Why Oculus for Business is Important for YOUR Business

Why Oculus for Business is Important for YOUR Business

With the introduction of the new Oculus Quest headset, more people than ever are harnessing the power of Virtual Reality. With its power, portability, and price point, believers are jumping on the opportunity to bring VR into the training room.

With this newest hardware comes a new educational tool that will change the way that companies prepare new employees for on-the-job scenarios… and in record time, too! And with the announced ‘Oculus for Business,’ companies can feel more secure than ever that their trade secrets are equal parts safe and accessible. 

But what is ‘Oculus for Business,' you ask? Let's dig in and demystify it a little bit!

For starters, Oculus hardware runs device-specific software, just like the apps on your phone. Where Apple devices use apps from the Apple App Store, and Android devices use apps from the Google Play Store, Oculus headsets have their own homebase for “experiences” (the VR equivalent of “apps”), known as the “Quest Store.” Currently, when developers create a new experience for the Oculus Quest, that experience is distributed through the Quest Store.

That makes for easily accessible experiences at your fingertips, which is great! It’s certainly great for companies who want to deploy training experiences across a wide network. 

But what happens when the content of an experience contains sensitive information? Not all apps/experiences are suitable for public distribution with so little security for trade secrets. That’s where “Enterprise” licensing comes into play. Dependable security measures are in place to ensure that intellectual property stays private. 

With Enterprise licensing, companies like Apple provide developers with the “keys” to software that does the grunt work of keeping applications up to date (and out of the app store at large).

VisionThree has been helping companies secure their intellectual property by using this approach for years with apps in the Apple App Store. We are able to use a secure web link that customers can use to download their apps. Our developers can control who has access to this link and/or protect it with a username and password, which provides additional layers of security.

In our view, our clients should have the same headache-free experience when dealing with their Virtual Reality content distribution. Sure, it’s great to protect intellectual property and sensitive information, and we do that. But we also want to provide the most worry-free experience to clients. The process doesn’t stop with creating the experience… deployment is just as important. So that’s why we’re keeping such a close eye on the Oculus Enterprise program.

Oculus has vaguely stated their enterprise distribution platform should launch in November of 2019. We’re in direct contact with them. With just a few short weeks to go, keep an eye on our Facebook and/or LinkedIn pages; we’ll pass along any more news or updates leading up to launch!

VisionThree, LLC (a.k.a. V3), is an interactive creative agency headquartered in Indianapolis, IN, USA. Focused on Virtual Reality, Augmented Reality, and Touch interactive, we serve and support clients globally with innovative and immersive experiences. V3 specializes in creating experiences that engage, educate, and entertain. Please learn more at VisionThree.com

Siemens Setting the Bar: Supporting Customers With Virtual Reality Training

Siemens Setting the Bar: Supporting Customers With Virtual Reality Training

Industry giant, Siemens has once again set the bar for technical innovation. In addition to the incredibly advanced products and solutions they constantly offer their customers, Siemens Low Voltage Products in the U.S. will be offering Virtual Reality-based training to them as well.

Learners will be able to immerse themselves in VR space and interact with Siemens’ products like never before – in a consequence-free environment. Learning time is greatly reduced while still steadily increasing knowledge retention. Decreased as well are the cost and logistical burdens of transporting personnel and equipment to training sites geographically.  Additionally, the solution is built to scale, meaning it is designed to accept more areas of content curriculum in the future. 

Customer Support Like Never Before

As an organization, one of the pillars keeping Siemens in business for almost 170 years is supporting their customers. And they certainly have a very complex landscape of “customers” to support. Their channel is extremely broad, containing: electrical contractors, engineers, architects, and distributors of all sizes. Delivering the right solution to properly support these various types of customers is indeed a challenge, but one that Siemens has met head-on through a very robust Virtual Reality execution. 

