Do you think VR is too complicated, too expensive, and requires a headset? Think again! Multiple clients, large and small, are proving that VR gets great results without any coding, hardware, or big budgets.
In fact, you’ll be shocked at how easy it is, and what it has achieved for multiple clients. From higher retention to improved muscle memory, there are dozens of reasons why organizations embrace VR, and the results are eye-opening.
Join John Blackmon, eLearning Brothers CTO and creator of the award-winning VR course builder CenarioVR®, to find out why organizations choose immersive learning and how they've implemented innovative strategies. He’ll also review VR basics and give you the step by step instructions needed to come up with a VR strategy and get your project off the ground quickly.
• Find out where traditional eLearning falls short and why organizations are turning to immersive learning
• Discover the steps involved when implementing a VR strategy
• Review common applications of immersive learning and results from real-world examples
6. Immersive Learning Myths
• Creating Immersive content is too difficult
and expensive
• Requires programming staff and a 3D
designer to implement
• Requires a completely new distribution
method. VR headsets are too expensive to roll
out to the company
7. Immersive Learning Reality
• 360 video and image recording has become
mainstream
• Headsets are getting better and less
expensive, and content can be delivered via
browser, phones and headsets
simultaneously
• Tools are available to create interactive
content from 360 media today
11. Sales Training: Fendi
Fendi wanted to deploy a mobile-based health, safety
and security training program for its front-of house
staff. The chosen topics were fire evacuation, fire risk,
first aid, housekeeping, manual handling, opportunist
theft, professional theft, security and terrorism.
Because of the high retail value of Fendi's products,
reducing theft in a meaningful way could have a
significant impact on the bottom line.
12. Sales Training: Fendi
With an audience of around 1800 customer facing
staff in 280 stores, across 32 countries, speaking 11
languages, this presented quite a challenge. Video
Interact in London was hired to create the course for
Fendi.
13. Sales Training: Fendi
The approach was to use video as a means to
engage the learner. Assessment would be seamlessly
embedded, with learners demonstrating awareness
via observation as part of the course's natural
progress - with interactive 360 video providing a
frictionless means of doing this.
Both interactive video and virtual reality were new
learning media for Fendi. The course and modules
were mobile first in every respect - everything had to
work intuitively on touchscreen, small-form-factor
devices.
14. Sales Training: Fendi
Video Interact visited a Fendi Location,
attended their in person security training, hired
a cast and began shooting for the scenarios.
Filming was done over 6 days in the evening
after the stores were closed. Around 25 hours
of raw footage was captured.
15. Sales Training: Fendi
The course was developed
using Lectora Online and
CenarioVR, and deployed
using Moodle
16. Sales Training: Fendi
The course was designed such that
learners could not progress until their
natural actions indicated an
understanding of the completed
topic. For example, clicking on and
correctly identifying a series of theft
risks which were dotted around the
store. This made learning simple,
removed barriers to completion and
ensured that understanding was
tracked.
1460 learners completed the course
Americas: 221
APAC: 287
China: 134
Europe: 425
Japan: 257
MEI: 124
External: 9
17. Sales Training: Fendi
An analysis by Fendi compared the number of
thefts in stores in the six months before training
(March-August 2019) to the six months post-
training (September-February 2020), it revealed
that the number of thefts was reduced by 55%.
The theft module alone, which was completely
done in VR, brought a 400% ROI to the entire
course. Feedback from learners has been positive,
rating the course highly for its quality, their
understanding of its content and its duration.
18. Use cases for Immersive Learning
Safety/Inspection/Security
• Inspection
• Theft Prevention
• Threat Recognition
19. Inspection: Intea
Headquartered in Riga, Latvia,
Intea is a full-scale digital
agency that enables blended
learning. They work with
corporate clients from Europe
to Australia and find unique
ways to solve customer
issues.
20. Inspection : Intea
Offshore container surveyor Training
Their client needed to convert a classroom based training program for container
surveyors. Much of the training was very hands on at the facility, which presented
many problems:
• Transcontinental travel for students
• Discrepancies in training quality across different
groups
• The amount of time taken for training delayed job starts
• Combination of mentor availability and on-site
equipment availability
They needed a way to provide an in-person experience without having to bring
those users in house.
21. Inspection : Intea
Using CenarioVR, they were able to put the surveyors right in the middle of a
production facility, let them look around and then actually go interact with the
equipment, answer location-related questions, and zoom in to identify defects and
fill out checklists exactly as they would on site.
They used a combination of 360 video and still images of containers that would be
used in the classroom based training
22. Inspection : Intea
The actual training was rolled out a month before the
pandemic hit. The initial ROI calculation ended up
being way too low, as suddenly, the need for
containers was greatly increased, and the ability to
travel internationally became impossible.
What was a great project became an absolute
necessity and has been estimated to have saved over
a million dollars at the time of writing. And its still
going.
23. Use cases for Immersive Learning
Equipment Operation
• Health Care
• Manufacturing
• Energy
• Retail
• Food Production
24. Equipment Operation: Vanderbilt University
Vanderbilt School
of Nursing has a
history dating back
to 1908, and is
ranked in the top
10 nursing schools
in the U.S. News &
World Report
rankings.
25. Equipment Operation: Vanderbilt University
Point of Care Ultrasound (POCUS) is recognized as
one of the most significant contributions to the
practice of medicine in the 21st Century.
