HR-Factory | 21.02.2019 | Dr. Rolf Illenberger
Virtual Reality in der Aus- und Weiterbildung
A brief history of Virtual Reality
2
Commercialization of VR
1979
First HMD
flight simulator
1995
FIRST HMD
Gaming Console
2014
Facebook buys
Oculus
2018
Release of the
Oculus Go
2016
Burst of VR
devices
1968
First “Head-Mounted
Display” (HMD)
Terminology: VR vs. 360° Video
3
Passive consumption / lean back Active experience / lean forward
360° Video 360° Content + Interactivity = VR
vs
4
The unique power of Virtual Reality: Creating real experiences
VR experiences replicate the sensory
experience of reality
Interaction is what makes it a “real”
experience (vs. a passive 360° video)
VR can evoke real emotions like no
other medium
Virtual Reality experiences will be remembered as a memory
Different forms of VR consumption
5
Web VR
Mobile VR Headsets
Mobile VR
Room Scale VR
Accessibility: High
Level of Immersion: Low
Ideal for: Marketing, Social Media, Entry to VR
Accessibility: High
Level of Immersion: Low
Ideal for: Marketing, Complex Target Groups
Accessibility: Medium
Level of Immersion: Medium – High
Ideal for: Exhibitions, Events, B2B
Accessibility: Low
Level of Immersion: High
Ideal for: Gaming, High End, Special Applications
… are ready for mass market adaption
6
Global VR Headset Shipments
by category, in millions
0
5
10
15
20
25
30
35
20232022202120202019201820172016
Game console powered
PC powered
Smartphone powered
Standalone
Forecast of global VR headset shipments
The VR market is expected to rally from 2018 on after seeing slow growth from 2016 to 2017
Source: BI Intelligence
H
General interest in VR by segments
7
Consumer interest in VR use cases
74 %
Travel &
Locations
67 %
Movies &
Video
67 %
Live Events
(non-sports)
66 %
Home Design
64 %
Education
61 %
Gaming
59 %
Meetings
Source: Greelight Insights
8
According to SuperData, enterprises that adopt XR training
technology will save $13.5 billion that would otherwise
have been spent on traditional training that includes
instructors, dedicated learning spaces and traveling to
remote facilities.
Training is the most common VR use cases at Enterprises
9
Fear & Stress Reduction
VR allows for repeated and
controlled exposure to emotional
stimuli in a safe condition
Risk Elimination
Companies can put trainees
through lessons without having to
risk their health or well-being
Increased Memorability
The multi-sensory and emotional
input of VR results in higher
memorability of VR experiences
Isolation from Distraction
VR increases the lasting effective-
ness of trainings, by forcing users to
focus on the content
Cost Savings
VR training allows for time and
place independent training
resulting in cost savings
Virtual Reality advances company training
10
Promising use-cases for Virtual Reality in Corporate Training
Virtual Manuals / Guides
Virtualization of Real Estates / Locations
Virtual tours and walk-
throughs through real
estate, buildings and
locations without the
need of travelling
Virtual explanation of
how to operate a
machine or building or
how to handle a
procedure/process
Training / Education in VR
VR Sales Support
Train and educate
employees and trainees
in a virtual environment
Improve sales and
marketing efforts by
using VR to demo
products and enable
remote showcases
11
Walmart already utilizes VR for training
12
Creating VR experiences is
complex and expensive
A lot of promising VR cases
are not realized
€
Professionals & Companies
want to exploit VR
Problem: Creating VR experiences is still challenging
VRdirect enables anyone to create and publish VR experiences
13
360° Content & Ideas VR and 360° Devices
Vision
VR for everybody
Mission
Provide the easiest solution to
create and publish VR projects
14
Drag & Drop
Authoring Tool
Cloud based
Content Management System White Label App
