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Thursday, July 9, 2020

VR Enterprise Webinar and State of VR/AR for training notes - July 9th 2020

Just watched a webinar on Enterprise use case and a recent state of VR/AR for Gaming, Healthcare, Training & Education hosted by BrightTalk. Here is a short collection of the key points I got from the both of them.

The following notes deal with VR/AR future developments to look out for, how to identify a potential VR training opportunity, general steps for creating the VR training experience and some case studies.

Future of VR/AR training - Potential development of interest 

Using information from biometrics to change the VR/AR training experiences. For example, tracking heart rate to better gauge engagement and stress on the trainee. Based on the heart rate you can ramp and scale training difficulty. The device they used to track heart rate was the Apple watch and they were able to tap into the information using Apples API. 

Machine Intelligence  
This was focused on an AR experience and was created to help with Starbucks training challenges. Starbucks wanted help with improving their employees coffee order accuracy and provide employee training on drink variations and combinations.
The example was a demo experience with the intent of using technology to listen in on what the customer is ordering. Based on what the machine learned and customer information, the mixed reality device can help the employee with the listing and highlighting the steps for creating the drink and displaying the customer order so the employee can verify it is correct.

Haptics - More embodiment
More and more haptics devices are being developed and can serve as tools to make experiences more immersive. For example feeling temperature such as hot/cold and etc. 

6 Business Criteria for potential VR training opportunities
  • large groups of people that need to be trained
  • scalability is a factor
  • situational - training scenarios can be difficult to safely and reproduce reliably 
  • reality - how close it matches the actual experience is important
  • business impact
  • full engagement is important

Foundry45 General steps for VR training creation

Step 1 VR Training guidlines
  • Design document
  • content developement
  • pilot implementation

Step 2 Deployment throughout the business
  • additional sites of content
  • IT/Learning management system integration
  • Measure

VR Case study - Construction Industry VR use case
Selling heavy equipment. Created a app that creates a mobile AR version of their equipment and how it works and its different parts. Useful for selling their tools at conventions/trade-shows because they can't bring the equipment into the convention space. AR allows them to showcase it and bypass this limitation. 


Westrock - Tips for VR adoption within a business
Getting staff and employees to try VR to better understand its capabilities. Trying is best way to get buy-in as not everyone has experienced VR. 

Look for partner and champions. Find a problem to create a simple pilot project and involve key decision makers. 

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