Education & Training

how-virtual-reality-is-revolutionizing-police-training

How Virtual Reality Is Revolutionizing Police Training

Law enforcement officers face various complex and challenging situations where they must respond to high-risk incidents involving armed perpetrators. Unfortunately, police officers in the US only receive less than six months of police training—which is where virtual reality comes in.

Using VR helps augment the need for more in-depth training in a safe and immersive training environment. It also helps further hone their skills, allowing them to effectively manage a more comprehensive array of situations, including highly stressful and unpredictable scenarios.

In this article, we’ll explore virtual reality’s role in police training, its benefits, and some real-life applications.

Why VR Is an Effective Training Tool

VR has many police training applications, allowing officers to improve their interactions with their communities and help them develop the necessary reactions in a more controlled environment. It provides law enforcement officers with immersive experiences close to real-life situations, which can help improve their learning and performance compared to more traditional training methods. With virtual reality police training, users can interact with a simulated environment that reacts accordingly, making them feel like they’re really there.

As a police training tool, VR can be used to enhance existing aspects of training, according to a study by Laura Giessing of Heidelberg University. It has the potential to help officers become better equipped to face critical incidents on duty by acquiring skills and tactics that can be readily applied when facing high-stress situations.

Benefits of VR in Police Training

Aside from helping law enforcement officers further develop skills such as communication, de-escalation, or intervention, it can also help them build empathy. Developing empathy allows officers to become more effective on duty by better understanding what a particular subject is going through.

Using VR as a police training tool has several key benefits, including:

Officer Safety

Police officers face complex and potentially dangerous scenarios in their line of work. Using VR for police training allows them to immerse in those scenarios without the risk of physical harm.

Access to Realistic Simulations

Virtual reality can simulate realistic scenarios that elicit the same reactions as their real-world counterparts. These simulations give officers the opportunity to continuously expose themselves to the simulations and gain as much experience as possible before facing similar situations in the field.

Customizable Scenarios

The great thing about using virtual reality in police training is that it’s a scalable and customizable solution. This means that training academies or organizations can create custom scenarios that align with changing needs and industry best practices.

Enhanced Decision-Making Capabilities

By exposing officers to realistic simulations, they can hone their critical thinking, problem-solving, and communication skills. VR training can also be modified to simulate increasingly high-stress or high-risk situations, helping officers learn how to effectively handle and de-escalate such scenarios at a more manageable pace.

Focus on Evaluation and Debriefing

VR can also help officers learn how to best evaluate a scenario and execute more in-depth debriefing sessions. That’s because users can replay different scenarios, allowing them to analyze each segment in more detail.

Real-World Examples of Police VR Training

Many police departments and organizations in the US and abroad already use VR for police training. These include:

Sacramento Police Department

This department uses immersive video simulators to recreate real-world scenarios, providing its officers with cultural competency and implicit bias training. Officers are also educated about proper decision-making and peer intervention.

Los Alamos Police Department

In 2021, the Los Alamos Police Department started applying VR technology to train its officers in more effective de-escalation tactics.

Mexico City

Mexico City established the first virtual reality training center for officers in Latin America. One of the goals of the training center is to help officers enhance their reflexes in high-risk or stressful emergency scenarios to improve their performance.

Gwent Police

Gwent Police officers benefit from a VR training program that teaches them how to respond to and make better decisions in stressful situations. The program has 10 scenarios based on real-life problems that police officers frequently encounter.

Dutch Police

The Dutch Police developed a VR simulation game that trains officers to complete different scenarios. This VR training also provides bias training for Dutch Police officers, helping them become more knowledgeable and better prevent ethnic profiling.

How Virtual Reality Is Revolutionizing Police Training Read More »

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Inspirit Launches Affordable XR STEM Education Platform for Middle and High School Students

XR STEM education has taken a leap forward with the official launch of Inspirit’s Innovative Learning Hub. The digital platform provides educators with affordable access to a premium library of virtual reality and augmented reality experiences designed specifically for middle and high school students. Focusing on enhancing learning outcomes and increasing engagement, Inspirit is revolutionizing the way STEM subjects are taught worldwide.

Breaking Down Barriers With Immersive Learning

Inspirit is a research-driven EdTech startup that pioneers immersive XR experiences for STEM education. The company’s Innovative Learning Hub stands as the premier choice for immersive XR STEM education, encompassing diverse subjects such as mathematics, physics, chemistry, biology, and vocational training.

Through XR experiences, Inspirit’s platform provides students with experiential learning opportunities. By engaging in simulations and exploring 3D models, students gain a deeper understanding of complex STEM concepts.

The advantages of VR education have long been embraced by both teachers and students, who have found immense value in its experiential approach. But with Inspirit’s XR expertise and easy-to-use technology, the platform bridges the gap between theoretical concepts and real-world applications, providing students with a deeper understanding and fostering engagement.

Renowned for its commitment to rigorous research, Inspirit collaborates with Stanford University researchers to unlock the full potential of XR learning. The result is a unified platform that seamlessly integrates into schools, improving learning outcomes and providing teachers with an intuitive system to embed into their curriculum.

Experts in the field, like Jeremy Bailenson, founding director of the Stanford Virtual Human Interaction Lab and professor of education, recognize the impact of Inspirit’s approach, emphasizing the importance of teacher professional development and curriculum alignment for successful integration and long-term usage in the classroom.

Inspirit XR STEM Education Platform

“Inspirit is unique in that it is led by a VR pioneer who puts ‘education first’, with a huge amount of experience in the world of STEM,” said Bailenson, in a press release shared with ARPost.

Unparalleled Access to Immersive XR Content

The Innovative Learning Hub boasts a comprehensive library of age-appropriate XR experiences that align with educational standards. From engaging simulations to interactive lessons, students have the opportunity to explore and study complex concepts, making learning tangible and enjoyable. This cutting-edge content ensures that students receive the highest-quality educational experiences.

Cross-Platform Compatibility for Seamless Learning

Flexibility is a key advantage of Inspirit’s Innovative Learning Hub. Students can access the library of XR content from various devices, including laptops, Chromebooks, and most VR headsets designed for educational use.