From a nuts and bolts perspective, Siemens wanted to decrease the current expenditure on product training efforts. Considering a global company of that size, shipping personnel and equipment to all the places it needs to be is extremely expensive. And that is just for one single product solution – they have thousands. Another goal was to create an experience like none other in their industry through the use of Virtual Reality. This is a storied business built on tradition and “the way things have always been done” so to be first-to-market with an approach like this was key. Lastly, the solution needed to be scalable. The approach needed to be built on a platform – a foundation – that allows future additions for other products and solutions, as well as capabilities for learning. 

This is how they would change the game. 

The Solution

The V3CORE Training Platform answers the call in addressing these challenges. It’s unparalleled scalability, reliability and overall robustness place it in rarified air. The current version of the Siemens Virtual Reality training module centers on one of their Power Panel products. One of the key features of the V3CORE Training Platform is procedure-based learning. Learners are walked through and interact with a procedure to outfit the panel with a collection of circuit breakers for the panel. The instruction utilizes the “Show me, teach me, let me try” experiential learning model. Learners have work instructions clearly called out in front of them denoting each step of the process. They have the ability to watch a demonstration animation of each step to become more familiar with what is expected. Lastly – and with most impact – they interact with objects in the scene, whether tools or products, to actually perform the required work. This interaction is the key learning moment. After this moment they will have a memory of actually doing the work. With this procedural model, performing operations in the correct way, in the correct order, is the only way to advance. There is only one way to do things – the right way. So when the student encounters the Siemens equipment in the field, they do so with a significantly higher amount of pre-knowledge, the benefits of which are vast.

The environment is immersive and comparable to the real world so that there are few to no speed bumps in believability for anyone going through the training. The goal when architecting such a solution is to create a space as real as possible without the consequences of the real world. We learn far more from failure than success. Fail early. Fail often. This is a cornerstone to this type of instructional approach and an attribute of using a visualization technique like Virtual Reality. 

Despite the electrical industry being so diverse in member age, the majority of individuals, regardless of their age, still benefit from and need training such as this. So, it’s required that training in VR be digestible by an older audience as well as younger groups. The purpose is defeated if anyone feels overwhelmed by learning “a VR app,” THEN proceeding to their training. The solution should be designed in such a way as to create a training experience that just happens to be in Virtual Reality. 

The use of VR in the training space cuts learning time dramatically. Classes take less time and instructors and students are re-purposing that extra time toward other gains. The landscape has changed! Training audiences are putting down their lengthy instruction manuals and three-ring binders, and closing the PowerPoint presentations. They’re excited to learn now. Because it doesn’t feel like learning anymore… it feels like life. Life without the consequences. 

View a video created internally by Siemens talking about the VR Training initiative.

Siemens brings you factory training and engineering in a whole new way. Use Virtual Reality to immerse yourself and try out new techniques in a safe environment with memorable experiential learning. Train anyone, anywhere, with Siemens Virtual Reality Training.

This One Day…

Never one to take a false step, Siemens previewed the training solution to a group of customers at a prominent electrical contractor in the Midwest. The goal of the meeting was to simply show the audience of upper management the solution and get their thoughts. The contractor liked the tool so much they insisted some technicians be brought in immediately to go through the training-not as a true-to-life test – as real training! They saw the immediate benefit and opportunity and seized it. Multiple technicians went through the training that day and were ecstatic about their experience. Training those technicians in VR took a fraction of the time as compared to doing the actual procedures in the real world. And as a result, each student felt better about future encounters with that equipment in the field because they would arrive with so much more knowledge – knowledge they otherwise wouldn’t have had. 

Scalability & The Future

To be worthy of investment in this day and age, in addition to providing ROI, you need to have a plan for the future and how you want to get there. The V3CORE Platform has been built with scalability in mind. The platform is a robust collection of features and functionality years in the making and very inclusive in terms of what it does and, more importantly, what clients can do with it. Curriculum can be added in phases because the content is treated as a module. And as new updates and features get added to the V3CORE foundation, those are automatically downloaded and installed. 

