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Virtual reality has exploded into the consumer landscape over the last year. As such, there's a rapidly rising interest in how this new technology can be used for learning and performance. With ‘VR’ now one of the hottest buzzwords, how much is hype, and how much is substance?
These slides were used in support of a talk exploring examples of virtual reality in practice in both the consumer and enterprise markets. The talk examines what's working (and what's not) and how those lessons can be applied to learning and development.