XR STEM Education Platform by Inspirit

This compatibility maximizes schools’ existing hardware investments while expanding learning capabilities. By eliminating the need for costly subscriptions and one-off purchases, Inspirit promotes inclusivity and accessibility, allowing all students to benefit from a comprehensive STEM curriculum.

XR STEM Education: Inspiring Students and Shaping Futures

As a firm believer in the transformative power of immersive technology, Aditya Vishwanath, co-founder and CEO of Inspirit, actively champions its potential for revolutionizing XR STEM education.

The Innovative Learning Hub serves as a platform that grants middle and high school students the opportunity to engage with exceptional XR content. “Our research-based methodology ensures all middle and high school students have an opportunity to access top-notch XR content that enhances their learning experience, prepares them for the future, and inspires them to pursue their dreams,” said Vishwanath.

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Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences

Strivr, a virtual reality training solutions startup, was founded as a VR training platform for professional sports leagues such as the NBA, NHL, and NFL. Today, Strivr has made its way to the job training scene with an innovative approach to employee training, leveraging generative AI (GenAI) to transform learning experiences.

More Companies Lean Toward Immersive Learning

Today’s business landscape is rapidly evolving. As such, Fortune 500 companies and other businesses in the corporate sector are starting to turn to more innovative employee training and development solutions. To serve the changing demands of top companies, Strivr has secured $16 million in funding back in 2018 to expand its VR training platform.

Research shows that learning through VR environments can significantly enhance knowledge retention, making it a groundbreaking development in employee training.

Unlike traditional training methods, a VR training platform immerses employees in lifelike scenarios, providing unparalleled engagement and experiential learning. However, this technology isn’t a new concept at all. Companies have been incorporating VR into their training solutions for several years, but we’ve only recently seen more industries adopting this technology rapidly.

The Impact of Generative AI on VR Training Platforms

Walmart, the largest retailer in the world, partnered with Strivr to bring VR to their training facilities. Employees can now practice in virtual sales floors repeatedly until they perfect their skills. In 2019, nearly 1.4 million Walmart associates have undergone VR training to prepare for the holiday rush, placing them in a simulated, chaotic Black Friday scenario.

As a result, associates reported a 30% increase in employee satisfaction, 70% higher test scores, and 10 to 15% higher knowledge retention rates. Because of the VR training’s success, Walmart expanded the VR training program to all their stores nationwide.

Derek Belch, founder and CEO at Strivr, states that the demand for the faster development of high-quality and scalable VR experiences that generate impactful results is “at an all-time high.”

VR training platofrm Strivr

As Strivr’s customers are among the most prominent companies globally, they are directly experiencing the impact of immersive learning on employee engagement, retention, and performance. “They want more, and we’re listening,” said Belch in a press release shared with ARPost.

So, to enhance its VR training platform, Strivr embraces generative AI to develop storylines, boost animation and asset creation, and optimize visual and content-driven features.

GenAI will also aid HR and L&D leaders in critical decision-making by deriving insights from immersive user data.

Strivr’s VR Training Platform Addresses Employee Mental Health

Strivr has partnered with Reulay and Healium in hosting its first in-headset mental health and well-being applications on the VR training platform. This will allow their customers to incorporate mental health “breaks” into their training curricula and address the rising levels of employee burnout, depression, and anxiety.

Belch has announced that Strivr also partnered with one of the world’s leading financial institutions to make meditation activities available in their workplace.

Meditation is indeed helpful for employees; the Journal of the American Medical Association recently published a study that showed that meditation can help reduce anxiety as effectively as drug therapies. Mindfulness practices, on the other hand, have been demonstrated to increase employee productivity, focus, and collaboration.

How VR Transforms Professional Training

With Strivr’s VR Training platform offering enhanced experiential learning and mental well-being, one might wonder how VR technology will influence employee training moving forward.

Belch describes Strivr’s VR training platform as a “beautifully free space” to practice. Employees can develop or improve their skills in a realistic scenario that simulates actual workplace challenges in a way that typical workshops and classrooms cannot. Moreover, training employees through VR platform cuts travel costs associated with conventional training facilities.

VR training platform Strivr

VR training platforms also contribute to a more inclusive and diverse workplace. Employees belonging to minority groups can rehearse and tailor their behaviors in simulated scenarios where a superior or customer is prejudiced toward them, for instance. When these situations are addressed during training, companies can protect their employees from these challenges and prepare them.

What’s Next for VR Training Platforms?

According to Belch, Strivr’s enhanced VR training platform is only the beginning of how VR will continue to impact the employee experience.

So far, VR training platforms have been improving employee onboarding, knowledge retention, and performance. They allow employees to practice and acquire critical skills in a safe, virtual environment, helping them gain more confidence and efficiency while training. Additionally, diversity and inclusion are promoted, thanks to VR’s ability to simulate scenarios where employees can tailor their behaviors during difficult situations.

And, of course, VR training has rightfully gained recognition for helping teach retail workers essential customer service skills. By interacting with virtual customers in a life-like environment, Walmart’s employees have significantly boosted their skills, and the mega-retailer has implemented an immersive training solution to all of its nearly 4,700 stores all over America.

In 2022, Accenture invested in Strivr and Talespin to revolutionize immersive learning and enterprise VR. This is a good sign of confidence in the industry and its massive potential for growth.

As we keep an eye on the latest scoop about VR technology, we can expect more groundbreaking developments in the industry and for VR platforms to increase their presence in the employee training realm.

Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences Read More »

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A Guided Demo of Nanome Came With a Free Chemistry Lesson From Founders

Before my life as a technology journalist, I worked in a university’s biomedical engineering research lab. Every now and then, in my current career, I encounter something that I wish had been around 10 years ago. Nanome, an app for spatially visualizing molecules in MR and VR, is exactly such an experience.

Meet Nanome

Nanome is a visualization and collaboration platform available on all major VR headsets. It’s partially funded by Meta, but founders got in with Oculus co-founder Michael Antonov long before Facebook bought the company (and subsequently changed the name of both companies to “Meta”).

“Because we were part of Oculus for Business as an ISV [Independent Software Vendor], our relationship has deepened and we have co-authored multiple case studies together, including for Nimbus and Novartis,” Nanome co-founder and CEO Steve McCloskey told ARPost.