for all ecosystems
Web Player
for any Website
VRdirect
Browser App
The Platform
The VRdirect platform enables anyone to create VR
experiences in minutes
15
VRdirect App
▪ The VRdirect app makes any VR experiences accessible via custom Keyword, Link or QR code
▪ User can create their personal VR app or even personal VR library (with neutral branding)
▪ Content producer can setup pre-defined libraries
City / Museum /
Venue / Places
Hotel / Bar /
Restaurant Keyword
Businesses /
Shops / Training
The VRdirect App is essentially a browser for VR experiences
16
Creators using VRdirect to create VR End user using VRdirect to consume VR
1
Sign-up on VRdirect to get a
license and download the Builder
2
Create VR
experiences
using VRdirect
3
Upload in VRdirect VR Cloud
VRdirect App (on iOS, Android and Oculus Go)
VR Web Player (integrated in any Website)
1
VRdirect
Browser
2
Launching VR
experiences
3
Create personal
VR library
Publish
The VRdirect workflow is easy for content creators and end user
Key benefits for Enterprises using VRdirect in Corporate Training
17
Empower your team to create VR training without programming skills (no external agency!)✓
Easily create demos / pilots / PoC for client pitches (without the need for a license i.e. for free)✓
Flexible CMS infrastructure allows real-time updates and distribution to any device worldwide✓
Pricing model starting at 19 EUR / month and can be fully adjusted to project size✓
Cost efficient: Pilot setup incl. hardware for < 5k EUR✓
E.ON uses the VRdirect to operate in internal VR learning platform
18
E.ON uses the VRdirect VR platform to create and host VR trainings and manuals the
whole platform is operated by internal (non IT) team
- VR Training Platform
Selected VRdirect customers
19
Check-out “WDR 360°” in your app store
360° multi-
language
experiences
Guiding 3D
directional audio
Available for major
mobile and VR
platforms
Awarded 360°
App
Cologne Cathedral 360° app
Created with
Get in touch for more detailed
information:
What’s next?
rolf.illenberger@viond.io
+49 176 23 57 08 22
Dr. Rolf Illenberger

#CLC089 VR im Corporate Learning

  • 1.
    HR-Factory | 21.02.2019| Dr. Rolf Illenberger Virtual Reality in der Aus- und Weiterbildung
  • 2.
    A brief historyof Virtual Reality 2 Commercialization of VR 1979 First HMD flight simulator 1995 FIRST HMD Gaming Console 2014 Facebook buys Oculus 2018 Release of the Oculus Go 2016 Burst of VR devices 1968 First “Head-Mounted Display” (HMD)
  • 3.
    Terminology: VR vs.360° Video 3 Passive consumption / lean back Active experience / lean forward 360° Video 360° Content + Interactivity = VR vs
  • 4.
    4 The unique powerof Virtual Reality: Creating real experiences VR experiences replicate the sensory experience of reality Interaction is what makes it a “real” experience (vs. a passive 360° video) VR can evoke real emotions like no other medium Virtual Reality experiences will be remembered as a memory
  • 5.
    Different forms ofVR consumption 5 Web VR Mobile VR Headsets Mobile VR Room Scale VR Accessibility: High Level of Immersion: Low Ideal for: Marketing, Social Media, Entry to VR Accessibility: High Level of Immersion: Low Ideal for: Marketing, Complex Target Groups Accessibility: Medium Level of Immersion: Medium – High Ideal for: Exhibitions, Events, B2B Accessibility: Low Level of Immersion: High Ideal for: Gaming, High End, Special Applications … are ready for mass market adaption
  • 6.
    6 Global VR HeadsetShipments by category, in millions 0 5 10 15 20 25 30 35 20232022202120202019201820172016 Game console powered PC powered Smartphone powered Standalone Forecast of global VR headset shipments The VR market is expected to rally from 2018 on after seeing slow growth from 2016 to 2017 Source: BI Intelligence
  • 7.
