At DevLearn 2016, Indusgeeks CEO Sid Banerjee presented a learning stage session talking about the ways organizations today could plan for and use the power of virtual reality, augmented reality and immersive training techniques to transform their legacy training content into immersive, interact experiences that their employees will love.
About Indusgeeks:
Indusgeeks, a Silicon Valley-based company, is a global leader in game-based training, business simulations & gamification solutions for all industry types & processes.
We transform your training content into gamified experiences that millennial learners identify with.
Our proprietary INIT technology ensures this transformed content works seamlessly with your existing Learning Management Systems, desktops & mobile devices.
Using innovative technology like Augmented & Virtual Reality, we transform content for Soft Skills such as Sales, Leadership & Onboarding into award-winning solutions, recently winning the 2016 Brandon Hall Gold for Learning Games & Simulations.
Partner with us to transform your training content as Fortune1000 companies worldwide have over the past decade. Visit http://www.indusgeeks.com or contact us directly via business@indusgeeks.com .
About the Speaker:
Sid Banerjee is the CEO and founder of Indusgeeks, a pioneer in the field of game-based, simulation-based and virtual reality based training. Over the past decade, Indusgeeks has won multiple awards for content transformation, working with Fortune 1000 companies & governments worldwide. In the healthcare training space, Sid co-founded Simtabs, based out of Silicon Valley, with a team of simulation veterans from Stanford University. As a founding Board Member of NASSCOM’s Applied Gaming Special Interest Group (SIG), he is responsible for helping the government and industry formulate key policies for improving the applied gaming ecosystem worldwide.
Sid has been invited to speak at events worldwide such as DevLearn, Society for Human Resources Management (SHRM Tech), INFOCOM, Startup Saturdays and EdgeX. He has been featured in The Wall Street Journal, the Economic Times, The Times of India and CNBC for his insights on emerging trends in training technology.
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Similaire à DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks) (20)
DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)
1. Virtual Reality and Your Organization:
Transforming the Future of Training!
Sid Banerjee
CEO
Indusgeeks
2. 36%of the US
workforce
2014
75%
of the global
workforce
2030
MORE THAN 1 IN 3 AMERICAN WORKERS
ARE MILLENNIALS.
THIS YEAR, THEY SURPASSED GEN-X TO BECOME
THE LARGEST SHARE OF THE US WORKFORCE. …AND THEY ARE SET TO BECOME
THE DOMINANT MEMBER OF THE GLOBAL
WORKFORCE.
VIRTUAL REALITY & GAMIFICATION
The rise of Millennials in the current workforce
3. TRENDS : WHY NEW CONTENT?
Millennials consume media of high quality, ubiquitously..
DISRUPTION IN
DEMOGRAPHICS
DISRUPTION
IN HARDWARE
DISRUPTION
IN GAMES
DISRUPTION
IN THE
TRAINING
INDUSTRY
4. Immersive Environments : Future of Training
How to create rapture in your Training..
VR/Gamification/AR
Flow
Presence
6. THE FUTURE IS NOW!
2011-2014:
Oculus, Cardboard
Launched.
2015:
Vive and Gear VR
launch.
1991:
Sega launches
Sega VR.
7. VR
Deconstructing the myths about VR
• “VR seems really
expensive.”
• “VR? Isn’t that just
for gamers?”
• “VR sounds really
complicated to use.”
• “VR seems like just a
fad.”
8. $ 30 Billion
Size of the VR & AR
Market by 2020
500 MILLION
Number of VR
headsets by 2025
VR
Not a passing fad – going by the numbers
171 MILLION
Number of active VR
users by 2018
9. Mobile VR PC VR
VR
The approaches – so many choices!
10. ● Takes advantage of
increasingly mobile
workforce
● Inexpensive equipment
allows for large scale
cost-effective training
● No hardware
requirements - just slip in
a modern smartphone!
MOBILE VR
Unlimited power in your pocket
11. ● Higher fidelity means
better protocol training.
● Very intuitive design and
controllers result in a
more “natural” training
experience.
PC VR
Adding a new dimension to training
12. PROS
• Cost Effective – Headsets
as cheap as $8!
• Limited Hardware
requirements
• Highly portable
• High Fidelity simulations
• Enhanced interactivity with
realistic controls
• Highly intuitive mode of
instruction
CONS
• Limited Visual Fidelity
• Limited & Restrictive
interactivity options
• Lack of “killer apps” in the
market
• Expensive Hardware
requirements
• Limited portability
• Unique calibration required for
each user
Mobile VR PC VR
VR
The approaches – Pros and Cons
13. Cost-effective
Mobile Based VR
Mass Adoption
(Shrinks in size and
cost)
Killer uses in training
Mass Adoption
(Shrinks in size and cost)
VR
The exciting road ahead!
19. HEALTH ENTERTAINMENT AUTOMOTIVE ADVERTISING EDUCATION
TOURISM SPACE SKILLED TRADES MILITARY
VR & AR
Not just games – Unlimited training potential!
20. VR
Predicted VR & AR Software Revenue by 2025
https://www.statista.com/chart/4602/virtual-and-augmented-reality-software-revenue/
21. VR
VR Training Case Study – Deutsche Bahn AG
• Deutsche Bahn, which has a
turnover of €40bn, manages
Germany’s railway
infrastructure, runs train and
bus services overseas. It
employs 200,000 people in
Germany and 100,000
overseas.
• The company was struggling to
find recruits in a labor market
affected by a significant fall in
the number of young people
entering the German workforce.
22. VR
VR Training Case Study – Deutsche Bahn AG
• Deutsche Bahn AG used 3D-VR
films to allow potential
employees the chance to
“experience” different jobs on
offer before they apply.
• Candidates across the country
could experience driving into a
train depot and inspecting the
underside of DB AG’s flagship
320kph Intercity Express trains.
• The company saw an increase
the number of people applying
for jobs, reaching 12,000
applicants last year. Their VR
films were highly praised for
their quality.
23. AR
AR Training Statistics
How effective is AR Training?
Research was conducted on students by the
Boston Research Group to test AR training vs.
traditional and screen based modes of
training, namely Desktops and Mobiles.
They were tasked with understanding
instructions through a tablet AR app and
assembling an aircraft wing.
Other sets of students were given the same
task, but provided only screen based
applications on the desktop and the tablet.
https://www.smartindustry.com/blog/smart-industry-connect/augmented-reality-training/
24. AR
The result of the students with AR Training?
90%
Drop in errors
during assembly.
35%
Less assembly
time.
When compared to the students using desktop training.
25. Path Forward
How to future proof your content..
Screen-
based
Games/Sims
Mobile
VR/AR
Pervasive
VR/AR