So here, in an effort to honor that incredible recognition, we present our predictions – with the help of the XR Industry Insight Report 2019-2020 – for innovative trends in AR and VR for 2020.
This year has already seen a series of massive announcements from tech giants, including the roll-outs of new features or products from Facebook, Snapchat, Google, Apple, Huawei and YouTube. If developers and brands grasp these opportunities, 2020 could be a huge year for consumer AR, touching every sector.
And while entertainment may still be the primary use of AR and VR, there is great, yet-untapped potential for both within the eLearning industry. According to a report, the global VR market was valued at $2.2 billion in 2016 – and is expected to grow to $26.89 billion by 2022.
Education is only one sector of the global VR and AR markets, but another report predicts meteoric growth.
Because thanks to technological advancements, eLearning is growing quickly, with the report predicting $300 million in revenue for VR and AR educational software in 2020 – and that figure is expected to grow to $700 million by 2025.
We think 2020 is already shaping up to be an exciting and potentially pivotal year for innovative eLearning potential, and prove critical for the development and application of AR and VR technologies. Both realities have already become deeply interwoven with eLearning practices, transversing industries, and are on the verge of making a huge leap into the mainstream as never before.