Nanome VR app Set of plugins

Nanome was a launch title on the Quest Pro, but it is also available on Viveport and Steam. The platform runs in VR on most headsets, but also makes full use of the full-color passthrough on the Quest Pro. The company is looking at the emerging AR glasses hardware market, but still needs controllers for the time being.

“Current hand tracking technology does not meet the needs that 6DoF controllers can provide, which consumer AR glasses don’t,” said McCloskey. “Additionally, the limited FOV makes it challenging to get a closer view of molecules in the context of a protein binding pocket which is essential for many of our users.”

If you don’t know what a “protein binding pocket” is, don’t feel like Nanome is too advanced for you. Just like chemistry in general, you can start wherever you are and go from there. You can also watch educational videos on chemistry’s big ideas directly within Nanome.

“Every user has unique needs and workflows, and we aim to provide a tool that can adapt to those needs, rather than forcing users to adapt their workflows to our tool,” said McCloskey. “This is why we continually work to improve and expand our features, to provide an ever-more intuitive, collaborative, and integrative experience for our users.”

Subscription Options

Nanome comes in a free version for personal use, as well as academic, research, and enterprise subscription tiers. Virtually all of the platform’s major functionalities work in the free version, though the academic subscription allows meeting in private rooms and saving workspaces. The benefits of the remaining tiers come largely from hosting and server options.

Insights From the In-App Demo

I met with McCloskey and fellow co-founder Sam Hessenauer within a free trial of the platform’s academic version. Creating an account is fast and easy, and automatically uses your Meta avatar, though you can join with a number of default avatars if you’re using a borrowed or communal headset.

Start Building Molecules – Even Impossible Ones

The virtual space is initially empty, inviting users to start building their own molecules from scratch, using common building blocks already in the app, or bringing in completed structures. The app supports a number of commonly used visualization tools, so work started on conventional software can be brought directly into VR.

Nanome VR app - periodic table

Molecules have specific shapes – something about the constituent atoms attracting and repelling each other – I’m pretty sure that my university chemistry textbook has a whole section on figuring out bond angles based on valence electrons. The point is, the app does that for you. And, when you create a molecule that couldn’t possibly exist, the app lets you know.

So, if you want to play comic book super genius and create fantastic chemical structures, you can! And the app will let you know which parts of the molecule break the laws of physics, and which laws they break. You can also view the models in several color-coded visualization methods.

“Because we’re on the VR app store and the basic version of the software can replace Intro-to-Chem ball and stick models, we’re very popular among universities and libraries as the go-to chemistry app in XR,” said McCloskey. “You never run out of chemistry kit parts in XR!”

Building new chemical structures in the app is huge. While you certainly can use Nanome to practice and learn chemistry within its established boundaries, there are people using the platform to design new chemicals, like groundbreaking prescription medications. In fact, early feedback from Novartis went into the first widely available iteration of the platform.

“For other major biopharma companies, we meet scientists and IT folks at various industry conferences,” said McCloskey. “We have landed some deals from scientists who bought a Quest for the holidays and wanted to use Nanome at their workplace.”

Everyone Gather Around the Giant Protein

Visualizing chemicals isn’t only important when designing new ones. One giant model that McCloskey, Hessenauer, and I viewed within the space was a large protein. At that massive scale, something that was just an idea before suddenly seemed tangible and understandable –  a solid thing with its own charitable topography waiting to be explored.

Jon Nanome VR app demo

Prion proteins in the brain can fold incorrectly, leading to neurological disorders like dementia. I remember my middle school science teacher trying to communicate that by scribbling on the chalkboard, but how exactly a protein could be foldable never really made sense to me. Seeing that giant protein in VR, that fifteen-year-old lesson came back and clicked instantly.

McCloskey and Hessenauer were able to point out caves in the giant protein where part of another chemical – like a medication designed by one of the companies using the app – could fit into the protein and bind to it. I usually do demos like this to learn about XR, but this time I felt like I got a lesson in chemistry with XR in the margins – which is how it’s supposed to feel.

“As a design tool, we aim for Nanome to be as intuitive as possible. This is where XR and the user interface come into play,” said McCloskey. “We want our users to focus more on their scientific explorations and less on learning how to use the tool.”

Nanome VR app

Suppose I want to go back and watch our demo again. I can. But, not just a flat recording. Nanome allows spatial recordings that viewers can walk through later. If someone pointed at a point on the model and I missed it live, I can go back and watch it in VR standing right in their shoes as I relive the moment from their viewing angle.

At Least Take a Look

If you ever even think about chemistry, there’s literally no reason not to check out the free version of the app. If you’re a student, learning institution, or researcher, the platform can grow with you. The sheer number of things that Nanome can do are honestly overwhelming at first, but helpful explainer videos and easy-to-pick-up controls make it second nature in minutes.

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ARuVR Releases No-Code Content Creation Platform for XR Headsets

UK-based ARuVR (formerly VRtuoso) enterprise XR training platform has recently announced that it supports no-code content creation, distribution, and management for XR headsets. Thus, companies can now create extended reality training programs for VIVE XR Elite, Meta Quest Pro, and Pico 4 Enterprise without writing a single line of code.

Accessibility of AR/VR Creation Is the Latest Industry Trend

For some time now, creating AR/VR content is no longer conditioned by having coding skills. While developers are still very much in demand for high-end games and applications, there is a movement towards making the creation process accessible for all.

ARuVR puts another important building block to the foundation of this process with its no-code XR platform. Users can rely on the simple drag-and-drop process to create immersive training for employees, which can now also be experienced on extended reality headsets.

Immersive Training Is the New Norm

So far, ARuVR has attracted a roster of top clients, such as PwC, Coca-Cola, BT, and BAE Systems. These companies, and many others, rely on ARuVR’s training platform to create onboarding presentations for employees and ongoing training for staff.

The nature of AR/VR training makes it possible for international companies to create and deploy the same training for teams in various places around the globe. This ensures consistent compliance with the latest policies and best practices. Any other training method is subject to errors, human or otherwise.

With the no-code XR platform, any professional in charge of employee training can create interactive programs, test them and deploy them without a developer’s assistance.

