01:00 PM - 01:50 PM
Businesses have boarded the XR bandwagon in the areas of marketing/user experience as well as employee onboarding and training, largely using asynchronous simulations or immersive experiences. Early XR adoption in university courses seems to be either from a technical skill building perspective or from an angle of exploring the possibilities of immersive technologies.
Synchronous learning in VR is largely overlooked at present, yet has many untouted benefits such as the ability to recreate the magic of community, shared knowledge, and belonging, which in-person training and education offered learners for decades. Learning in VR synchronously can be a meaningful way of enhancing immersive technology adoption in academia and industry.
This panel will discuss the various dimensions of integrating VR as the post-Zoom frontier in education and corporate training.
01:55 PM - 02:25 PM
Companies are often intimidated by implementing VR Training due to the challenges of scaling it. Join PIXO and its panel to discuss how enterprises have overcome these challenges, including:
• Getting buy-in from IT and other stakeholders
• Compliance and security
• Hardware acquisition
• Unique use cases
• How to blend VR with traditional training methods
• LMS Integration
• Identifying relevant content and deploying it remotely
02:30 PM - 02:55 PM
How to make remote collaboration and self-solve AR experiences accessible in Customer Support and Field Service scenarios, along with the importance of seamless integration into your organization’s existing service management platforms, such as ServiceNow, to drive scale, reduce technical sprawl, and increase value via post event visibility, audits, and AI insights to deliver improved business outcomes.
03:00 PM - 03:25 PM
A wonderfully exciting opportunity is upon us to utilize the tools of virtual reality to change the current educational paradigm. Daniel and Angelina will be asking each other questions regarding the critical considerations of mass adoption of virtual reality within teaching and learning.
Dr Angelina Dayton, senior Virtual Reality Research Scientist at Virtual World Society has put over 30,000 first time users into a headset. Daniel Dyboski-Bryant' organisation - Educators in VR - has delivered over 3,000 virtual workshops, talks and sessions.
03:40 PM - 04:05 PM
There are over 300 companies worldwide building VR training content and thousands of companies with
VR headsets, including over half of the Fortune 500. Immerse saw this as an opportunity to connect
creators and enterprise organizations looking to take advantage of the unique benefits of immersive
training. Allowing enterprises fast and easy access to all forms of content – from off the shelf to custom,
the Immerse Marketplace allows companies to quickly and cost-effectively offer immersive content to
their workforce, maximizing their VR investments and content providers benefit from new revenue streams.
The current VR landscape doesn’t make it easy – and we’ll look at the challenges and road ahead. But
this could be the key to unlocking a low cost, high impact VR vault that enterprise has long been looking
04:10 PM - 04:35 PM
Using VR in training and simulation is now more than a stopgap during the pandemic or a fad in the hype of the metaverse. Visionary Training Resources (VTR) and Tobii will share their experience of how VR and eye-tracking technologies convince major airlines to adopt this efficient and cost-effective pilot training approach. With Tobii eye tracking and scalable equipment of VR headsets, training and simulation are empowered by data insights for validation and evaluation. This will meet the needs of more strict and critical training and lead to a truly informed and adaptive approach. Other industries can also learn from this case and get their first movers' advantage.
04:40 PM - 05:30 PM
The Metaversities Project is a groundbreaking initiative to bring college campuses and classes into Virtual Reality. Spearheaded by VictoryXR and Morehouse College, which began offering courses in VR in 2021, the Metaversity Project has expanded to include 10 institutions of higher learning in 2022.
A Metaversity is a digital twin of a college campus where students can gather from any physical location as avatars to attend classes conducted by their professors in real time. Each offers a virtual replica of the campus that provides a sense of belonging and connection with the school. But each campus also opens up into worlds of possibility, classrooms that may be nothing like those in the real world but instead might be oceans, planets, cellular organisms, or fictional locations.
At a Metaversity, students can conduct chemistry experiments without danger, perform dissections repeatedly to gain a deeper understanding of anatomy, and experience historical events in a visceral way.
A Metaversity brings all the promises and affordances of virtual reality to actual higher education courses. Education in the metaverse is here, now.
This panel will delve into what a Metaversity is, how it works, outcomes and success stories, and the implications of this pioneering model for the future of higher education.