The VR/AR Association publishes the Training Industry Sector Report including over 100 companies specializing in Virtual Reality / Augmented Reality

You can also come see some of these companies at our VRARA Enterprise Summit at LiveWorx in Boston on June 10th. More info and tickets here

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Thanks to the folks at the VR/AR Association for moving the industry needle and serving as the connecting file for companies across the ecosystem.
— JAY FRASER, HP

There is a head scratching data point that I have been referencing lately: corporations collectively spend $350 billion on training each year. To put that in perspective, corporations spend more annually on training than the Gross Domestic Product of 83% of the countries in the world. And what are the results? Before we get there, think about the last time you experienced company training. Was it effective? Were you engaged? Did you remember anything? Answers are probably overwhelmingly no. And you aren’t alone. Most executives think that their company learning and development is ineffective and many employees do not think they are effectively trained to do their job and/or find their training useless. Read the full Foreword by Jay Fraser, Global Head of VR for Training at HP here.

The report features over 35 companies, for example:

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In addition to featuring over 35 companies in detail, the report lists over 100+ companies who registered with our Directory. The infographic below is a sample of all the companies:

Call for Sponsors for our VRARA Enterprise Summit at LiveWorx in Boston

Email info@thevrara.com for Sponsor Packages Options!

The VRARA Enterprise Summit, hosted by the VR/AR Association, will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more.

LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is the gathering place for all who thrive on the business of industrial technologies, with a diverse audience made up of C-level executives, managers, engineers, developers, and many more. Whether you’re creating elegant product designs, developing AR applications, or disrupting entire industries, there's something for the entire technology community at LiveWorx. LiveWorx is June 10-13.

More info about the Event here

Email info@thevrara.com for Sponsor Packages Options!


New speakers confirmed for our VRARA Enterprise Summit at LiveWorx from HP, Amazon Sumerian, ThirdEye, Sprint

More info and get tickets here

The VRARA Enterprise Summit, hosted by the VR/AR Association, will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more. LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is June 10-13.

Jay Fraser: Disrupt & Add Value – VR Training On The Rise

Presenter: Jay Fraser, Global Head of VR for Training at HP Presentation Synopsis: Did you know that in a study carried out by the National Training Laboratory, retention rates for lecture style learning were at 5% and reading rates were at 10%, while VR had a retention rate of 75%? VR works for training because it enables practice and ultimately people learn by doing, as the great Confucius once said! Improve your bottom line by reducing training costs while improving employee productivity through more engaging, effective, and scalable training; it’s a win-win. Learn about the myriad of VR training use cases and how companies small and large are leveraging immersive technology to train their workforce.

Bio: Focused on driving growth and developing partnerships in HP's Virtual Reality business, specifically for commercial training applications and the Military & First Responder segment across the globe.

Mark Francis: Amazon Sumerian

Presenter: Mark Francis, Product Marketing Lead, Mixed Reality, Amazon Web Services Presentation Synopsis: Amazon Sumerian - an innovative tool to democratize the development and deployment of AR/VR/3D applications and experiences.

Nick Cherukuri: AR/MR Smart Glasses Landscape

Presenter: Nick Cherukuri, Founder and President of ThirdEye Gen, Inc. Presentation Synopsis: A discussion of the AR/MR Smart Glasses landscape, their current major use cases in market now and what the future looks like for AR/MR Smart Glasses for consumer & enterprise.

Bio: Nick Cherukuri is the Founder and President of ThirdEye Gen, Inc. At ThirdEye, he leads the effort to bring the X1 AR Smart Glasses & AR platforms to the commercial and consumer worlds. Previously, he developed AR/VR applications that were successful in mobile App stores. He has lengthy experience with the software and hardware components of Augmented Reality and in creating powerful AR experiences for users as well as patents in the AR field. He graduated from the University of Pennsylvania where he was a founding member of the Penn VR/AR organization.

Jonathan Moss: Transforming Learning in Retail with VR/AR

Presentation Synopsis: Corporations invested $87.6B (Source: Training Magazine) on Training in 2018. Current technology and design in the industry makes learning dull, costly, and restricts the ability to learn in an effective way. Investing in AR/VR/MR can help solve all of these problems, while helping learners increase knowledge retention and speed up their time to competency. Training/Educating employees has the most use cases and greatest potential for the technology according to a study done by Harvard Business Review. However, many Retail companies have not implemented or even put this technology on their roadmap. In this talk, we will review our learning strategy and use cases for the Retail environment.

