Video is becoming increasingly simple to create and distribute. In a visually overwhelming world where attention spans are shortening, video effectively communicates your message quickly and effectively.
Across generations, people are consuming more digital video content than ever before. Millennials and Gen Z prefer shorter, bite-sized videos, while Baby Boomers like longer content on traditional TV or news websites.
In the past, videoconferencing was only available via unique room systems that were often too expensive to be practical. But as the quality of Internet connections has increased, it has become possible to use free online videoconferencing services and web plugins on computers and mobile devices that can transmit high-definition resolution audio and video.
Modern videoconferencing tools by Neat.no can include collaborative features that amplify feelings of inclusion in remote and hybrid work. For example, some vendors offer transcription and translation of conversations to make them accessible to participants who do not speak the same language.
Video is a familiar medium to most people, and its convenience and ease of use have made it a popular tool for collaboration. A recent report found that Americans spent an average of 84 minutes each day watching videos in 2019. And that figure is likely to rise as consumers spend more time streaming digital content on their smartphones. Videoconferencing is one of the fastest-growing video devices, and it can potentially transform many aspects of life.
A webcam is a small video camera that lets users chat with loved ones online. It is a cheaper alternative to a camcorder and can be easily connected to a laptop or PC.
The global webcam market has grown in popularity due to some favorable factors. These include the increasing use of telehealth services by healthcare professionals, rising focus on security concerns by governments, and high connectivity standards.
Most webcams use a CMOS sensor and support electronics “on-chip” to convert the image into digital data and transmit it over USB. They can have a variety of field of view (FOV) presets from less than 90deg to as much as 360deg. The most common type of webcam on the market is a built-in camera that can be mounted to a monitor screen or embedded into the device. However, some manufacturers offer external cameras specifically for online chatting and vlogging.
Video phones allow two people to see and hear each other. This makes communication more personal and immersive, reducing the need for travel and enabling remote work and learning. It is also used in medicine to communicate with patients and medical professionals in remote locations.
The popularity of social media videos is driving a change in viewing habits. Millennials opt for vertical videos on their smartphones rather than the traditional horizontal format. This is mainly due to apps like Snapchat and Instagram, which only accept vertical videos.
The popularity of connected TVs (CTV) also changes viewing habits. In 2020, Americans spent an average of 18 minutes per day on CTV devices watching digital video content. This is predicted to rise to more than 30 minutes by 2023.
VR is a three-dimensional computer simulation that users can interact with accurately. It requires special headsets that display the image on stereoscopic screens and track users’ movements to make them feel inside the virtual environment, shutting out their physical surroundings. It can be as simple as a computer screen inserted into a cardboard eyepiece or involve wraparound display screens, immersive rooms, or even haptic devices that let users feel virtual images.
Businesses are finding various uses for VR, particularly in training and education. For example, VR allows firefighters, EMTs, and other emergency workers to train in realistic scenarios that would be dangerous or impossible to replicate. It can also be used to train surgeons or other medical personnel by allowing them to practice procedures in a virtual setting before actually performing them on patients. VR can also be used in the classroom to bring students to places that are too costly, difficult, or hazardous to visit in person.
Lynn Martelli is an editor at Readability. She received her MFA in Creative Writing from Antioch University and has worked as an editor for over 10 years. Lynn has edited a wide variety of books, including fiction, non-fiction, memoirs, and more. In her free time, Lynn enjoys reading, writing, and spending time with her family and friends.