1 / 66

How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - Anders Gronstedt, President, Gronstedt Grou

Consumer experiences with games, virtual and augmented reality are shaping demand for a new generation of corporate digital learning. How do you develop a generation of learners who may have spent more time with video games than in school? How do you give your learners super power with augmented reality? How do you develop virtual reality “flight simulators” for any task that’s too dangerous, expensive or inconvenient to practice in real life? How do you leverage the popularity of mobile gaming to develop leadership skills? Bold, tightly integrated digital learning strategies will determine the winners in the new landscape. The biggest payouts will go to the digital disruptors. In this session, you’ll learn how serious games, mobile microlearning, augmented and virtual reality is poised to forever change the way people learn and organizations teach. The session will show how leading Fortune 500 companies are: • using virtual reality as “the ultimate empathy machine” to develop develop customer service and people skills, • leveraging the two billion phones that were just turned into a magic lens of augmented reality to develop everything from on-boarding to performance support, • developing skills with games that thrive on a sense of engagement, storytelling, character identification, immersion, problem solving, and accomplishment, You will learn how industry leaders from healthcare, financial service and manufacturing are ushering in a new era of experiential and visceral learning with digital consumer media.

Download Presentation

How Games, Augmented and Virtual Reality are Disrupting Corporate Learning - Anders Gronstedt, President, Gronstedt Grou

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. how games, augmented and virtual reality are corporate learning serious play conference by Anders Gronstedt, Ph.D., President, Gronstedt Group July 11, 2018

  2. “miracle on the Hudson” 150 passengers: 33 brought their life vests, and only 4 put them on properly

  3. no

  4. matter how creative the got, or how many times we repeat people still don’t learn what we’re telling them videos to do,

  5. they have to do it this “microlearning”

  6. what if passengers got certified in a safety vr sim? Watch demo customer empathy simulation

  7. “the ultimate training machine” repeated movements in virtual reality causes changes in brain structure, which in turn improve performance in the real world

  8. the worlds largest employer has Feeling of presence, trained 250,000 employees in VR of being in another place

  9. Oculus Go first standalone VR Samsung Odyssey inside-out tracking higher resolution than Oculus Rift $200!!! $400 + laptop expensive cheap

  10. second generation vr headsets breaking down barriers to implementation

  11. mobile game explosion 63% mobile gamers are women

  12. Watch dem o challenge: train 1 million + associates to become managers solution: mobile business sim modelled on popular mobile resource management games like The Sims, Clash of Clans and Game of Wars

  13. Watch trailer

  14. “Space Advisors” cross-selling game goal: train 10,000 global sales reps on new executive selling approach video-based game mission-possible themed

  15. Watch trailer

  16. AR: performance support moment-of-need VR: simulations “flight simulator” for any skill, and the ”ultimate immersive computing continuum

  17. Mobile 3D: microlearning empathy machine” building 1000s of reps

  18. change scale and perspective go inside the heart

  19. college teams use VR improved decision-making by 30% and one second faster

  20. 5 NFL teams & Source: Matt McFarland, “Lowe's turns to virtual reality for home improvement,” CNN Tech, march 7,

  21. 2017 Feeling of presence, customers have 36% better recall of how to complete a tiling being in another place project compared to video

  22. Source: Betsy Morris, “Virtual Reality Finally Catches On—With Business, “ Wall Street Journal, June 5, 2017 the worlds largest employer will Feeling of presence, train 140,000 employees in 200 of being in another place training centers with VR this year

  23. consumer VR I/ITSEC 2017

  24. military uses

  25. 5 NFL teams & safety training experience consequences of accident improved decision-making by 30% and one second faster college teams use VR

  26. physical objects hold whic a physical fire extinguisher, h is modelled in the virtual world

  27. heat jacket state-dependent learning

  28. “the ultimate empathy machine” creates empathy for and reduces bias against elderly, different gender and ethnicities, even cows and trees!

  29. reduced fear of public speaking multi-player twice as effective as narcotics for pain relief better than eye-patch for lazy- eye treatment reduced PTSD symptomps role reduced fear of height playing How VR Can Defeat Your Fear of Public Speaking s

  30. n. “The Impact of Virtual Reality on Chronic 6 virtual reality can put you anywhere augmented reality can bring anything to you ar gives x-ray vision virtual vs. augmented reality Rewiring the brain Sources: Using VR to Help People Reach Greater Height Voices of VR Podcast, #553, Tipatat Chennavasi The Journal of Pain, Pain,” Ted Jones , Todd Moore, James Choo, Dec 20, 201

  31. guiding a spine surgery

  32. overlaying maintenance and repair guidance on equipment real-time Meta Microsoft HoloLens superpower

  33. giving workers Magic Leap One ar glasses are still developer versions, 3-5 years from mass market

  34. “assisted reality” 2d heads-up display for smart glasses handsfree performance support

  35. Google version for Android: ARCore responded with its Google Glass don’t call (a simplified version of Tango) learning developers can use detailed camera and sensor data to map digital objects into 3D space, specifically… Apple just turned all its pones into a magic ar lens to the world with ARKit them “glassholes” Enterprise Edition anymore 1. tracking: walk motion around and see object front and back

  36. 2.attach virtual objects to flat surfaces 3.integrate lights and shadows 1. location 2. guidance

  37. 3. 3d visualizations how to develop learning when you think of the phone as lens, instead of a screen!

  38. enter your shopping list or hold up a way-finding screw you need to findoptimizes the route store route, arrows on the floor show direction

  39. people finding

  40. scavenger hunts new hire orientation tour of a store, office, facility

  41. installation, owner’s manual holographic step-by-step tutorials hovering over a machine part get “x-ray vision” of what’s inside maintenance, and repair

More Related