409 A Business Case for Cost-Effective VR
4:00 PM - 5:00 PM Tuesday, March 27
Management and Strategy
Salon 15
Many organizations see virtual reality as too expensive to create and implement. However, cost barriers to VR entry can actually be fairly low, and introducing VR into organizations can be more cost-effective than you imagined.
This session will examine ROI that shows potentially more impact from VR than from an eLearning course, as well as which VR strategies to use for various business learning needs. You’ll learn how to bring real-world objects into the virtual world, and how to utilize and reuse VR objects and experiences with no developer skills. You’ll explore levels of immersion and how to use mixed reality to enable true blended learning. Finally, you’ll look closer at best-practice business cases for VR’s application and use.
In this session, you will learn:
- About VR’s low cost barriers to entry
- How to change VR experiences on the fly while in VR
- About applications of VR in the enterprise
- Why VR is potentially more cost-effective than other learning mediums
- About forthcoming VR technologies
Audience:
Novice to advanced designers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
HTC Vive, Samsung Gear, and Google Cardboard; the Immerse, Sansar, and Edorble platforms; and Unity.
Hugh Seaton
GM
Adept Reality
Hugh Seaton is GM of Adept Reality, a software company focused on using VR/AR in adult learning. Prior to Adept, Hugh founded AquinasVR, a VR/AR software company which he sold to the Glimpse Group, parent of Adept. Hugh’s focus, whether in immersive technologies, IoT or artificial intelligence, is on the intersection of learning science, creativity, and the cutting edge technologies that can bring learning to new levels of effectiveness.