Siemens is taking full advantage of this aspect. Discussions are already underway to add another product’s procedure to the solution. The vision for Siemens has always been a wide collection of products/solutions that serve as launch pads for training. And they are on their way of achieving that. VisionThree is proud to stand beside them on that journey. 

Lastly, what used to be future-facing discussion is now present-day reality. Virtual Reality hardware has evolved to a point to where it is untethered (not requiring a separate PC) and cost effective to adopt. Devices like the Oculus Quest are bringing VR Training to the masses and changing the training environment forever. 

So, between the V3CORE Training Platform, the content, and the hardware, it’s a very bright future for Siemens – or any other company that wishes to step up their training game and innovate using VR as a learning approach. 

It’s What’s On the Inside-Out That Counts

It’s What’s On the Inside-Out That Counts

Remember when the VCR remote had a wire? Or your mobile phone had a bag? And the GPS unit plugged into your car and stuck to the windshield?

Technology is moving wicked fast. And Virtual Reality is accelerating even faster. 

This post is about VR losing its wired remote, its leather tote bag, and the suction cup. It’s about how your brand can accomplish powerful new breakthroughs with this exciting technology with fewer restrictions and a lower investment. It’s about the future arriving now. 

One of those key developments is inside-out tracking. Tracking the headset and controllers is crucial to providing deeply immersive experiences in Virtual Reality. Inside-out tracking means no more need for finicky infrared base stations and troublesome room set-ups. 

Cost for the gear has decreased while delivering the same quality of experience. Win win!  

To understand the new, let’s quickly talk about the old.

Positional Tracking – The Traditional Way

With traditional tracking, like that of the HTC Vive (which has been the industry standard for “quality” VR experiences), base stations (“Lighthouses”) are placed at opposite top corners of the room. 

They are equal parts transmitter and sensor. They emit wide-angle, two-dimensional infrared beams across the entire room. This is done 1 axis at a time, so left-right then top-bottom, repeatedly. Before each sweep they emit a powerful infrared flash of light.

Each tracked device contains an array of infrared photodiodes (“photodiodes” is just fun to say – go ahead and try it, we’ll wait) connected to a chip. Remember those “dimples” all over the HTC Vive headset and controllers? They’re not just for looks! This chip measures the time between the infrared flash and being hit by the laser sweep for each axis. 

The PC is then able to determine the angles that each “dimple” was hit with by infrared light and use that information to determine its position in the room. Pretty cool, huh?

While this tech has brought the VR industry leaps and bounds forward, it is not without its drawbacks:

  • It is relatively expensive (and contributes to the overall hefty price tag of full VR rigs)

  • It requires mounting lighthouses to sturdy surfaces (aka – you’re probably going to have to drill into the walls), otherwise your experience can be pretty jittery

  • Lighthouses are very sensitive to interference. Reflective surfaces in the room and especially sunlight can cause issues with the infrared signals, which can also be incredibly disrupting and ultimately make a person feel sick. No one wants to feel sick in VR! 

The New Way – Inside-Out tracking

Inside-out tracking uses outward-facing cameras that are integrated into the Head Mounted Display (HMD) and allow the headset to see the environment and any handheld controllers. Sensors and lighthouses that would normally tether a user to a desk have now been integrated into the headset itself. Less hardware, less hassle. 

Inside-out tracking differentiates itself from outside-in tracking by the location of the cameras that are used to determine the object’s position in space. Where previous headsets required lighthouses to flood a room with infrared light to determine the position of the headset, in inside-out positional tracking, the camera or sensors are located on the device itself.

MEET BOB

Bob’s headset tracks from the inside out. Be like Bob.

Just like your smartphone swallowed your windshield GPS unit, the new method of tracking gobbled up the lighthouses making them obsolete. 

But wait! There’s more! As a bonus feature, some headsets with inside-out tracking (like the Oculus Quest) feature “guardians” that can remember a physical room and do not require a user to re-map the space every time that the headset is used in that room. But just in case, they’ve made this all-important safety step super easy and straightforward. If the headset doesn’t recognize the space it’s occupying as a space in its memory, it automatically takes the user through the process. 

