701 How VR Learning Is Changing Business: Expanding Competence

11:30 AM - 12:30 PM Thursday, July 18

Now that the industry has deployed an increasingly large number of training experiences, we can begin looking at the impact it is really having. While the range of use cases is of course quite broad, we’re seeing a pattern emerge—L&D departments are finding that VR provides the opportunity to capture and deploy the expertise of in-house SMEs to much larger numbers of learners and cohorts. The potential for dramatic change in corporate competence profiles is huge, and we’re seeing companies go after it.

In this session you’ll learn about a framework for understanding which processes are particularly suited for virtual reality training, and how to use the framework to guide analytics implementation. We'll discuss how to think about VR simulations as an augmentation for SME-led training, and how hardware choices are enabling—and limiting—scale deployments for SME-augmentation training.

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.

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