Bio: Jonathan and his team's purpose is to UNLEASH PEOPLE’S POTENTIAL by evolving the experience (partners and customers) and growth of Sprint's consumer sales organization through learning and sales enablement. Concurrently, they are taking on the industry through the utilization of technology to disrupt and design learning that is different from what we have experienced today. They are on a mission to eliminate boring and ineffective learning! Jonathan has had the pleasure of leading teams up to 250 that span the entire country with operating revenues of $14B. They have implemented strategies that changed the growth trajectory of people & results through leadership & employee development programs, redesigning sales processes, integrating technology for improved customer journeys & cost saving efficiencies, creating operating models that optimize profitability, & executing on the fundamentals of business.

More info and get tickets here


Fortune and the VR/AR Association launch multi-media initiative entitled, “Next Gen VR/AR Technologies”

Any questions about this opportunity, email info@thevrara.com

Dear VRARA Members,

I am writing to let you know about an exciting new partnership between VRARA and the FORTUNE brand — to produce a high engagement thought-leadership industry spotlight  in FORTUNE and on FORTUNE.com about the value and benefits of VR and AR usage in the enterprise.

This is a high profile, multi-media initiative entitled, “Next Gen VR/AR Technologies”, scheduled to launch in June 2019, to align with our VRARA Enterprise Summit at LiveWorx in Boston on June 10th and will be widely promoted and distributed at this marque industry event.

This strategic industry partnership will result in the in-depth coverage of the VR/AR sector on FORTUNE.com and in FORTUNE N. American edition in all original content edit developed by FORTUNE’s award-winning team of writer and editors in their branded content division.

With its current audience of over 3.4 million engaged readers, VRARA’s new partnership with FORTUNE represents a wonderful opportunity for VRARA members to promote the value of our industry and to collaborate with FORTUNE to drive the instrumental thought-leadership dialog informing their audience of influential business decision-makers how today’s most transformative VR and AR technologies will dramatically enhance their operations and improve the customer experience.

While this special industry initiative will benefit all members through the promotion of VR/AR, there will be some limitations on how much space is available for purchase to profile individual firms.

In the coming weeks, we will be reaching out to VRARA members who may be interested in the opportunity to be spotlighted in the digital realm on FORTUNE.com and profiled in the originally written article/feature in FORTUNE allocated to covering the VR/AR sector.

VRARA will also be weighing in as the leading authoritative “voice” in all of the content produced profiling the VR/AR industry so it will be a high visibility opportunity to highlight VRARA’s role in promoting the many benefits of VR/AR.

We believe this is a great opportunity to raise the profile of the VR/AR industry, the VRARA organization and tell your story in a way that clearly distinguishes your brand’s role in revolutionizing the use of VR and AR technologies in the enterprise environment.

We are excited to find additional ways to raise the awareness of the vast array of use cases to leverage VR/AR technologies and to promote your brand among FORTUNE’s influential audience of enterprise decision-makers, sophisticated investors and industry influencers.

We are looking forward to seeing the finished VR/AR digital spotlight articles on FORTUNE.com and feature article in FORTUNE in June and hope to see you in Boston soon after its launch!

Sincerely,

Kris Kolo

Global Executive Director, VRARA

Foreword by Jay Fraser, Global Head of VR for Training at HP, to our VR/AR Training Industry Sector Report

** If you are interested in being featured in this report or want to receive a copy, email info@thevrara.com **

Come see Jay Fraser speak at our VRARA Enterprise Summit at LiveWorx on June 10th

First off, thanks to the folks at the VR/AR Association for moving the industry needle and serving as the connecting file for companies across the ecosystem. Before you get cracking on this wonderful report, allow me to share some perspective on training and how VR/AR disrupts the norm.

Training Overall

There is a head scratching data point that I have been referencing lately: corporations collectively spend $350 billion on training each year. To put that in perspective, corporations spend more annually on training than the Gross Domestic Product of 83% of the countries in the world. And what are the results? Before we get there, think about the last time you experienced company training. Was it effective? Were you engaged? Did you remember anything? Answers are probably overwhelmingly no. And you aren’t alone. Most executives think that their company learning and development is ineffective and many employees do not think they are effectively trained to do their job and/or find their training useless.

So what’s the problem?

In a word, practice. To be effectively trained, employees must be afforded the opportunity to practice what they learn. Ask any athlete, first responder, or military service member how often they practice. One of my favorite quotes is from Olympic Gold Medal Swimmer Rowdy Gaines: “I swam around the world for a race that lasted 49 seconds.” I came across this quote in a book analyzing the characteristics of top performers. Practice is not easy, both physically, but also, and more importantly for the purpose of this audience, financially. Think of the economic cost of delivering effective training to a workforce: the logistics, facilities, content, instructors, and employee “downtime”. It’s tough to scale good training but training is crucial to having productive employees. Add to the mix an aging workforce, a skills gap, fleeting employees and we are bordering on a training crisis!

