102 VR in the Enterprise: What Works and What Doesn’t

10:45 AM - 11:45 AM Wednesday, July 26

Valley

In mainstream corporate learning, there is a lack of use cases for (and general knowledge of) applying virtual reality technology to help enhance learning outcomes. What works? What does not work? What have companies learned to date? How can you use VR most effectively in the enterprise? And why is VR, unlike the eLearning model, “community-based” and not vendor-driven?

In this session, you will examine real-life use cases to learn what other companies are using VR for in corporate learning, what mistakes they have made, and what successes they have found. You will gain an understanding of VR immersive learning for both individuals and groups (“multi-play”). You will see multi-play learning that involves learners in different countries in the same scenario at the same time, and you’ll examine problem-solving performance challenges. You will also learn the differences between manufacturers’ headsets to aid your understanding of the types of VR experiences you can produce.

In this session, you will learn:

  • What has worked to date
  • About common mistakes to avoid
  • What truly immersive learning is
  • What skills your team needs in order to utilize VR
  • How VR overcomes cognitive load
  • About the forthcoming VR technology enhancements
  • How VR learning data can inform the business
  • How others in corporate learning are using VR

Audience:
Novice to advanced designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Immerse platform, HTC Vive headset and controllers, HTC Vive Tracker, VR sensors, Oculus Rift, Google Daydream, Samsung Gear, and haptic gloves.

Marco Faccini

Chief Commercial Officer and CLO

Immerse Learning

Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.

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