21.10.19

Introduction to Managing Virtual Reality (VR) Projects

This brief article is intended to introduce you to some of the new techniques and lessons learned to date on Managing Virtual Reality (VR) and Augmented Reality (AR) Projects, such as building a VirtualHospital or a new VR Game. This article is not about managing a virtual team that is geographically dispersed using tools such as televideo conferencing or document sharing technology.

Background & Definitions

Virtual reality (VR) is a multi-disciplinary field of computing technology, that emerged from research on three-dimensional interactive graphics and vehicle simulations in the 1960's and 1970's. Back then, VR helmets were too heavy and cumbersome, computers were too slow, and touch/feedback systems were still in their infancy. However, technology has changed dramatically over the past 40 years. Computers are now thousands of times faster and today's growing number of virtual reality (VR) and augmented reality (AR) systems deliver a greater sense of feedback and immersion to their users.

Definitions

Augmented Reality (AR) - A live direct or indirect view of a physical, real-world environment whose elements are augmented by computer-generated technology and sensory input devices. See https://en.wikipedia.org/wiki/Augmented_reality

Virtual Reality (VR) - A three dimensional (3-D) technology which allows a user to navigate around and interact with a computer-simulated environment. See http://en.wikipedia.org/wiki/Virtual_reality

VR Project Management

Virtual reality (VR) and augmented reality (AR) are just starting starting to take root across a growing number of industries. Over the next five to ten years, the growth and use of VR and AR systems in business is going to be huge. Managing projects to develop and implement these types of systems requires some rethinking and study of lessons learned to date to modify existing project management approaches.

The following are selected project management recommendations for next generation technology project managers based on a number of articles such as VirtualReality Will Change Business as We Know It and the Ultimate Guide for Virtual Reality Project Management.

  • Not many organizations and software developers have experience in working on projects with 3D graphics or using VR platforms.
  • Project Managers (PM) tasked with overseeing and managing a virtual reality project will need to educate themselves in depth on the technical requirements of the project.
  • Project managers will need a graphics expert who is able to use 3D graphics and VR development platforms to build, test, and modify your project app...
  • Hiring at least a part-time VR specialist consultant can help make sure you save a lot of time and money before you buy or start building your VR solution.
  • Simple VR apps appear to be relatively easy to build initially, however the complexity grows exponentially as more features are added.
  • Production of VR content can make up to as much as 80% of work required for making a VR app and it’s most likely going to be your biggest sources of expenditure for the project.
  • Customer design changes during the development phase frequently generate costly ripple effects which create delay. Take great care in the planning and design phases of the project.
  • Careful scheduling of major tasks and use of critical path methodology (CPM) continue to be key to successful project management.
  • Everything that is created in VR will have to be displayed using a graphics processor unit (GPU). Currently, even the best computers today are still limited by the number of 3D objects they can manipulate. We are still in the very early days of VR and AR applications.
  • Supporting your planned VR app on all mobile and desktop platforms will require a lot of additional tweaking and rework. Think about using a 3D engine such as Unity 3D or Unreal Engine that will allow your app to be deployed to more than one platform with minimal rework.
  • Project Managers (PM) should be educated in the use of VR and AR technologies so they know how to apply these new technologies in their jobs. Using VR/AR technologies will help PMs in the design, development, testing and modification phases of future VR/AR projects.

Findings & Preliminary Recommendations

The following are some key conclusions and recommendations for project managers as they consider transitioning from managing traditional projects to more technologically complex VR and AR systems design, development, and implementation initiatives.

  • Development and implementation of VR and AR projects is relatively new. Experience to date has shown that estimated costs, timeframes, and complexities of these projects are often underestimated.
  • Project Managers need training in VR and AR technology and tools before tackling this new class of projects. Hiring a graphics expert and a VR specialist for consultation is recommended.
  • Make sure you use a 3D engine such as Unity 3D or Unreal Engine that will allow your app to be deployed to more than one platform with minimal rework. There are also a number of open source VR and AR development platforms that are now available.


There is still much to learn as VR and AR development and implementation projects become more ubiquitous over the coming years. Please share your recommendations and lessons learned with our audience.





Selected Links



* Peter Groen and Jaime Bernhardt collaborated on writing this article about managing VR projects. .

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