The No-Code XR Platform Is Optimized for Enterprise Headsets

ARuVR is working together with headset producers who supply companies with enterprise-grade devices. Thus, the no-code XR platform is fully compatible with the most popular devices for corporate training, namely: HTC VIVE XR Elite, Meta Quest Pro, and Pico 4 Enterprise.

Speaking about the importance of the new training platform, Nathan Gaydhani, the Enterprise Product Owner EMEA at HTC VIVE said in a press release shared with ARPost:

“XR has the power to change how a business operates, creating and delivering highly realistic experiences to recruit, engage, upskill, or retain its workforce. Combining the great hardware of VIVE XR Elite, and powerful software like ARuVR’s platform means that advanced transformative technology is accessible to any organization.”

The Ultimate Goal: Facilitating Learning

For ARuVR, their new product is one step forward towards the goal of making training and transfer of knowledge faster and more accurate. This will ensure the success of companies, through more consistent training of their employees.

“As the first training platform to add no-code capability to our patented platform for the world’s leading XR headsets, we are ensuring that technical expertise is not a limiting factor to the roll-out of XR training programs,” said the founder and CEO of ARuVR, Frank Furnari. “Now anyone within an organization can easily become a creator of powerful and immersive training and deploy to anyone, anywhere throughout the enterprise.”

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Why Your Next Workplace Training Session Might Be in the Belly of a Volcano

Whoever said workplace training had to be boring? Thanks to advances in virtual reality, the world of workplace learning and development might finally be something to get excited about…and not a moment too soon.

In the world of training, education, and development, what’s fun and what’s effective are often one and the same. Educators have understood for quite some time that engagement is critical to the learning process. And there’s no quicker way to lose someone’s interest than boring them or lulling them to sleep.

A disengaged student is a student that isn’t learning, and that’s why we find that fun is very much an essential ingredient to the learning process. However, while educators have known this to be true for quite some time, it seems that, in the corporate world, this lesson has yet to truly sink in.

Can you remember the last time you took part in workplace training? If not, that might be because it wasn’t very memorable. If you’re like most people, your experience with workplace training probably amounts to sitting in a drab, windowless room and struggling to keep your eyes open as a grainy video drones at you from a television set in the corner.

Workplace Learning and Development Don’t Have to Be a Drag

Thanks to the emergence of technologies like virtual reality and augmented reality, however, this drab form of corporate training may soon be a thing of the past. Companies are realizing that they can save a considerable amount of time, money, and other resources on training and development. With these portable, cost-effective technologies, organizations can upskill a distributed workforce in a way that’s interactive, inclusive, and sustainable.

In my time working with Gemba, we’ve worked with the companies like Johnson & Johnson, Coca-Cola, and Pfizer to deliver immersive, impactful VR training programs, all while eliminating up to $2M in travel costs and over a ton of CO2  per trainee.

For organizations big and small, that’s a real, meaningful step towards sustainability — and, unlike most other sustainability initiatives, this transition doesn’t entail sacrifice. On the contrary, we’ve found that VR-based training is not only cheaper and more sustainable than traditional forms of training, but it’s actually more effective.

Fun and Efficiency Make VR Training an Inevitability

In our experience helping companies train and develop their employees, we’ve found that the use of VR is associated with significant improvements in educational efficacy.

While many might intuitively understand this, independent research has shown that making the learning process fun or enjoyable not only improves students’ willingness to engage in learning, but also improves their ability to retain information — even if the information itself is dull.

And this phenomenon isn’t unique to students. In fact, we’ve seen the same effect being borne out time and time again in our own work with professionals. An assessment of Gemba’s VR-enabled training with automotive technology supplier, Aptiv, found that a more immersive, engaging, and enjoyable learning experience led to faster, more effective training.

An independent case study of the program, published by the World Economic Forum (WEF),  found that Aptiv was able to reduce what was originally two days of in-person training to just four hours of VR-enabled training. The study concluded that, overall, the use of Gemba’s VR-enabled training allowed Aptiv to upskill its workforce with 80% greater efficiency, compared to real-world training.

And there’s a very real need for more efficient, effective workplace training. According to the Organisation for Economic Cooperation and Development (OECD), over one billion workers globally will need to be upskilled by the year 2030. As technological advancements continue to reconfigure our world, organizations will be hard-pressed to find fast, effective, and scalable means of upskilling such a sizable portion of the workforce.

With VR, The Sky’s No Limit

It’s for these reasons that VR-enabled training’s mainstream adoption is all but an inevitability. Already, leading global enterprises like Unilever, Volvo, L’Oreal, and Nike are making use of VR-enabled training to optimize workforce development. And at the same time, advances in both hardware and software are making virtual and augmented reality platforms more impressive by the minute.

This begs the question — if you can hold a virtual meeting anywhere, why do it in a virtual recreation of some drab, lifeless conference room? Why not in the belly of a volcano? Or a castle floating above the clouds? Or at the bottom of the ocean? Why create a pixel-perfect digital twin of your cramped office space when you can convene anywhere on (or off) Earth?

I know what some of you are thinking — “That sounds rather childish,” or “That seems unprofessional.” To which, I’d respond, is being boring a prerequisite for professionalism?

I’ve had the luxury of working with a wide range of people and professionals throughout my career. I’ve worked in the gaming industry, been a university lecturer, and worked extensively with corporate leadership from around the world. Across all these spaces and demographics I’ve found one thing to be true — people like having fun. As a CTO myself, I can tell you from first-hand experience that you don’t magically become a dullard the moment they put a “C” in front of your title.

And we can expect businesses to be on board as well. Given enjoyment’s proven ability to make learning more effective, you can rest assured that organizations will be eager to inject VR training with all manner of fanciful, gamified fun. And I, for one, can’t wait.

Guest Post


About the Guest Author(s)

Frankie Cavanagh

Frankie Cavanagh

Frankie is a visionary leader, an innovative technologist, and a game-changer in the world of virtual reality and learning. His background in teaching, combined with his passion for game design and XR technology and his skills as an artist, designer, and coder, gives him a unique ability to create immersive and engaging experiences that revolutionize how businesses train and develop their workforce.

Why Your Next Workplace Training Session Might Be in the Belly of a Volcano Read More »

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What Roles Does VR Training Play in the Growing Job Market

Is VR training going to be a necessity for businesses today? With the job boom early this year, it appears to be so.

