SEMT204 How Virtual Reality Is Changing Learning and Training
1:15 PM - 2:00 PM Thursday, October 25
Expo Hall: Emerging Tech Stage
Virtual reality technologies are finding new ways to enhance our ability to perceive the world that surrounds us. With the focus being on the learner experience, VR offers opportunities to organizations that implement VR into their training toolkit. This session explains how to create an effective VR learning game from an organization that has built from them from the ground up using the VIVE and the Rift.
In this session, you will learn what it takes to make an effective VR learning game or simulation from the start to finish and explore the processes taken to develop VR games with HTC VIVE and Oculus Rift. You will examine the effort it took to develop a project from start to finish for multiple case studies and experiences and gain an understanding of the current state of the industry, including how long until VR is fully adapted by the L&D industry.
In this session, you will learn:
- The difference between spatial 3-D VR and 360 video VR
- How to produce a VR project
- What it takes to create a VR project
- Why VR is going to continue to be dominate
- What it takes to implement VR into your organization
- What it costs to do VR
- What tools to use for VR
- When not to us VR for training
Audience:
Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executive, etc.).
Technology discussed in this session:
Oculus Rift, HTC Vive, VR games, VR simulations.
Andrew Hughes
President
Designing Digitally, Inc.
Andrew Hughes is the president of Designing Digitally, Inc. and has over a decade in the strategical planning and development of enterprise custom gamified learning solutions for government and Fortune 500 clients. Andrew is also a professor at the University of Cincinnati and prior to this was a contractor for the US Department of Education, Ohio Board of Regents, and General Electric. Andrew oversees a team of 30 employees and is focused on ensuring the clients’ challenges are met with engaging, educational, and entertaining learning experiences.