DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training...

Preview:

Citation preview

Virtual Reality and Your Organization: Transforming the Future of Training!

Sid BanerjeeCEOIndusgeeks

36%of the USworkforce

2014

75%of the globalworkforce

2030

MORE THAN 1 IN 3 AMERICAN WORKERSARE MILLENNIALS.

THIS YEAR, THEY SURPASSED GEN-X TO BECOME THE LARGEST SHARE OF THE US WORKFORCE. …AND THEY ARE SET TO BECOME

THE DOMINANT MEMBER OF THE GLOBAL WORKFORCE.

VIRTUAL REALITY & GAMIFICATIONThe rise of Millennials in the current workforce

TRENDS : WHY NEW CONTENT?Millennials consume media of high quality, ubiquitously..

DISRUPTION IN DEMOGRAPHICS

DISRUPTION IN HARDWARE

DISRUPTION IN GAMES

DISRUPTION IN THE TRAINING INDUSTRY

Immersive Environments : Future of TrainingHow to create rapture in your Training..

VR/Gamification/AR

Flow

Presence

FUTURE WORLDS FOR TRAININGWorld Builders > Story Tellers > IDs

THE FUTURE IS NOW!

2011-2014:Oculus, CardboardLaunched.

2015:Vive and Gear VR launch.

1991:Sega launchesSega VR.

VRDeconstructing the myths about VR

• “VR seems really expensive.”

• “VR? Isn’t that just for gamers?”

• “VR sounds really complicated to use.”

• “VR seems like just a fad.”

$ 30 BillionSize of the VR & AR

Market by 2020

500 MILLIONNumber of VR

headsets by 2025

VRNot a passing fad – going by the numbers

171 MILLIONNumber of active VR

users by 2018

Mobile VR PC VR

VRThe approaches – so many choices!

● Takes advantage of increasingly mobile workforce

● Inexpensive equipment allows for large scale cost-effective training

● No hardware requirements - just slip in a modern smartphone!

MOBILE VRUnlimited power in your pocket

● Higher fidelity means better protocol training.

● Very intuitive design and controllers result in a more “natural” training experience.

PC VRAdding a new dimension to training

PROS

• Cost Effective – Headsets as cheap as $8!

• Limited Hardware requirements

• Highly portable

• High Fidelity simulations• Enhanced interactivity with

realistic controls• Highly intuitive mode of

instruction

CONS• Limited Visual Fidelity• Limited & Restrictive

interactivity options• Lack of “killer apps” in the

market

• Expensive Hardware requirements

• Limited portability• Unique calibration required for

each user

Mobile VR PC VR

VRThe approaches – Pros and Cons

Cost-effective Mobile Based VR

Mass Adoption(Shrinks in size and

cost)Killer uses in training Mass Adoption

(Shrinks in size and cost)

VRThe exciting road ahead!

VRThe Applications - Telepresence

VRBetter, immersive training in Healthcare

VROpportunities in the military

VRThe closest we’ve gotten to holograms

ARHololens – The future of AR?

HEALTH ENTERTAINMENT AUTOMOTIVE ADVERTISING EDUCATION

TOURISM SPACE SKILLED TRADES MILITARY

VR & ARNot just games – Unlimited training potential!

VRPredicted VR & AR Software Revenue by 2025

https://www.statista.com/chart/4602/virtual-and-augmented-reality-software-revenue/

VRVR Training Case Study – Deutsche Bahn AG

• Deutsche Bahn, which has a turnover of €40bn, manages Germany’s railway infrastructure, runs train and bus services overseas. It employs 200,000 people in Germany and 100,000 overseas.

• The company was struggling to find recruits in a labor market affected by a significant fall in the number of young people entering the German workforce.

VRVR Training Case Study – Deutsche Bahn AG

• Deutsche Bahn AG used 3D-VR films to allow potential employees the chance to “experience” different jobs on offer before they apply.

• Candidates across the country could experience driving into a train depot and inspecting the underside of DB AG’s flagship 320kph Intercity Express trains.

• The company saw an increase the number of people applying for jobs, reaching 12,000 applicants last year. Their VR films were highly praised for their quality.

ARAR Training Statistics

How effective is AR Training?Research was conducted on students by the Boston Research Group to test AR training vs. traditional and screen based modes of training, namely Desktops and Mobiles.

They were tasked with understanding instructions through a tablet AR app and assembling an aircraft wing.

Other sets of students were given the same task, but provided only screen based applications on the desktop and the tablet.

https://www.smartindustry.com/blog/smart-industry-connect/augmented-reality-training/

ARThe result of the students with AR Training?

90%Drop in errors

during assembly.

35%Less assembly

time.

When compared to the students using desktop training.

Path ForwardHow to future proof your content..

Screen-based

Games/SimsMobile VR/AR

Pervasive VR/AR

BOOTH #432

THE ENDCome see a live VR demo at our booth!

Recommended