2023 started off well for the job market. Based on the job market report in January 2023, the total nonfarm payroll employment skyrocketed to 517,000, way above the Dow Jones estimate of 187,000 and December’s 260,000 gain. As of March 2023, the US Bureau of Labor Statistics also reports that the unemployment rate still remains stable at 3.5% with widespread job growth, especially in leisure and hospitality, professional and business services, and healthcare.

While one report is not indicative of a trend, job growth, and low unemployment rates are positive indicators of a strong market. To keep up with this growth, businesses must implement solutions that streamline recruitment processes and facilitate faster onboarding.

According to David Chen, CTO and co-founder of a company that makes 3D cameras and depth sensors, Orbbec, VR training is going to be critical to the continued growth of the job market. We talked to him about the role VR training will play in the growing job market and how businesses can leverage this technology to their advantage.

The Role of VR Training in the Growing Job Market

VR training has gained popularity in the business world due to its ability to help new employees acquire skills quickly and efficiently. According to Chen, traditional training methods can be complex with multi-step operations, which are harder to remember and even dangerous in certain industries.

However, VR enables hands-on experiences that are safe and engaging. VR enables hands-on experiences that risk neither raw materials, equipment nor personnel. Headsets and projectors give trainees real, immersive guidance on what to do, and what not to do,” Chen told us in a written interview. “Unexpected scenarios can be posed at will and because there is no incremental cost for repetition, skills are learned faster.”

In fact, a PwC study found that employee training can be up to four times faster when using VR courses rather than traditional classroom training. What takes two hours in a classroom setting can be learned within 30 minutes using VR.

Chen continues that compared to other emerging training technologies such as augmented reality and gamification, VR training provides a more holistic experience that combines hard and soft skills training. AR training may be more suitable for businesses looking to perform micro-training, focusing on one definable concept, idea, skill, object, or process. On the other hand, VR training puts trainees in a completely digital world, allowing for less repercussion in the physical space while learning a new task.

Honeywell, for instance, has been using VR training for years to train plant operators and field technicians. Its VR training simulator, the Immersive Field Simulator, generated skills retention that is twice as high as previous training methods, leading to a more engaging training program for younger generations of workers. Last year, the simulator was enhanced with new capabilities to meet a broader spectrum of training and development requirements.

Bank of America also launched a VR training program in 2021 to simulate client interactions and practice routine tasks. The pilot program reported that 97% of the employees who went through the simulations felt more comfortable performing their tasks afterward. Now, the VR program is being used by around 50,000 employees in nearly 4,300 financial centers across the country.

These and more examples show that VR training is proving to be a valuable tool in helping businesses train new employees quickly and efficiently while minimizing risk and increasing skills retention.

Challenges Businesses Face in Implementing VR Training

Implementing VR training in businesses is not without its challenges. According to Chen, content creation is one of the primary challenges businesses face when implementing the technology. “Some scenes can be very difficult to recreate in the virtual realm and not everything can be operated with a VR headset controller,” he explained.

Upfront costs can be another obstacle that business leaders have to overcome. One study by PwC shows that VR content initially requires up to 48% greater investment than classroom or e-learning courses.

To address the challenges businesses face when implementing VR training, Chen suggests that businesses consider the long-term benefits of the technology. They should also be aware of the advancements in VR technology, which have made it more affordable than before. By doing so, businesses can improve their training processes, save time and resources, and achieve a higher ROI.

How Businesses Can Implement VR Training

To successfully implement VR training, businesses should consider starting with a pilot program and selecting a platform with features tailored to their specific needs. Testing VR training in small batches can help determine what jobs can best be improved upon with the use of VR and how these programs may need to be adjusted to fit participants’ specific needs,” Chen said.

As a 3D camera manufacturer, Orbbec offers necessary solutions that support VR training programs.

3D camera technology helps capture the real environment and quickly transfer it into VR content, providing a more realistic training experience without the need for a controller. By using solutions like this, companies can optimize their training processes and provide their employees with a more effective and engaging learning experience.

Indeed, the future of VR training looks promising, with new applications and use cases that are expected to emerge in various industries and continued advancements in processing power, rendering engines, and display technologies.

AWE USA 2023 giveaway

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Talespin and Pearson Usher in the Future of Work With Ambitious Storyworld

Talespin is known for using VR in enterprise education – particularly for developing soft skills. Pearson, “the world’s leading learning company,” identified a need – specifically, helping business leaders understand the emerging future of work. Together, the two companies created an elaborate “storyworld” guiding learners through over 30 interactive education modules.

To learn more about “Where’d Everybody Go? The Business Leader’s Guide to the Decentralized Workforce,” we talked with Talespin CEO Kyle Jackson.

The World is Changing

The decentralized workforce is one of those trends that has, to a degree, always been there. With improving connectivity and ever-more portable hardware combined with an increase in the number of “knowledge workers” it’s been growing for a while now. The pandemic accelerated it as businesses that had remained centralized suddenly saw their workforce distributed.

Many workers like the opportunity to work largely when and where they like. Developments in culture and technology generally are making it more appealing and more practical, for example, with new approaches to financial technologies that encourage and facilitate independence – a sort of technologically driven take on rugged individualism.

Some companies have leaned into this massive shift as it can reduce overhead and even increase productivity as well as morale. However, some business leaders have been less able to really attach themselves to the idea which at the same time is becoming increasingly difficult to avoid.

“What we’ve broadly seen in the XR space is lots of single-module learning journeys,” said Jackson. “People just couldn’t do that with this topic.”

Where’d Everybody Go?

To address these challenges, Pearson – with AI analytics company Faethm, which Pearson acquired in 2021 – put together a list of “future human capabilities” that would be required to navigate this new direction in work. Working with Talespin helped to determine the direction of the project early on.

“We looked at that list and overlaid this concept of just how fast work is changing,” said Jackson. “Everybody is leaving jobs and no one can hire anybody – so where did everybody go?”

The experience currently consists of over 30 modules in four thematic tracks:

  • Applying Web3 to Business Strategy and Operations
  • Management and Upskilling
  • Equity and Values of the Modern Workforce
  • Practical Thinking.