No more bumping into furniture when the immersiveness takes over!

What does it all mean?

Improvements to positional tracking in Virtual Reality headsets have made the technology more portable and more viable. 

It’s not only way cooler for the kids in the basement having lightsaber battles, it’s also proving its worth as a solution in industries that are leveraging this powerful tool. And somehow the price has actually gone down! These new headsets boast improved tech as well as drastically lower cost than their predecessors. Better tech, lower price. Again, win-win! 

It’s okay if your mind is blown, so is ours and we work with this stuff daily!

One of our developers had this to say about Inside-Out Tracking:

Inside-out tracking is an important technology because it helps us make compelling VR portable, and as the rise of smartphones showed us, portability and accessibility are a powerful combination.

Nate Logan

Technical Director, Vision Three

And remember there’s no point ditching the lighthouses if you don’t ditch the wire tether while you’re at it – which means ditching the external PC too. This new crop of Virtual Reality hardware has ushered in a truly untethered VR experience. Users can now move about their physical space unencumbered by distracting cords, and no longer have a need for mounted lighthouses, or even an external PC.

It is no different from a time not so long ago (depending on how old you are) where computers filled rooms, then tables, and now fit into pockets. Technology is shrinking, becoming more integrated into our daily lives, and is well within reach of “normal” people. And that’s when things start to really heat up in terms of uptake and evolution. If this truly is the beginning of something… and it is… it is absolutely incredible to think of where this technology could take us and what a ride it is going to be. 

Just think… Virtual Reality will be “pocket sized” soon enough. Will you be ready? 

VisionThree, LLC (a.k.a. V3), is an interactive creative agency headquartered in Indianapolis, IN, USA. Focused on Virtual Reality, Augmented Reality, and Touch interactive, we serve and support clients globally with innovative and immersive experiences. V3 specializes in creating experiences that engage, educate, and entertain. Please learn more at VisionThree.com

Virtual Reality & The Classroom of the Future: The Evolution of Learning

Virtual Reality & The Classroom of the Future: The Evolution of Learning

In our last post, we discussed Virtual Reality’s place in education and training. 

This time, we want to dig a little deeper into what we have been doing here at V3 to solidify Virtual Reality’s seat at the educational table.

The image of the traditional classroom is easy to conjure in your mind.  

Whether in a K-12 school classroom setting or an on-the-job training class, the mind’s eye automatically pictures rows of learners facing a single instructor. Participants are likely taking notes and observing demonstrations the best they can in a group setting. Hands-on practice with educational materials is likely limited due to time and lack of resources.

Now imagine this: the same classroom, but learners are all wearing Virtual Reality headsets. 

From the outside, the room probably looks like a massive game of charades, but behind those masks, learners are interacting with educational materials in ways that were inconceivable in the traditional classroom. 

Let’s imagine that learners in this scenario are studying parts of a combustion engine. One user is surrounded by parts of an engine, all floating in the air and waiting to be interacted with. Another user is wielding a virtual camera and is filming intricate details of the interior of their engine for further study later. And a third student has leaned in and stuck his face directly into the middle of his own engine to get a first-hand view of the movement of parts within. 

Sound impossible, both practically and financially speaking?

Not anymore.

Not with developers creating robust new software and virtual reality hardware prices finally becoming more reasonable. This scenario is not just attainable; we here at VisionThree are working to make this vision a reality because we believe this is precisely what the classroom of the future will look like.

To understand this emerging reality better, we need to explain a few fundamentals fueling this evolution. 

Three main factors are at play in the success of the Virtual Reality classroom:

  • “6DoF” & New Hardware
  • Powerful Software
  • Timing
6 DEGREES OF FREEEEEEDOM!
New headsets are bringing an improved virtual experience to the market with higher processing strengths and improved depth of experience with “6 Degrees of Freedom” or simply “6DoF.”