Why should you care?

As an employee, you should want a safe, productive work environment and well-trained, capable teammates. Safety shouldn’t be overlooked. In the US alone, 14 people per day die at work in preventable accidents. As a member of society, you should want humans to stay sharp, adaptable, and relevant, particularly with the onset of artificial intelligence and the employment implications. A recent McKinsey Global Institute Report purported that over the next decade, as many as 375 million workers may need to switch occupations.  As an executive, you need to balance two objectives: 1) taking care of employees and 2) hitting profit goals (not mutually exclusive). Better training results in more effective employees who can make better decisions and ultimately boost productivity.

What to do about it?

Innovate or die! Embrace immersive technologies. VR/AR provide a unique ability to enable deliberate practice on a mass scale. Because it’s a virtual rendered world, any scenario can be replicated and practiced over and over again with randomization injected to throw multiple scenarios at the trainee. Randomization is a key variable as it avoids “teaching to the test” and exposes trainees to an infinite number of scenarios. Think of a pilot. How many times do they get to experience an actual crisis? Hopefully, never. Yet, they are expected to be able to make split second decisions when placed in that situation.

Who is using VR/AR for training?

To quote the great Jim Collins, “the flywheel is in motion.” Companies across just about every industry are either testing, piloting, or deploying VR/AR for training; the momentum is real. Let’s focus on only a few. Retail: Walmart recently announced that it will deliver VR Training to all stores in the United States and train more than a million employees (thanks STRIVR for making this happen!). Aerospace: several major airlines are leveraging VR to familiarize its flight attendants with the aircraft and the proper protocol in getting underway. Energy: Siemens has started to implement VR to train personnel on the maintenance and operations of its large gas turbine engines within its Energy division. Technology: look no further than my own company, HP! Our learning and development organization is developing inclusion training in VR. Also, our print global services business is piloting a VR procedural trainer on one of our large printing presses. Military: at least one large country in the Middle East is deploying squad sized dismounted troop trainers and the US Army recently announced a $480M deal with Microsoft. Law enforcement: Netherlands police department is testing VR for crime scene investigation, domestic violence, and presentation skills. The list goes on and on.

It's time to reinvent training

Another favorite quote of mine from my time as a Marine Corps officer: “we don’t rise the occasion; we sink to the level of our training” – Archilochus. HP and the many companies featured in this report are committed to enabling effective training (i.e. practice) on a mass scale. Our founders Bill and Dave believed in reinventing themselves and their company. To mark HP’s 80th anniversary this year, let’s work together to reinvent training. Enjoy the report and the creative and innovative means by which companies are doing just that.

If you are interested in being featured in this report or want to receive a copy, email info@thevrara.com



The VR/AR Association will co-locate the VRARA Enterprise Summit at the PTC LiveWorx Digital Transformation Conference

The VR/AR Association (VRARA) will co-locate the VRARA Enterprise Summit on June 10, 2019 at the PTC LiveWorx® digital transformation conference, held at the Boston Convention and Exhibition Center. This co-location will enable those attendees using enterprise AR/MR/VR technologies to access some of the latest intelligence and practical applications from industry thought leaders, all in one place.

The Summit is a full-day event that brings together some of the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more.

LiveWorx is one of the world's most respected digital transformation conferences for the enterprise. Attendees experience some of the most innovative and disruptive technologies — VR/MR/AR, AI & Robotics, IIoT, Industry 4.0, Digital Engineering and more. Over 6,500 attendees are expected to attend LiveWorx from June 10-13, 2019. Learn more about the event here

VRARA is an international organization designed to foster collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, research and education, and develops best practices and guidelines. VRARA has over 4200 companies and 25,000 professionals registered, over 50 chapters globally, and 20 industry committees. VRARA programs & initiatives are designed to accelerate anyone’s growth, knowledge, and connections. Learn more here 

Tickets for the VRARA Enterprise Summit can be purchased here and includes lunch and access to the LiveWorx Reception. The $449 Early Bird Rate ends Feb 20th.

Contacts:

VRARA: Kris Kolo kris@thevrara.com

LiveWorx: Linda Hall lhall@ptc.com

PTC and LiveWorx are trademarks or registered trademarks of PTC Inc. or its subsidiaries in the United States and other countries.

Call for Participation in the VR/AR Enterprise Industry Sector Report - Over 100 to be listed!