    H General interest inVR by segments 7 Consumer interest in VR use cases 74 % Travel & Locations 67 % Movies & Video 67 % Live Events (non-sports) 66 % Home Design 64 % Education 61 % Gaming 59 % Meetings Source: Greelight Insights
  • 8.
    8 According to SuperData,enterprises that adopt XR training technology will save $13.5 billion that would otherwise have been spent on traditional training that includes instructors, dedicated learning spaces and traveling to remote facilities. Training is the most common VR use cases at Enterprises
  • 9.
    9 Fear & StressReduction VR allows for repeated and controlled exposure to emotional stimuli in a safe condition Risk Elimination Companies can put trainees through lessons without having to risk their health or well-being Increased Memorability The multi-sensory and emotional input of VR results in higher memorability of VR experiences Isolation from Distraction VR increases the lasting effective- ness of trainings, by forcing users to focus on the content Cost Savings VR training allows for time and place independent training resulting in cost savings Virtual Reality advances company training
  • 10.
    10 Promising use-cases forVirtual Reality in Corporate Training Virtual Manuals / Guides Virtualization of Real Estates / Locations Virtual tours and walk- throughs through real estate, buildings and locations without the need of travelling Virtual explanation of how to operate a machine or building or how to handle a procedure/process Training / Education in VR VR Sales Support Train and educate employees and trainees in a virtual environment Improve sales and marketing efforts by using VR to demo products and enable remote showcases
  • 11.
  • 12.
    12 Creating VR experiencesis complex and expensive A lot of promising VR cases are not realized € Professionals & Companies want to exploit VR Problem: Creating VR experiences is still challenging
  • 13.
    VRdirect enables anyoneto create and publish VR experiences 13 360° Content & Ideas VR and 360° Devices Vision VR for everybody Mission Provide the easiest solution to create and publish VR projects
  • 14.
    14 Drag & Drop AuthoringTool Cloud based Content Management System White Label App for all ecosystems Web Player for any Website VRdirect Browser App The Platform The VRdirect platform enables anyone to create VR experiences in minutes
  • 15.
    15 VRdirect App ▪ TheVRdirect app makes any VR experiences accessible via custom Keyword, Link or QR code ▪ User can create their personal VR app or even personal VR library (with neutral branding) ▪ Content producer can setup pre-defined libraries City / Museum / Venue / Places Hotel / Bar / Restaurant Keyword Businesses / Shops / Training The VRdirect App is essentially a browser for VR experiences
  • 16.
    16 Creators using VRdirectto create VR End user using VRdirect to consume VR 1 Sign-up on VRdirect to get a license and download the Builder 2 Create VR experiences using VRdirect 3 Upload in VRdirect VR Cloud VRdirect App (on iOS, Android and Oculus Go) VR Web Player (integrated in any Website) 1 VRdirect Browser 2 Launching VR experiences 3 Create personal VR library Publish The VRdirect workflow is easy for content creators and end user
  • 17.
    Key benefits forEnterprises using VRdirect in Corporate Training 17 Empower your team to create VR training without programming skills (no external agency!)✓ Easily create demos / pilots / PoC for client pitches (without the need for a license i.e. for free)✓ Flexible CMS infrastructure allows real-time updates and distribution to any device worldwide✓ Pricing model starting at 19 EUR / month and can be fully adjusted to project size✓ Cost efficient: Pilot setup incl. hardware for < 5k EUR✓
  • 18.
    E.ON uses theVRdirect to operate in internal VR learning platform 18 E.ON uses the VRdirect VR platform to create and host VR trainings and manuals the whole platform is operated by internal (non IT) team - VR Training Platform Selected VRdirect customers
  • 19.
    19 Check-out “WDR 360°”in your app store 360° multi- language experiences Guiding 3D directional audio Available for major mobile and VR platforms Awarded 360° App Cologne Cathedral 360° app Created with Get in touch for more detailed information: What’s next? rolf.illenberger@viond.io +49 176 23 57 08 22 Dr. Rolf Illenberger