This refers to the freedom of movement of a body in 3-dimensional space. Specifically, the body is free to move forward/backward, up/down, left/right, and can rotate about three perpendicular axes (often referred to as pitch, yaw, and roll).

This is an improvement over more rudimentary Virtual Reality (such as that of Google Cardboard, etc.) in that the user can move about in the virtual space, rather than simply view it from a fixed vantage point. This can be described as being underwater in the deep end of the swimming pool versus looking at the deep end from the vantage point of the shallow end.

Now we get to the really exciting part: Giving students Avengers-style strength and the ability to wield objects limitlessly. Limits on depth, width, space, and weight yield in this new environment. 

Improved software is allowing users to “grab” and interact with virtual objects in previously impossible ways thanks to 6DoF. 

Heavy or unwieldy objects can be picked up, manipulated, and studied from every angle, thanks to the weightlessness provided by virtual reality. Think of how this applies to industrial applications from gas turbine engines (check out our work with Rolls-Royce) to the inner workings of a nuclear power plant or a geothermal climate control system. This is what inspires our team: we’re literally making the impossible appear completely natural.

This sort of “up close and personal” study would be physically impossible in the real world. Controllers also allow users to “teleport” around massive spaces, allowing much larger-scale environments to come to life rather than acting as passive backgrounds.

New Gadgets

Virtual Reality is following the same trend we have seen in years past with personal computers, mobile phones, and cloud computing. Quickly falling costs are making the technology approachable for a far wider audience. 

Gone are the days of spending $5,000 per rig for VR gear. The newest devices are extremely approachable around $800 or less (Oculus Quest is set to debut at $400). This makes them extremely attractive to the enterprise. THIS is key to really changing the classroom of the future. Now we can have classrooms full of students, ALL in VR – before at $5k a pop, we could NOT. This price drop is guaranteed to be a game changer for the world of K-12 education. 

Beyond pricing, true 6DoF technology creates opportunities to expand curriculum and truly get creative with virtual educational materials. Students can remove a gallbladder, repair a circuit board on the International Space Station, or walk on the moon! Our Facebook page is literally full of examples ranging from fashion design to treating depression to helping disabled senior citizens enjoy nature again. 

As they say, if you can dream it…

For educators, content is only limited by curriculum, and with Virtual Reality, curriculum just became limitless!

Now, let’s talk a bit about this new hardware! The Vive Focus Plus and the Oculus Quest (and the Rift S) are the newest game changers to this area. Tech like this puts VR hardware in reach where previously it was too costly for high quantity use such as a K-12 environment. But all that is about to change…

The HTC Vive Focus Plus

“Professional-grade, portable VR solution that is easy to deploy and manage. Now with 6DoF tracking.”

When it comes to the new eye-tracking features, here’s how HTC is describing this new hardware:

“Most standalone devices come with trade-offs—especially when it comes to visual quality. Not the VIVE Focus Plus. Users will be able to see even more details in excellent clarity with reduced ring effects thanks to all-new lenses.”

The Oculus Quest

The Oculus Quest was announced on Monday, and immediately sold out in pre-orders. It is being touted as a wireless standalone headset that promises: “No PC. No wires. No limits.” A bold claim indeed! Oculus goes on to say that users will be able to:

“Simply set up the device with your Oculus mobile app and Oculus Quest has everything you need to explore VR, right out of the box.”

Like the Vive Focus Plus, Oculus Quest is slated to host top-notch motion-tracking using “Oculus Insight” to ‘instantly reflect [the user’s] movement in VR.’

Both of these devices use the same processor (brain), the Snapdragon processor. The processors are getting better (not requiring the big gaming PC anymore), and developers are getting better at producing content that can play on lower spec devices. Again, ALL promoting the realization of the classroom of the future.

VisionThree's V3CORE

VisionThree has already taken advantage of 6DoF by creating our industry-leading V3CORE platform.Years of development have gone into this robust powerhouse software that delivers the impossible: Multiple people in a virtual environment without the previously associated hardware costs. 

