Vr Training for Enterprise
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VR TRAINING FOR ENTERPRISE Everything you need to know to develop and deploy successful Virtual Reality training solutions into your business or organisation. © 2019 SPEARHEAD INTERACTIVE LIMITED INTRODUCTION If you’re interested in the ways in which Virtual Reality can be added to your training program, then this guide is for you. Whilst the resurgence of VR began back in 2013, there is still a lot of mysticism and ambiguity around exactly what the art of the possible may be across multiple areas of commercial operation – from design and planning, consultation and feedback, process management, digital transformation and data visualisation. Through this guide, we aim to educate and inform on the specifics of utilising VR Training for enterprise; specifically: - Outlining technology and software options - Demonstrating tangible benefits - Offering insights to ensure you’re working with the right developer - Developing your business case - De-risking any investment - Ensuring a successful engagement / outcome This guide has been written by the award-winning team at Spearhead Interactive based on over 10 years of experience developing and deploying real-time 3D and immersive / interactive technologies within enterprise and B2B sectors. We would be delighted to assist you as you explore this exciting new era of immersive training. If you have any further questions around discovery, development or deployment, please contact [email protected] or call +44 (0) 1642 689 4187. V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 2 of 33 http://www.spearheadinteractive.com CONTENTS 1. What is VR? ……………………………… 4 2. Benefits of using VR for Training ……………………………… 5 3. Types of VR ……………………………… 6 3.1. Hardware 3.2. Software 4. Applications ……………………………… 17 5. Ensuring success with any VR investment ……………………………… 21 6. The Development Process ……………………………… 23 6.1. Scoping 6.2. Choosing your engine 6.3. Deployment 6.4. Creation 6.5. Support 7. Additional options ……………………………… 29 V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 3 of 33 http://www.spearheadinteractive.com 1.0 WHAT IS VR? It’s important to begin at the beginning and understand exactly what VR is; what the strengths are; and why Virtual Reality differs from other popular technologies such as Augmented Reality (AR) and Mixed Reality (MR). Virtual Reality is a software and hardware technology that simulates a user's physical presence in a replicated or imaginary environment in ways which provide a true sense of exposure and immersion for users; but what does that mean, and what does that entail? Specifically, VR technology allows users to visualise and interact with environments, scenarios and processes that do not exist, cannot exist or requires operational and / or logistical resource to exist; and experience them as if they were there. When discussing or talking about VR, we mean a fully immersive digital environment that separates the user from their physical environment, or the “Real-World” by using different pieces of hardware; for example, a head-mounted display (HMD) is used to obscure the eyes of the user and is connected to a device used to handle software processing (typically a PC). By contrast, Augmented Reality technologies allow us to recognise, highlight and overlay virtual data and information onto real-world objects, offering significant benefits in tackling social and commercial issues; and Mixed Reality technologies enable physical and digital objects to co-exist and interact - serving to merge the real and the unreal; overlaying virtual objects into the real world, or real objects into the virtual world V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 4 of 33 http://www.spearheadinteractive.com 2.0 BENEFITS OF VR FOR TRAINING Whilst the applications of VR and other technologies such as AR and MR (collectively these three technologies are often described as XR) in the context of enterprise applications are incredibly broad (see 4.0 Applications). When applied specifically to training there are a number of immediate advantages: - No raw material costs - Removal of health & safety concerns - Significant reduction in ongoing cap-ex or op-ex training spend - No plant or productivity downtime - Reduction in costs, lost productivity and CO2 emissions associated with travel - Increase in service spend for local businesses and the regional economy - Increased workforce engagement - Increased knowledge retention - Opportunity for revenue diversification and industry upskilling V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 5 of 33 http://www.spearheadinteractive.com 3.0 TYPES OF VR As with all forms of interactive and immersive solution, Virtual Reality is a combined Hardware and Software technology. Each of these come with their own options which are chosen based on a number of factors, including; the available budget, the narrative of the experience, how the end solution will be used and deployed within the organisation, the amount of time available to develop the software and most importantly, the purpose and objective of the engagement. 