PEDAGOGICAL BEST PRACTICES FOR VR TRAINING
An often overlooked and yet fundamental part of VR training is the quality of learning it provides. With the rapid and exciting evolution of VR technology, it can become easy to focus on advancements and features and lose sight of the application of the technology.
CUTTING THE CABLES WITH THE OCULUS QUEST 2
We take a look at what the Oculus 2 means as it replaces the Rift as the flagship Oculus VR headset. The power, low-cost and portability means untethered VR headsets will be taking centre stage as the preferred way to consume VR content.
INTRODUCING BITE-SIZED TRAINING
Bite-sized training is a rapid way to deploy and start exploring how Virtual Reality can transform training, offering transparent and measurable results.
EVOLVING VR TRAINING WITH COLLABORATION
Together with Siemens and Atos, we have created a collaboration framework that enables participants to come together and freely interact to complete VR training scenarios. Integrated VirtualGrasp technology provides a more immersive and natural interaction experience.
3 WAYS VR TRAINING IS HELPING REMOTE WORKING
Remote working is now a new normal for many of us. A lot has been written about the benefits and challenges of remote working - being distanced from colleagues, lack of casual interaction and the practical issues of adapting to a non-office environment.
DESIGNING INCLUSIVE VR TRAINING - PART 1
There is a vast difference in how people learn. Some prefer to read and memorize, while others learn by doing. From testing our VR training applications with hundreds of people, we realized that VR could be useful for those who have struggled to learn through traditional learning methods.
THE PEDAGOGICAL APPROACH - TRUST BY DEFAULT
The Gleechi pedagogical framework consists of a set of standardised components that put training first - using VR technology as an enabler to deliver better training. In this series, we will explore these components, starting with data and ensuring privacy by default.
DESIGNING INCLUSIVE VR TRAINING - PART 2
From the learnings made in Designing inclusive VR training part 1, we set out to begin testing some different approaches in building an inclusive learning experience. But what about other neuro diverse people? Do they also have issues with the design of VR applications?