Collaborating closely with our customers has helped us pinpoint common threads in functionality requests. Now a curated collection of functionalities, the V3CORE is among the best options in the industry because it’s been designed alongside our customers. We worked together to meet the needs of real educators and trainers at some of our country’s most respected brands. 

This is not our vision of what training should be. This is customers driving our innovation to deliver a solution that produces measurable results. 

Now the exciting part for future clients: We have a platform that virtually anyone can immediately benefit from due to the fact that our team has already completed principal development. 

This allows us to offer a more robust product at a lower cost, creating a more affordable entry point for new customers.

Our software allows multiple people to interact within the same virtual space, providing unique collaboration opportunities for our customers. Some tools included on this platform include: 

  • Explosion – allows a complicated object to be “exploded” into all of its individual components for easier identification and definition
  • Cross-section – allows an intact virtual object to be bisected to reveal the inner workings “in action” (i.e. the path of air moving through a combustion engine)
  • Interactive camera – users can move a camera around to get better views, close-ups, and capture video or stills images for review outside of the virtual environment

These functions are only possible in the virtual space, and they provide priceless opportunities for on-the-job training curriculums. 

With a virtual classroom, the curriculum can be content-focused, without delivery and execution getting in the way of a single learner’s experience. 

Virtual Reality provides experiential learning that you simply can’t find in a traditional classroom. Rather than having to reset between practicing a skill, users can drill a particular task again and again, resetting at the touch of a button. This unparalleled level of experiential learning increases retention rates in learners and provides unmatched ROI to employers who will see training times slashed due to their employees gaining the ability to practice skills again and again until mastery is achieved.

 In so many ways, this emerging technology is as exciting to trainers and safety managers as the advent of the mobile phone was to communications, mapping, and video. 

 The Time is NOW!

 Like nearly everything in life, timing is always essential. 

Virtual Reality is hitting its stride as a viable tool for more than just hardcore gamers. 

By striking while the iron was hot, this powerful technology has finally found its footing and has officially proved itself as more than just a flashy fad. But those gamers ARE making an impact.

“Gamification” of training methods has become an overwhelmingly successful strategy in education.

Schools AND businesses are also discovering that real productivity is possible when cutting-edge software is combined with the newest tech. From the STEM classroom to on-the-job OSHA safety training, education has found a new home in Virtual Reality.

As we discussed in our last post, dangerous and difficult tasks are best learned in consequence-free environments that are only available in a virtual setting. From fixing a jet engine to removing a gallbladder, the possibilities are ever-evolving and only limited by the scope of a particular trainee’s needs.

Education and curriculum development will never be the same, thanks to the contributions of Virtual Reality. Paradigms are shifting, and very soon, VR headsets will be just as commonplace as computers in classroom settings.

We’re investing in the people, the technology, and the relationships that will keep the VisionThree team as the vanguard of this evolution.

The only question left is simple: How big can you dream?

VisionThree, LLC (a.k.a. V3), is an interactive creative agency headquartered in Indianapolis, IN, USA. Focused on Virtual Reality, Augmented Reality, and Touch interactive, we serve and support clients globally with innovative and immersive experiences. V3 specializes in creating experiences that engage, educate, and entertain. Please learn more at VisionThree.com

Virtual Practice Makes Perfect

Virtual Practice Makes Perfect

Experiential Learning.

STEM. (Science, Technology,Engineering, and Math)

Digital Literacy.

Gamification.

These educational trends have been some of the most popular in the last decade. Classrooms have moved past the days of lectures, repetitive memorization, and frenzied note-taking. 

Current educational styles are now more focused on preparing learners for the practical aspects of actually using the materials that they are expected to master. Learning has become more holistic, encouraging users to see a problem or a scenario with a wider lens, rather than trying to force a handful of fragmented, hastily memorized details into a bigger picture. 

From grade-schools, to post-secondary institutions, to on-the-job training classrooms, instructors are reaching further than ever to provide learners with the best possible tools that will equip them to not only learn, but also retain and apply new information.

