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AR/VR for Enterprise Training & Education

Please Note:
The information presented here refers to XRDC 2018.

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Whether in a classroom or lab, in a factory or on a construction site, at the office or comfortably at home, immersive XR is revolutionizing the way people of all ages learn and collaborate. Attend conference sessions at XRDC to learn how augmented, virtual, and mixed reality make enterprise training and education of all kinds more accessible, affordable, personalized, and engaging. Gain insight and inspiration, and leave with new opportunities to leverage the growing investment and high adoption rate of immersive technologies in learning environments.

View all Enterprise Training & Education sessions

XRDC 2018 Session Highlights

3D Scanning and XR Powered Home Improvement: A Lowe's Case Study
Mason Sheffield (Lowe's Innovation Labs Seattle)

Learn exciting new techniques that Lowe's Innovation Labs uses for scanning 3d models and explore the pipeline that supercharges the creation of thousands of 3d assets that power our XR experiences. See how your 3d content can be unleashed in a multitude of ways to train, inspire and entertain your users. Mason Sheffield, Director of Technology at Lowe's Innovation Labs will explain the challenges of bringing award winning 3d content to life at a Fortune 50 enterprise company.

VR Demos: Best Practices So People Won't Hate You
Jon Oakes (SVVR)

Giving VR Demos is probably the single best way of convincing someone of the potential of your VR experience, so why not spend more time thinking about how to give demos the best possible way? Your demo is brilliant but if you're not ensuring a great experience for the people who try it, you might be turning potential fans into dizzy, confused and non-engaged people who walk away shaking their heads. Come learn how to give killer VR demos with lessons learned from thousands of demos and dozens of events.

AR/VR Challenges for Training Environments
Eric Spalding (Boeing)

AR and VR technologies could be extraordinarily disruptive to how training is performed. For the first time, students can be immersed in an environment that is easily deployable at low cost and without the dangers of real hardware. However, for broad adoption, there are challenges to overcome that entertainment applications can more easily avoid, such as density of environments and interaction haptics. This presentation provides an overview of various challenges facing AR/VR adoption in the training space and challenges attendees to develop solutions that could increase the overall AR/VR market.

Designing VR Content with Students in Mind
Lisa Castaneda (foundry10)
Anna Cechony (foundry10)

Researchers from foundry10 share findings from applied studies conducted with over 3,000 adolescents using VR in educational settings. Drawing from direct, observational and interview data as well as anecdotal stories, findings are shared that apply to developers, educators and researchers. Focusing on how users are processing information, especially content designed for learning, this talk centers on how cognitive load, proximity, audio, student trust in developers and perspective impact student experiences with VR.

Haptics for XR
Gijs den Butter (Sense Glove)

In this lecture the audience will learn about different types of haptics and how to implement them into XR projects, using real examples from Sense Glove's training and process analysis. The speaker will take an in depth look at using haptic technology for training purposes and provide a demo to illustrate the importance of incorporating touch into XR experiences. The audience will leave the session inspired by what haptic technology could mean for the future of XR.

VR Training Use Cases: BMW to American Football
Rosstin Murphy (STRIVR)
Ginny Willis (STRIVR)

How will employees react to dangerous conditions on a disorganized factory floor, or an emotional interaction with a worried patient? Some situations are too critical, dangerous, risky, or rare for people to train for. STRIVR presents 4 real and diverse use-cases for training in VR: American pro football quarterback training, BMW factory floor mistakes, Emily Griffith Nursing interactions, and soft skills empathy training. In this session, speakers Rosstin Murphy and Ginny Willis will rate VR training techniques such as hidden objects and choose-your-own-adventure on effectiveness in various situations, compare spherical video and CG as mediums, and discuss lessons learned from working with big clients.

Performance Under Pressure: Simulating Stress in VR Training
Jonathan Perry (Ractive)

In addition to improving performance and decision making skills, virtual reality training allows users to train for complex and dangerous tasks while in a safe location. By simulating stressful environments and distractions, VR training can help inoculate users against the effects stress and adrenaline have on performance and decision making when performing under pressure in the real world. This session will examine research on stress in training and explore a variety of techniques for adding stress to simulated training scenarios as a way to improve skill retention and performance.