305 Using Virtual Reality in Corporate Learning

3:00 PM - 4:00 PM Wednesday, November 16

Emerging Tech

Many have said that 2016 is the year of virtual reality (VR), as Facebook (Oculus Rift), Sony, Samsung, and HTC, to name a few, are launching consumer products. But how can it be used for learning, especially in a corporate environment? Is VR all hype, or are there sound pedagogical principles behind it?

In this session, you will gain a solid foundation in understanding the VR landscape: what it is, what equipment you need, where to find free learning resources, and how to develop your own content. You will also learn about the experience of developing and deploying VR within the Nokia Corporate University, where it has been promoted as the next generation of mobile learning.

In this session, you will learn:

  • About using VR for learning
  • About the best VR options for your environment
  • How to access free VR content to get started
  • About new insights into VR content development options
  • About the experiences and lessons learned from using VR for learning at Nokia

Audience:
Novice designers, developers, managers, directors, and senior leaders (VP, CLO, executive, etc.).

Technology discussed in this session:
Oculus Rift headset (Dev Kit 2), Samsung Gear VR headset, Google Cardboard (V1 and V2), Samsung Gear 360 VR camera, Unity game software, Unreal game software, Google VR, and Nokia VR.

John O’Hare

Head of Pure Research, NokiaEDU

Nokia

John O’Hare, the head of pure research for Nokia EDU, has more than 20 years of experience in learning and development; now he heads up a research team looking at making learning more effective, efficient, and engaging. John’s work supports Nokia’s vision of expanding the human possibilities of the connected world, and his current projects include virtual, augmented, and mixed realities and artificial intelligence and machine- learning neural networks.

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