So… how in the world does this topic belong on the blog of an interactive company?

GLAD YOU ASKED!

With the paradigm shift happening in how people learn, and the fact that educators are constantly pushing to find new ways to teach in our currently technocentric culture, Virtual Reality has found a place to shine in the world of education.

Imagine starting a new job in an industrial field. Your task is to repair large, expensive engines. In your training, you’ve read all the manuals, been shown all the parts, and watched several tutorials. And maybe you had the chance to practice a step or two, because practicing tasks were split up between you and your classmates due to availability of parts to practice on and the cost associated with too many people practicing with (and potentially breaking) expensive parts. At the end of your training, you’re still a bit of a greenhorn the first time you’re turned loose to work on your own. 

t

How confident are you?

As an employer, how confident would you be in this new employee? How do you feel about your ROI with an employee whose training has been so truncated?

Now imagine starting that same job. You’re provided your own engine to work on. You can practice repairs again and again with the ability to start over instantly if something goes awry. You have the freedom to fail early and often with unlimited “do overs” until you feel comfortable. Parts are limitless and unbreakable. You have the ability to view your engine from the inside to see how the parts work together. You have one-on-one access to your instructor if you have questions, and you can collaborate with fellow students who are also working on their own individual engines. When you finish your training, you have countless repairs under your belt, but you can rest assured that your own personal practice engine is there waiting for you should you ever need further training.

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How confident do you feel now?

How about as an employee?

This lofty aspiration is completely reachable and is happening right now with Virtual Reality! In a virtual environment, practice materials are limitless, mistakes are consequence-free (allowing dangerous tasks to be practiced from the safety of a VR headset), and hands-on drills can be reset again and again as needed with the touch of a button. Learners are no-longer bound to the physical classroom, but can meet virtually from across the globe to be taught by the best and brightest of their field. Because of its flexibility, the virtual classroom has untold potential as an educational conduit.  

One writer at TeachThought – an educational website focused on professional resources and curriculum development – put it this way: “The immersive nature of virtual reality brings depth to educational content by engaging the senses and allowing exploration to a degree that would be difficult to duplicate within the confines of a classroom, making it an ideal catalyst for curiosity and true learning.”

THE 7 LEARNING STYLES ARE COMMONLY AGREED UPON AS:

  1. VISUAL
  2. AURAL
  3. VERBAL
  4. PHYSICAL
  5. LOGICAL
  6. SOCIAL
  7. SOLITARY

In a diverse group of learners with individual, distinct learning styles, Virtual Reality can cater to each person’s needs without sacrificing the education of the rest of the group. If one person needs to spend time alone with their materials to master a particular concept (Logical/Solitary/Physical), while another needs to discuss methods with the group (Verbal/Social), and still a third needs to just sit back and take in the discussion (Visual/Aural), all of these styles can be accommodated without the associated chaos of a live classroom. Need to process on your own for a minute? Mute your classmates while you ponder your materials. Need to examine something close up? You’ve got your own virtual materials that you don’t have to share. Need to practice a particular skill some more, but the rest of the group members needs to work on other skills? Reset your practice module again and again until you’ve mastered it.

We are currently facing a skills gap in industries that once expected years of apprenticeships before mastering a hands-on trade. The new generation of “digital natives,” now entering the workforce in droves, expect to learn new skills in their native ‘language’ via digital delivery. The generational divide between “digital natives” and the “digital immigrants” who can still clearly remember the days pre-internet is clear, but not difficult to bridge. With Virtual Reality, hands-on training CAN be delivered digitally, spanning the language barrier between generations. 

VisionThree, LLC (a.k.a. V3), is an interactive creative agency headquartered in Indianapolis, IN, USA. Focused on Virtual Reality, Augmented Reality, and Touch interactive, we serve and support clients globally with innovative and immersive experiences. V3 specializes in creating experiences that engage, educate, and entertain. Please learn more at VisionThree.com