There is also an introductory track, which helps learners choose the content that they’re going to work through. The whole experience might take a learner around seven hours to complete, but they don’t need to do it all at once. They don’t even need to do all of it.

“In that intro track you get a kind of choose-your-own-adventure overview,” said Jackson. “If you want to have your leadership team take just one of the tracks, that’s perfectly fine.”

Pearson and Talespin

The “choose-your-own-adventure” aspect comes in through the complex “storyworld” through which the content is delivered. Learners are essentially playing an interactive roleplaying game that helps them practice the topics of each track.

“Learners take on the protagonist’s role of a city commissioner,” reads a release shared with ARPost. “The learner must help local startups and enterprises navigate challenges that real-world businesses face today, like leading hybrid workforces, exploring the adoption of new technology, and instilling equitable workplace practices.”

The experience drew from the expertise and insights of both Pearson and Talespin, who worked closely to create the tracks and modules.

“It’s been very collaborative. Both teams have been in the trenches as a single team,” said Jackson. “We’re definitely more than just the platform in this case where in other cases we’re just the platform and the company is on their own.”

Creating the Experience

The level of involvement from Pearson was no doubt partially enabled by Talespin’s use of their own user-friendly creation tools. These also helped to allow the incredible speed with which the momentous project was realized.

“The idea formed in the middle of last year. Because we built a no-code platform, we really accelerated the product pipeline,” said Jackson. “Our North Star was how do you get the ability to create content into the hands of people who have the knowledge. … The no-code platform was built in service of that but we decided that we had to eat our own dog food.”

Jackson said that for the back-end team that were masters of their previous toolset, using the no-code version was initially frustrating. However, the platform played a large role in launching the experience, which has become a model for future long-form content from Talespin.

“This is the first of several of these that we have coming,” said Jackson. “Even though it’s a new concept to do a storyworld for an immersive learning experience, we’ve had a lot of interest.”

Demystifying Decentralization

Thanks to Talespin, virtual reality – one of the technologies playing a role in the decentralization of work – is helping companies navigate the future of work. This is a big moment for work as we know it, but it’s also a big deal for Talespin, who may have once again revolutionized immersive storytelling as an enterprise education tool.

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Jackson Public Schools Implement Virtual Reality in the Classroom

Virtual reality in the classroom is one of the many uses of immersive technologies. And, wherever it is in use, it has proven to be a great success. The latest educational organization to adopt it is Jackson Public Schools in Mississippi.

The second-largest school district in the Magnolia State, comprising seven high schools, 10 middle schools, 31 elementary schools, and four special program schools, has recently announced that its students will now be able to learn using VR.

VR Learning Made Available to a Large Number of Students

Currently, Jackson Public Schools enrolls 80% of the children in the capital city of Mississippi. Thanks to the partnership with a local company specializing in developing VR solutions for the educational field, Lobaki, the school district’s 19,000 students will soon have access to virtual reality in the classroom.

This partnership resulted in the full equipment of the entire school system with the necessary hardware and applications. They will allow the students to enjoy an immersive and hands-on learning experience in every class – from history to biology.

Teachers Are Happy to Use Virtual Reality in the Classroom

Not only students, but teachers are also excited to use the modern tools made available through the multiyear partnership with Lobaki. During the COVID-19 lockdown, they had the opportunity to learn how to use remote learning solutions.

And virtual reality in the classroom is a way of bringing together the best of both worlds; real and virtual.

“We have been interested in using virtual reality in our schools for quite some time now, as we are always looking to improve the educational experience,” said Dr. Rajeeni Scott, the Executive Director of School Support for Jackson Public School District, in a press release shared with ARPost. “With the additional challenge of learning loss created by the COVID-19 pandemic, we knew it was time to implement this solution within our schools.”

The New Project Showcases the Practical Role of VR in Our Lives

Virtual reality is no longer just for fun, entertainment, and hi-tech industries. It is becoming a part of our lives, from the simplest to the most advanced levels. For Lobaki, virtual reality in the classroom is proof of the huge potential of this technology.

“As one of the oldest and largest school systems in the state of Mississippi, Jackson Public School District’s decision to implement virtual reality technology stands out as one of the largest implementations in the United States to date,” said the CEO of Lobaki, Amber Coeur.

Using VR headsets and immersive experiences created by Lobaki, students will be able to interact with for example Civil Rights leaders or explore the structures of the smallest cells in the animal and vegetal world.

As a local company based in Mississippi, Lobaki is the ideal partner for this type of long-term partnership with Jackson Public Schools.

“As Mississippi’s only owned and operated virtual reality content creation company, the level of support from installation to training is unmatched,” explained Scott “We know they aren’t going to drop off hardware and leave …they are our next-door neighbors and fellow Mississippians.”

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Immersive Inspiration: Why Extended Reality Learning Holds Multi-Sector Potential

The vast potential of extended reality cannot be underestimated. Used as something of an umbrella term to encompass “all real-and-virtual combined environments and human-machine interactions,” XR has become a buzzword that’s closely associated with other popular terms like virtual reality, augmented reality, spatial computing, ubiquitous computing, and the metaverse – and deep into this litany of jargon lies the next frontier for digital learning.

Although the edtech sector has grown significantly in voracity since the emergence of the COVID-19 pandemic, it’s extended reality that holds the key to unprecedented levels of immersiveness.

Extended Reality XR Market - Growth Rate by Region 2022-2027 - Mordor Intelligence

Furthermore, Mordor Intelligence data suggests that the XR market is growing globally, and experiencing particularly high levels of growth in Asia and Oceania. With both Europe and North America also experiencing notable XR growth, it’s likely that XR learning platforms and initiatives will gather momentum at a significant rate over the coming years.

With this in mind, let’s take a deeper look at why extended reality holds such vast potential for the future of learning across the world of education and many other sectors.

Unprecedented Immersion

When it comes to education, the challenge of delivering an immersive learning experience to all students and pupils can be a profoundly difficult one.

According to a Udemy survey, 74% of Millennials and Gen-Z claimed that they would become easily distracted in the workplace. This means that educators must find new ways to keep modern students engaged for as long as possible.

Through embracing extended reality, we’re already seeing more immersive experiences delivered to students, and platforms like GigXR can help users to engage in real-time with digitally rendered content.