3.1 HARDWARE For hardware, there are three different technologies to consider: PC | Mobile | Standalone PC A PC-based VR system works with high-end HMDs and allows for detailed, often photo- realistic and interactive virtual reality content to be – depending on the amount of computing power available from the PC. Whilst traditional PCs are predominantly used for VR training, a number of manufacturers now produce “backpack” style PCs which when combined with a HMD offer a good amount of portability; though battery life and additional weight do need to be taken into account when V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 6 of 33 http://www.spearheadinteractive.com assessing this option. Traditional and “backpack” PC There are a number of high-end HMDs available for PC VR systems; some well known, others less so. These include: Oculus Rift | HTC Vive | Fove | Pimax Oculus Rift The Oculus Rift is a high-end consumer Virtual Reality system comprising of a HMD and an infrared tracking beacon. An additional beacon and Touch controllers are also available to create a more interactive experience. V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 7 of 33 http://www.spearheadinteractive.com Comparable to the HTC Vive, the Oculus Rift is ideal for seated or static VR training experiences; and is the perfect system for when available space is constrained or when multiple set-ups are required across a small area. HTC Vive / Vive Pro The HTC Vive is a high-end consumer Virtual Reality system comprising of a HMD, 2 x infrared tracking beacons (named Lighthouses) and 2 x Vive controllers. The lighthouse system enables "room-scale" VR, the ability to walk freely within a pre-determined amount of space whilst immersed in the Virtual World. HTC provide the perfect system for when interaction is required across a large area. Fove The worlds first Virtual Reality HMD with eye-tracking functionality; the Fove offers a number of benefits, from new ways to engage and interact within virtual environments, to recording eye movements for training and competency tracking. V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 8 of 33 http://www.spearheadinteractive.com Pimax 8K The Pimax is the worlds first 8K Virtual Reality HMD offering a number of next-generation improvements to existing devices. With a 4K screen per eye, resolution and clarity is significantly improved, however the Pimax also offers wireless transmission, a head-strap with integrated earphones, integrated cooling fan and eye-tracking. PlayStation VR This Virtual Reality HMD works exclusively with the PlayStation 4 and PlayStation 4 Pro; utilising proprietary PlayStation Move controllers for interaction and a depth camera for tracking. If you are considering using the PSVR platform, you will need to ensure your development partner is registered as a PlayStation developer and has experience with all aspects of software development and publishing – this can be a lengthy exercise, but enables software distribution to more than 3 million PSVR owners (as of September 2018). V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 9 of 33 http://www.spearheadinteractive.com MOBILE A mobile-based VR system consists of a smartphone and a HMD viewer. There are many types of HMD viewer available, such as: Cardboard / Plastic HMDs | Samsung Gear VR | Google Daydream Cardboard / Plastic HMDs Cardboard or plastic HMD's are a great way to maximise the impact of a VR solution to a wide audience as they use existing smartphone hardware. Software is provided for users to download or is pre-loaded onto internal devices as a mobile app for Android or iOS, with the HMD used in combination with smartphone gyroscopes and sensors to immerse the user in the experience. Many different types of cardboard and plastic HMD are available, with numerous options available - NFC functionality, in built audio, touch-screen selection, etc. By defining the purpose of the solution, your development partner can help in determining the best hardware for the job. V1.0 February 2019 © 2019 Spearhead Interactive Limited Page 10 of 33 http://www.spearheadinteractive.com Samsung Gear VR For more complex or higher fidelity VR experiences, the GearVR HMD from Samsung provides an ideal solution. Whilst limited for use on selected Samsung smartphones only, the device acts as the display and processor with the GearVR hardware providing much more functionality than a cardboard or plastic HMD. Originally a collaboration with Oculus, the Samsung GearVR HMD essentially acts as the controller, and contains field of view adjustment, custom sensor for rotational tracking, a touch-pad, buttons and a proximity sensor to detect when the headset is on. Google Daydream Googles' Daydream is an alternative to the GearVR for users with Daydream-ready smartphones which utilises their Google Daydream View HMD. The View distinguishes itself by being constructed out of a light-weight cloth material, and also includes capacitive nubs and NFC functionality.