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![Page 1: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/1.jpg)
Virtual Reality and Your Organization: Transforming the Future of Training!
Sid BanerjeeCEOIndusgeeks
![Page 2: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/2.jpg)
36%of the USworkforce
2014
75%of the globalworkforce
2030
MORE THAN 1 IN 3 AMERICAN WORKERSARE 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 & GAMIFICATIONThe rise of Millennials in the current workforce
![Page 3: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/3.jpg)
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
![Page 4: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/4.jpg)
Immersive Environments : Future of TrainingHow to create rapture in your Training..
VR/Gamification/AR
Flow
Presence
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FUTURE WORLDS FOR TRAININGWorld Builders > Story Tellers > IDs
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THE FUTURE IS NOW!
2011-2014:Oculus, CardboardLaunched.
2015:Vive and Gear VR launch.
1991:Sega launchesSega VR.
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VRDeconstructing 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.”
![Page 8: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/8.jpg)
$ 30 BillionSize of the VR & AR
Market by 2020
500 MILLIONNumber of VR
headsets by 2025
VRNot a passing fad – going by the numbers
171 MILLIONNumber of active VR
users by 2018
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Mobile VR PC VR
VRThe approaches – so many choices!
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● 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 VRUnlimited power in your pocket
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● Higher fidelity means better protocol training.
● Very intuitive design and controllers result in a more “natural” training experience.
PC VRAdding a new dimension to training
![Page 12: DevLearn 2016 - Virtual Reality and Your Organization: Transforming the Future of Training (Presented by Sid Banerjee, CEO of Indusgeeks)](https://reader031.fdocuments.in/reader031/viewer/2022030316/5879291c1a28ab7c448b4f65/html5/thumbnails/12.jpg)
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
VRThe approaches – Pros and Cons
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Cost-effective Mobile Based VR
Mass Adoption(Shrinks in size and
cost)Killer uses in training Mass Adoption
(Shrinks in size and cost)
VRThe exciting road ahead!
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VRThe Applications - Telepresence
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VRBetter, immersive training in Healthcare
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VROpportunities in the military
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VRThe closest we’ve gotten to holograms
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ARHololens – The future of AR?
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HEALTH ENTERTAINMENT AUTOMOTIVE ADVERTISING EDUCATION
TOURISM SPACE SKILLED TRADES MILITARY
VR & ARNot just games – Unlimited training potential!
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VRPredicted VR & AR Software Revenue by 2025
https://www.statista.com/chart/4602/virtual-and-augmented-reality-software-revenue/
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VRVR 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.
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VRVR 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.
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ARAR 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/
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ARThe 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.
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Path ForwardHow to future proof your content..
Screen-based
Games/SimsMobile VR/AR
Pervasive VR/AR
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BOOTH #432
THE ENDCome see a live VR demo at our booth!