Such platforms are excellent for learning via accurately rendered 3D graphics for topics like human anatomy and medicine–carrying its functionality beyond classrooms and into medical training for industry professionals.

Although embracing XR can seem like a daunting prospect, its potential applications within the world of learning are vast, including:

  • Refreshing the range of learning techniques available to students in order to deliver foundational learning;
  • Delivering more customized and personalized learning experience for students exploring complex topics;
  • Better defining competencies and assessment criteria for student experiences;
  • Offering data that can be utilized to deliver more focused interactive lessons for students that can incorporate better collaboration as well as engagement.

While this can go some way in showing the potential possibilities of XR, these applications also have the power to fundamentally change education over the course of the decade. As a future within the age of Web3 and the metaverse continues to redefine how far reality technology can evolve, the prospective applications for the future of learning appear to be endless.

Inspiring Curiosity

Crucially, a recent survey conducted by the XR Association in collaboration with the International Society for Technology in Education (ISTE) found that many current educators are optimistic about the prospect of a future built on extended reality learning experiences.

Of 1,400 high school teachers surveyed, some 82% of respondents stated that they believed the quality of AR/VR learning activities has improved in recent years–with 70% expressing their hope that XR tools can become more commonplace in schools moving forward. In total, 94% of respondents were happy to highlight the importance of aligning XR-driven curricula to academic standards.

The study also found that 77% of those surveyed believed that XR technology “inspires curiosity,” and that the tools can help to address issues in maintaining student motivation and well-being which have been impacted by the COVID-19 pandemic.

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology. The survey’s results suggest that VR, AR and MR technology is well positioned to become an essential teaching tool in school classrooms across the country,” explained Stephanie Montgomery, VP of Research at the XR Association.

Extending XR Into the Workplace

Beyond the traditional education sector, XR-based learning can also pay dividends when it comes to workplace training and recruitment.

The potential of VR onboarding is vast across a number of industries, and it can be an essential tool when it comes to upskilling and combatting turnover challenges among existing workforces.

Through the potential of extended reality, trainees and candidates alike can collaborate with human resource departments to undertake virtual interviews–which can provide real-time metrics and behavioral analysis for more accurate and unbiased assessments of competencies.

By combining XR technology with artificial intelligence, companies can actively spot knowledge gaps among existing employees and automatically enroll them in new tailor-suited courses to enhance their skill sets.

Extended reality can also help in a number of practical training scenarios. In practice, this is best illustrated within the healthcare industry, where The Johns Hopkins School of Nursing has become one of many providers to implement comprehensive VR training programs ranging from doctoral to prelicensure nursing.

Delivering experiences via Meta Quest headsets and an Alienware computer, Johns Hopkins has managed to deliver multiplayer VR learning experiences that can render practice scenarios capable of accommodating up to 100 learners.

“We make decisions based on what’s going on — time-critical decisions,” said Kristen Brown, Assistant Professor at the Johns Hopkins School of Nursing and the Simulation Strategic Projects Lead at the Johns Hopkins Medicine Simulation Center. “So one of the important components was that there was some sort of AI that’s really adapting to what we’re doing.”

The beauty of extended reality in terms of training, is that it can provide a platform for learners to build their competencies in high-risk or highly sensitive areas without having to worry about high margins for errors to take place.

In surgery scenarios, for instance, XR experiences can place students into a virtual operating theater with a 3D subject to deliver a true-to-life simulation of an operation. Similar experiences have been continually growing in quality within industries like aviation.

Achieving Immersive Learning Within the Decade

The rapid growth of the extended reality market means that we’re likely to see comprehensive learning technologies become commonplace sooner rather than later. This will undoubtedly delight the 70% of teachers surveyed in the aforementioned XR Association’s survey, but it has the potential to resonate across multiple sectors.

From providing more immersive and comprehensive learning to students, to helping employees to gain a better quality of work experience during their onboarding and training processes, the arrival of XR learning can bring profound improvements to countless lives.

Better onboarding programs can help to improve job satisfaction and to lower turnover rates, while competencies will improve immeasurably as more impactful learning experiences emerge. With this in mind, extended reality is well placed to improve the lives of learners of all ages, and across a number of industries.

Guest Post


About the Guest Author(s)

Dmytro Spilka

Dmytro Spilka

Dmytro is a tech and finance writer based in London. Founder of Solvid and Pridicto. His work has been published in Nasdaq, Kiplinger, VentureBeat, Financial Express, and The Diplomat.

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Moth+Flame Launches AI-Powered VR Authoring Tool for Custom Enterprise VR Training Content Creation

A new VR authoring tool can potentially accelerate enterprise VR adoption this year. Invesco, a global investment firm, recently launched a virtual reality training experience they custom built using the new Moth+Flame’s VR authoring tool. Taking only 72 hours to develop, this custom VR training gives us a glimpse of the vast potential the new VR tool offers.

Moth+Flame VR Authoring Tool Addresses Challenges in VR Content Creation

In one of the most recent PwC surveys of PwC, 51% of companies have built VR into at least one specific line of business or are in the process of integrating VR into their processes. Many companies also see the benefits of VR as an effective way to develop and train people.

While the adoption of VR in enterprises is steadily increasing, enterprises face several challenges that hamper VR integration. Among these are the long development time and the level of expertise needed to create VR content.

Moth+Flame, a VR technology platform that specializes in enterprise-grade immersive learning solutions, addresses some of these challenges to accelerate the adoption of VR.

Ushering a year of great leaps in tech development, Moth+Flame launched a new VR authoring tool that leverages generative artificial intelligence. The new tool allows users to build custom VR content faster and easier. It empowers metaverse content creators and enterprise users to fast-track the development and adoption of VR across industries.

Empowering Novice Users to Create Immersive VR Content

Built on an advanced AI-driven platform, the VR authoring tool generates immersive training content that feels hyper-realistic and engaging. Voice-activated features prompt users to speak to navigate the training scenario. The interactive and immersive experience enhances training as it reinforces learning objectives and improves knowledge retention.

