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Using VR to Train in High-Risk Spaces
Realities360 2019 Conference - June 27, 2019
Director, Learning Technologies
Senior Instructional Designer
Virtual reality is becoming more mainstream every day. However, use cases can sometimes be theoretical or hyperbole so that when you peel back the layers, it isn't practical, cost-effective, or the right way to best deliver the learning. This, combined with the fact that most instructional designers are very new to how to design an effective VR experience, poses a costly risk for L&D organizations.
In this session, we'll explore how Facebook, owner of the Oculus VR platform, examined a variety of use cases to determine its place and use in their learning ecosystem at their data centers across the globe. We will talk you through key considerations and pull apart the various assets and deliverables required, as well as talk about the various technical skills you will need on the team to pull it off well. We'll also share the lessons we learned in our higher-stakes pilot with Facebook.
In this session, you will learn:
- The different scenarios that are best suited for a virtual reality solution
- Best practices to approach a VR learning project
- What changes you’ll want to make to your instructional design approach, including new types of deliverables that instructional designers need to create
- How to integrate assessments into VR experiences
- How the different tools and technologies were used to deploy a live VR experience for Facebook
Designers, developers, managers
Technology discussed in this session:
Unity, Instamax360 Pro, Oculus Go
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