POCUS is considered an essential skill for health
care providers in emergency medicine and critical
care for diagnostic and procedural applications.
Core training in an academic setting requires a
hybrid format of didactic and hands on exposure to
achieve competency.
26. Equipment Operation: Vanderbilt University
Traditional instruction is effective but financially and logistically
challenging. These challenges create constraints that include:
• Acquiring sufficient expensive ultrasound machines for a 3-1
(students to instructor) ratio
• Finding sufficient qualified instructors to teach
• Hiring models to be used for ultrasound scans
• Finding adequate space
• Finding a time when all of this can come together
The Business/Financial Challenge
27.
28. Equipment Operation: Vanderbilt University
• Limited expert trained faculty
• Logistics
• Hands on time limited due to time
constraints
• Barriers to observation of technique
and image interpretation.
• Limited pathology
• Social distancing limits experience
• Accessibility and availability of
training courses can be limited
• Limited faculty = limited enrollment
Additional Challenges
29. Equipment Operation: Vanderbilt University
• Immersive Learning can
place the student in the
environment in real time
with the instructor
• Adapt to the environment
• Visual cues in real time
• Realtime interaction with
environment that is
repeatable
• Mastering orientation
Why Virtual Reality?
30. Equipment Operation: Vanderbilt University
• A 360 camera placed opposite to the clinician at
eye level to capture patient interaction, giving us
“subjective eye of student.”
• Ultrasound video output was captured using the
HDMI connector and a DVR
• A ceiling mounted camera captured a top down
view of the patient.
• In addition, anatomical images were collected
from our Getty license and positioned over the
top down view.
Three Videos Captured in Real Time
31. Equipment Operation: Vanderbilt University
• Put the three videos together using the 360 capabilities within
Adobe Premiere making sure that all three videos were lined up
properly so that whatever the clinician was doing was accurately
reflected, at the exact same moment in the ultrasound output
and top down view. We then parsed the video into shorter
pieces.
• Saved each video in equirectangular format as an MP4 using
Adobe Premiere.
• Brought each video into CenarioVR as a separate scene.
34. Equipment Operation: Vanderbilt University
All of the challenges (machines, personnel, space, and time) are
solved using this environment (cost in US dollars).
42 students/class X 3 classes per year
F2F one time costs: 8 ultrasound machines at about $85,000 each
F2F recurring costs: 14 SMEs, 14 models, incidentals: food and parking
VR one time costs: 12 modules@ $40,000 each
VR recurring cost: CenarioVR license fee
One Time Costs
Y1
Recurring Costs
Y1
Y2 Y3 Y4 Y5 Total
F2F 680,000 79,800 79,800 79,800 79,800 79,800 1,079,000
VR 480,000 2,200 2,200 2,200 2,200 2,200 491,000
Difference: 588,000
41. Everything is in the Shot
There is no "behind the camera."
When shooting any scene, you need
to either leave the room or make
yourself part of the shot.
42. The Rollercoaster Effect
For 360 video, many content creators
want to move their student through an
area to give a realistic effect of
movement.
It seems like a good idea…. Don’t do it!
43. Camera Positioning
In general, the camera should be
about 4-5 feet from the main subject,
as this should give it enough
prominence in the shot without
making it uncomfortably close.
44. The “Stitching Zone”
Depending on your camera and the
quality of your stitching software,
there very well could be “artifacts”
in your 360 video or images at the
“Stitching Zone.”
45. “Trapping” Your Viewers
Putting your viewer too close to a
wall or other person or even a large
object may give them a
claustrophobic feeling.
46. Don’t Make Your Learner a Wallflower
Don’t leave your user standing
outside the action watching
passively.
Make sure your user has an
active role in the story you are
telling.
47. After the Shot
One thing that most new 360
videographers do not realize is
that, unlike 360 images, the raw
video that comes off of the
camera is not yet ready to be
used.
51. Interactive 360° Video
• Simplest method
• Can be used in your LMS or
anywhere on the web
• Navigation by using the mouse to
click and drag the sphere
52. Smartphone/Tablet
• A window into the virtual world
• Uses the gyroscope and
accelerometer on the
• Movement of the phone controls
your view in the VR space.
53. VR Headset
• Certainly gives the best immersive
experience.
• Does not require a cellphone or
laptop
• Immersive sound is built in
• May be tough to get to your user
base
54. Why Not Have Them All?
A single publish from CenarioVR allows
you to view content on:
• Web Browsers
• iOS
• Android
• Oculus Go
• Oculus Quest
• Oculus Rift/Rift S
• HTC Vive Focus
• HTC Vive/Vive Pro
• Pico Neo/Neo 2
• Pico G2/G24K
56. Distribution
• Hosted on CenarioVR
Works from the web, and with companion apps
on mobile devices and VR platforms. Both
Private and Public hosting is available
• Hosted on your LMS
CenarioVR publishes to SCORM 1.2, SCORM
2004, cmi5, and xAPI
• Hosted on your Website
CenarioVR publishes to HTML5 which can be
downloaded and used on any Web Server
• Embedded in traditional Web courses
HTML5 output can be used in a “Web Window” in
most authoring software
57. Analyze Results
• Published content is natively xAPI, so
when hosted on CenarioVR, all
interactions are recorded and
reported through the Analytics tab
• Data can be drilled down to individual
users and/or individual scenarios
• All data can be downloaded as CSV
for further manipulation in
spreadsheets