With its user-friendly interface, the platform can be used for VR content creation even by novice users with little or no technical expertise. Drag-and-drop editors and 3D asset libraries help users create high-quality immersive experiences. Multi-user support allows collaboration within teams and among learning and development departments. All these features enable enterprises to revamp existing training or create new ones that are more engaging and effective.

Invesco Uses Moth+Flame VR Authoring Tool to Build VR Training

The Moth+Flame VR authoring tool is still in its beta phase, but it has already shown how it can revolutionize VR use at the enterprise level. Invesco, the first early-access user to bring this technology to workforce development, has shown the benefits the tool brings to enterprise training.

Last week, Invesco launched their new VR training that was built using the Moth+Flame authoring tool. While the average development time for a VR training program is around eight to ten weeks, Invesco was able to build theirs in just 72 hours. Moreover, they were able to create VR content tailored to their specific requirements.

The new VR training is designed to help the Invesco sales team in handling customer complaints and concerns. Sales representatives use VR headsets to practice conversations with customers in realistic simulated scenarios. By adopting the Moth+Flame authoring tool, Invesco can generate other immersive training experiences across their enterprise.

“The biggest challenge for all education is the scale of content creation. So much enterprise training is limited to low-scoring e-learning products because of scale limitations,” said Kevin Cornish, CEO of Moth+Flame. “So much enterprise training is limited to low-scoring e-learning products because of scale limitations. With this tool, enterprises will be able to scale their content creation across all use cases in virtual reality, the most effective training modality available.”

Paving the Way for Rapid Adoption of VR in Enterprises

Invesco, along with other global brands, is now implementing VR training to maximize efficiency in the workplace. With the new VR authoring tool from Moth+Flame, enterprises gain access to advanced technology that empowers them to create immersive VR training. They can easily create VR content and deploy them to their workforce on iOS or VR headsets. With solutions like this authoring tool, we can expect the rapid adoption of VR at the enterprise level across industries.

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XRA Survey: Teachers Pin Hopes on XR for Better Classroom Engagement

Incorporating XR—the umbrella term for virtual, augmented, and mixed reality—in classroom education can make learning more fun. It can also motivate students to take their studies more seriously.  A recent survey by XR Association (XRA) and the International Society for Technology in Education (ISTE) presented this conclusion based on a poll of over 1,400 high school teachers across 50 US states. Let’s look at the survey results.

Optimism High for XR’s Classroom Use

Foremost of the highlights in the nationwide poll was the finding that 77% of educators believe in the power of extended reality to ignite curiosity and engagement in class. This is especially important given that student motivation and morale are reported to have dropped in the 2020-2021 school year.

As Sean Wybrant, a computer science teacher at Colorado Spring’s William J. Palmer High School, put it: “Imagine how much better a student will understand what happens in Othello if they could actually step into the play and see it. Imagine how much better we could tell historical narratives if we could put people in recreations of famous situations based on documentation of those time periods.”

Secondly, XR doesn’t only make students eager to learn. Seventy-seven percent of teachers also see its potential in spurring interaction and building empathy among classmates. XRA says in its report that creating immersive worlds allows students to exchange ideas and understand each other in new ways.

Thirdly, 67% of respondents agree with XRA’s advocacy to incorporate extended reality technology into the curricula. Educators teaching the following subjects believe that course-specific XR experiences would be beneficial for students:

  • Earth sciences (94%)
  • Physics and space science (91%)
  • Math (89%)
  • English language (86%)
  • World languages (87%)
  • History and social studies (90%)
  • Social sciences (91%)
  • Computer science (91%)
  • Visual and performing arts (91%)
  • Physical education (88%)
  • Career and technical education (91%)

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology,” said Stephanie Montgomery, the XRA Vice President of Research and Best Practices. “The survey’s results suggest that VR, AR, and MR technology is well-positioned to become an essential teaching tool in school classrooms across the country.”

At the same time, 58% of the survey respondents said that teachers should get training for XR classroom use. Moreover, 62% believe in developing XR standards before integrating the technologies into regular curricula.

XR Association CEO Elizabeth Hyman believes in the extensive ripple effect that will result from making educators XR-ready. “If teachers understand XR technology and are empowered to contribute to the way in which it is incorporated into the curriculum, everyone—students, their guardians, and the surrounding community—will be able to take advantage of its benefits,” she said.

However, despite the positive outlook, 57% of teachers recognize the costs of using AR and VR devices and admit that access to funds will determine access to such technology. Nevertheless, poll participants believe XR’s benefits will extend beyond the classroom. Seventy-seven percent of teachers said the technology helps equip students with skills they can apply in their chosen careers, especially since, according to forecasts, jobs in extended reality may reach 23 million by 2030.

Myths About XR Classroom Use Debunked

The XRA-ISTE survey dispelled several myths about extended reality’s acceptance in education. One of these misconceptions is that XR is only for gaming. The poll results and teachers’ comments reveal that they are aware of the usefulness of this technology in geography, math, history, and other subjects.

Moreover, the survey response from educators refutes the popular notion that XR technology would not be the “best fit” for the classroom. Seventy-eight percent of respondents believe in the benefits of extended reality technologies in class.

Finally, the belief that XR will distract students from learning only got a 15% vote among the survey participants. The majority support the opportunities that come with extended reality when incorporated into lessons.

Teens Excited About XR 

Earlier last year, XRA also conducted a separate survey that sought teens’ views on current use cases for XR and their expectations for this technology. The results released in May 2022 revealed that 40% of teens have used either AR or VR in school and 50% describe their experience with these technologies as positive. Thirty-eight percent would like to own a headset in the future.

Even though there are potential concerns around immersive technologies, which teens are aware of, they are still excited about using XR in education, in a responsible way. Almost 4 in 5 teens think extended reality can impact lives positively. They believe that XR can improve their lives in the areas of fun (67%), creativity (61%), and learning (48%). Moreover, 52% of respondents expressed interest in taking a college course with extended reality integrated into its curriculum.

Read the Latest Addition to the XRA Developers’ Guide

XRA is proactively advancing XR application in classroom learning. It recently launched a new chapter in its Developers Guide on designing immersive lessons for high schoolers. The fresh chapter discusses current classroom needs, successful use cases, and industry-backed best practices for promoting safe and inclusive classroom learning through extended reality that addresses parent, teacher, and student concerns.

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