“Since Facebook ploughed $2bn into buying Oculus Rift in 2014, virtual reality has been the coming thing. 2017 will be the year it arrives – at least as far as mainstream L&D is concerned. As prices fall and expectations rise, Learning Technologies has invited David Kelly of the eLearning Guild to report on the developments he's seeing, and to listen to Dr Helen Dudfield, who has been in the field since the 1990s and is actively using VR for learning today,” explains Donald H Taylor, Learning Technologies Conference Chair.
During the first part of the session, David Kelly, Executive Director, eLearning Guild, will explore what’s really happening in virtual reality...
Virtual reality has exploded over the last year. So there's a rapidly rising interest in how this new technology can be used for learning and performance. With ‘VR’ now one of the hottest buzzwords, how much is hype, and how much is substance? This session will explore examples of virtual reality in practice in both the consumer and enterprise markets. David Kelly will examine what's working (and what's not) and how those lessons can be applied to learning and development.
- The critical components of a virtual reality experience
- How early adopters are using VR for L&D
- Common mistakes to avoid
- Questions to ask to determine if VR is right for your organisation
- How consumer-led VR is shaping VR's use in training
In the second part of the session, Dr Helen Dudfield, Senior Fellow, QinetiQ, will explore virtual reality and augmented reality in use - the hype, the experience and the evidence.
Virtual and augmented reality environments have been portrayed as a potential training nirvana: VR allowing hands-on, risk-free experience and AR context-specific performance support. But what’s the reality? Dr Helen Dudfield of QinetiQ has been exploring these technologies since the 1990s and in this session shares both her practical experience of testing different technologies and solid academic evidence about their effectiveness. She will show VR and AR in action and explore their value and their limitations.
- Where do VR and AR show the greatest impact on performance?
- Is team-based VR practical or even possible?
- Using AR for both to refresh knowledge and troubleshoot
- Where expectations and reality do not align
- Practical implications for using these technologies at work
David and Helen’s session on virtual reality takes place on day one of the Learning Technologies Conference. The conference runs alongside the Learning Technologies Exhibition and forms the most important annual event for learning and development professionals in Europe. Learning Technologies Conference booking is open along with early bird rates.
About David Kelly
Executive Director, eLearning Guild
David has been a learning and performance consultant and training director for more than 15 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community and can frequently be found speaking at industry events. He has contributed to various organizations including ATD, eLearn Magazine, LINGOs, and more. David is also known for his curation efforts, and was a contributor to the book Ready, Set, Curate.
About Helen Dudfield
Senior Fellow, QinetiQ
Helen is a chartered occupational psychologist and a QinetiQ Senior Fellow in human science with experience in studies related to aviation human factors, error management training, crew systems design, human performance and training and simulation. She has been responsible for assessing evidence integrating learners and current and future technologies in individual and team synthetic training environments in high risk and complex environments. Currently and in the early 90s, she has been researching the benefit of Virtual Reality for training.