Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Next 2019 - Guido Helmerhorst - Democratization of experiences - Powered by VR

154 views

Published on

Guido Helmerhorst - WarpVR @ Next 2019

Published in: Marketing
  • Be the first to comment

  • Be the first to like this

Next 2019 - Guido Helmerhorst - Democratization of experiences - Powered by VR

  1. 1. Emerce Next warpvr.com Empowering experiences
  2. 2. Guido Helmerhorst Corporate experience Chief Growth @ Warp Industries Architecture Technical University Delft
  3. 3. “Something interesting is happening.”
  4. 4. The single most experienced person in your organisation can be a 21 year old. Hired last month. Digital Disruption • In the learning | training space
  5. 5. Hard & costly to organize Dangerous Assets not available
  6. 6. Soft skillsSafety Technical
  7. 7. Digital Disruption • What Onboarding “Procedures” Business “SAP implementation” Technical skills “Operate an OK” Expert “Learn from the best” “Other disciplines” Soft skills “Bad news” Self Exploration Safety “Emergency response”
  8. 8. High impact Compelling, immersive & interactive scenarios Flexible Anytime & anywhere In the flow of work on any mobile phone Maximize business results Cost effective & a short time to market
  9. 9. High impact Compelling, immersive & interactive scenarios Flexible Anytime & anywhere In the flow of work on any mobile phone Maximize business results Cost effective & a short time to market
  10. 10. High impact Compelling, immersive & interactive scenarios Flexible Anytime & anywhere In the flow of work on any mobile phone Maximize business results Cost effective & a short time to market
  11. 11. Virtual Reality is the perfect medium to train (in) situations.
  12. 12. Why care? • ROI Robert Brinkerhoff
  13. 13. Why care? • 1. Engagement
  14. 14. Why care? • 2. Results
  15. 15. In a 2017 study, people being trained using 360 interactive videos scored 8.61% higher results then those being trained with a 2D video. The results of an 2017 questionnaire show that VR training is experienced as less time consuming than training with traditional 2D video. Research results show an 8.8 percent improvement overall in recall accuracy using the VR headsets - College of Computer, Mathematical, and Natural Sciences, UMD The retention level a year after a VR training session can be as much as 80 percent, compared to 20 percent retention after a week with traditional training. - Dr. Narendra Kini, 45% of businesses consider virtual reality and simulation tools either important or critical to achieving their business goals over the next 18 to 24 months according to research firm the Brandon hall group “Learning in the environment where it will be applied greatly increases retention rates and engagement.” - Bowman et al, 1998 (3D interaction Group at Virginia Tech) Results
  16. 16. Engagement “Realistic, impact” Impact “Business processes, show must go on” Size matters “Large groups, lots of smaller groups” Reality “Availability of assets, locations, situations, real life scenarios” “Planning, logistics, classrooms, DIY” Situational “On the job” Scalability Why care • 3. Challenges
  17. 17. Warp Expert deck - warpvr.com Safety EducationSales OnboardingHospitalityLeadershipSecurity EngineeringRecruitment
  18. 18. Warp Expert deck - warpvr.com Safety EducationSales OnboardingHospitalityLeadershipSecurity EngineeringRecruitment
  19. 19. Soft skillsSafety Bank Robbery
  20. 20. enabling companies globally to create, distribute and analyse interactive VR training courses
  21. 21. “You guys are democratising VR” Josh Bersin Partner at Bersin by Deloitte
  22. 22. 360˚ video As real as it gets Real emotion Short time to market Possible to DIY Computer generated environments Costly to make life like Long development times 3D modelsvs. Canvas • 360˚ video
  23. 23. Warp Studio 1. Easy creation of non- linear scenarios in our flow tool 3. Analyse data of all users 2. Easy distribution to all major mobile VR platforms
  24. 24. No controllers necessary Support for all platforms ● iOs ● Android ● Oculus (Go) ● Just a smartphone & pair of goggles is enough ● Gaze input (or use Oculus Go controller) BYOD or Company owned ● Use your employees smartphone devices (BYOD) + a set of goggles ● Buy several complete sets VR • Hardware
  25. 25. High impact Flexible Cost-effective Join these and other innovative companies on the journey towards high impact learning. Guido Helmerhorst 0031 6 48 33 33 41 guido@warpvr.com https://warpvr.com Get in touch!

×