409 A Business Case for Cost-Effective VR
4:00 PM - 5:00 PM Tuesday, March 27
Management and Strategy
Many organizations see virtual reality as too expensive to create and implement. However, cost barriers to VR entry can actually be fairly low, and introducing VR into organizations can be more cost-effective than you imagined.
This session will examine ROI that shows potentially more impact from VR than from an eLearning course, as well as which VR strategies to use for various business learning needs. You’ll learn how to bring real-world objects into the virtual world, and how to utilize and reuse VR objects and experiences with no developer skills. You’ll explore levels of immersion and how to use mixed reality to enable true blended learning. Finally, you’ll look closer at best-practice business cases for VR’s application and use.
In this session, you will learn:
- About VR’s low cost barriers to entry
- How to change VR experiences on the fly while in VR
- About applications of VR in the enterprise
- Why VR is potentially more cost-effective than other learning mediums
- About forthcoming VR technologies
Novice to advanced designers, project managers, managers, directors, and senior leaders (VP, CLO, executive, etc.).
Technology discussed in this session:
HTC Vive, Samsung Gear, and Google Cardboard; the Immerse, Sansar, and Edorble platforms; and Unity.
Chief Commercial Officer and CLO
Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.