ImmVrse’s Guide to VR and its Uses

June 19th, 2018 at 10:13 pm UTC · 5 min read

Just about every major technology company is tossing their hat in the ring, including Facebook, Google and Apple. Highly respected universities like Oxford, Stanford and MIT are promoting VR. The media have fully embraced VR as “the ultimate empathy machine,” and major entertainment companies from Fox to the NFL are backing it.

So many of the top brands and companies are using VR, it would probably be easier to list those who aren’t. According to Forbes, 75% of the world most influential companies, have some form of VR contained in their marketing strategy.

ImmVRse, the blockchain platform that will be the Youtube of VR content has compiled a list of the top 10 industries looking to utilise VR:


The most well known case for computer generated VR, the gaming industry is going from strength to strength with huge support from Sony PlayStation and Microsoft pushing more and more hardware as well as software.


Research carried out by a team of psychologists in 2005 showed that virtual reality can support conservative rehabilitation methods of brain damage. ImmVRse is currently conducting a research in partnership with Imperial College London on the effects of VR to the human brain.


Various apps are now available to utilise the immersive nature of VR technology to assist with meditation.


The Guardian is just one example of major news platforms branching out to develop content in VR. The Guardian newspaper used the storytelling power of VR, to transport the viewer to a windowless solitary confinement prison cell. The experiment was a huge success as it highlighted psychological responses such as empathy.


VR allows to get close to phobias without having to actually deal with them head on. Fears such as anxiety, heights or the fear of flying can be experienced and in some cases reduced with relevant VR material.

Real Estate

The home buying process could get a lot easier in the future with prospective buyers walking through their dream house from the comfort of their own living room.


VR allows for companies to test scenarios and designs, and experience products before they are even made.

Ford Motor Company’s Immersion Lab allows employees to don a virtual reality headset and walk around to view a vehicle. Colleagues can watch what they experience on a large screen.

Ford also uses the technology to examine the entire exterior and interior of a car design, as well as to drill right down to how a particular element looks, such as a dashboard or upholstery. The VR technology links right into its computer aided design (CAD) system.

Much of the observation involves specific details, such as light positioning, size or brightness, and the positioning or shape of individual design elements. In 2017, Ford examined more than 135,000 details, on 193 virtual vehicle prototypes, using the technology.


Imagine a technology that allows for children to be taught in their homes or towns and avoid walking 5 miles to the nearest school. Virtual reality in the education and training sectors provide a wealth of advantages.

For instance, Siemens is using virtual reality to train future employees — for example, on oil rigs. This includes the handling of errors occurring, but also the very concrete “daily business” on a platform.


With Ready Player One a global success, many more movies will follow to enhance the audience’s experience. 2018 will bring a raft of new titles on the big screen as well series for giants such as Netflix.


Within the travel industry, VR is the ideal supplement to their marketing and promotional campaigns. With the immersive experiences that are available, travel brands can offer customers an opportunity to see new sights or enjoy exotic adventures without leaving the comfort of their own space.

Hotels are already jumping on board with this new technology, and it won’t be long before nearly every tour and activity operator offers some type of VR experience to their travellers.

The ImmVRse Team

ImmVRse is backed by an ensemble of experts from a range of sectors, including relevant technologies, IT Management, VR, computer security and blockchain development.

Some of its key team members include:

  • Farabi Shayor, CEO

Farabi has over 10 years experience in developing market deliverables, brand identities and financial analysis focused on cryptocurrencies and blockchain. Farabi comes from a mix of finance (BSc) and marketing (MSc) background and is now leading a small team from Imperial College London to conduct R&D on VR-Neuroscience.

  • Limon Rahman, COO & Co-Founder

Limon is a highly driven tech entrepreneur with practical hands-on experience, forming successful businesses in numerous fields. Additionally, with 15 years of experience in financial control and management, including overseeing budgets over $300m.

  • Adrian Chan, Head of Marketing

Four years’ experience in Marketing and Journalism, previously Co-Founder of MadBuzzHK, proficiency in online content development. Adrian achieved an MSc in Marketing Communications and Advertising.

  • Mark Higgins, Chief Information Officer

Mark has 20 years’ experience in IT project management and is highly experienced in managing multi-million dollar IT infrastructure, disruptive technologies and application projects.

  • Peter Gostincar, Chief Technical Officer

Peter has over 8 years of experience as a developer, highly skilled in managing large-scale software and android app development project with some of the largest companies in EU, Expert in JS, Python PHP, JAVA, and SQL.


Adrian Chan

[email protected]

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