If you are interested to be featured in this report or sponsor email info@thevrara.com

We are working on this industry report that will feature companies specializing in VR/AR for B2B Enterprise solutions. This report will be published in March/April 2019 and will be promoted to the industry globally via our Newsletter (25K emails), Website (20K monthly visitors), at our Global Summits, and via our partners.

You can see our other reports here.

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If you are interested to be featured in this report or sponsor email info@thevrara.com

Additional Highlights for our upcoming VRARA Enterprise Summit at LiveWorx

Save $150 by Feb 20th. Click here for more info and tickets

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Tim Merel, Founder, Digi-Capital

Hard ROI from Enterprise VR/AR: Tim will focus on real-world examples with hard numbers. This will give the audience examples and data from both sides of the table - enterprise users and their suppliers. The more examples with numbers you have, the easier it is for management to convince internal corporate stakeholders to move from pilots to full production rollouts. It's also a valuable sales tool for service providers, demonstrating the potential value of their products/services to customers using real-world results.

Tim Merel is a software engineer, investment banker, lawyer and founder, and one of the most connected people for AR/VR/XR at CEO level. He writes regularly about AR/VR/XR for TechCrunch and others, as well as being interviewed, quoted and presenting across all major media and conferences globally. Before founding Digi-Capital, Tim worked for investment banks, News Corp, and Ernst & Young.

Clare Bond, Senior Director, Epam

Beyond FOMO and fence sitting: Making VR/AR good business. Many businesses are wondering how and when to adopt VR/AR and suffer from the fear of missing out. Others are sitting on the fence, reluctant to commit to a considered internal-facing product. The result is half-baked technical POCs that do little to prove the relevance of VR for enterprise. A Gartner report last year stated "The biggest barrier to the wide adoption of immersive technologies is the lack of good user experience." In this talk I will discuss how we bring design thinking, experience design and service design methodologies to VR/AR to create relevant, needed experiences which demonstrate the value of these technologies for business. 

Clare Bond is UX and Experience Senior Director at Epam. She delivered a robust design vision grounded in user research and delivered projects for clients including Adobe, Samsung, Edmunds, Zoetis, Relay Health. She provides training & future vision projects for VR/AR, and Emotional Analytics and 3DUI research for VR.

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Katy Rupp, Architect, Ghafari Associates

VR/AR: Bridging the Gap between the Intangible and the Built Environment

Virtual reality and augmented reality, like many technologies, began as a concept of experiencing intangible objects and environments digitally. As technology progressed, that concept became a reality and has transformed into a multibillion dollar industry that allows the real world to be virtualized and augmented. In today’s AEC industry, architects, engineers, and owners have to deal with intangible project concepts, such as how people experience time and space in the built environment. This presentation looks at the past, present and future of VR / AR in the AEC industry to address the question of how we can use VR / AR to design and develop environments that produce outcomes that better serve the users that inhabit them.

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Aubrey Tucker, Innovative Technology Developer, Stantec

How immersive experiences change design in AEC The future has happened but most designers and delivery teams are using tools set decades ago. Even BIM has grown profoundly into Digital Twins and common data environments. All of these new delivery paradigms are even further augmented by immersive technology. “Presence” can have its own profound enhancements to the design process and add further value through passive actions within VR/AR. This presentation will cover many of the new advancements within design technology and speak to the benefits of the advancements for practice. Cloud based collaboration and client commentary management will be additional features within the course to discuss the best practices for meaningful dialogue using simply technology.

Aubrey investigates across all architecture and engineering business lines technology change management strategies and proposes business cases to change how Stantec delivers work. He is an Enabler, Technologist, International BIM Speaker, University Lecturer & Revit Expert with an extensive career with skyscrapers, hospitals, schools, airports and technology.

Click here for more info and tickets

Watch the Demo Videos from our Training Webinar

Here are the videos of the demos from the presenters from our Training Webinar:

Webinar Recording

You can watch the recording of our Webinar here

Thank you to our Webinar Sponsor!

Sentireal’s software and media solutions, powered by Immersonal™ provide enhanced learning outcomes by presentation of content using VR/AR technologies.  Learn more at Sentireal www.sentireal.com

More Speakers Lined Up for our VRARA Enterprise Summit at LiveWorx

See here for more info and tickets

The VRARA Enterprise Summit will take place on June 10th at LiveWorx in Boston at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include topics on AEC, Enterprise, Healthcare, Real Estate, Training, 5G, and much more. LiveWorx is the world's most respected digital transformation conference for the enterprise. Experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and more. 6500+ attendees are expected. LiveWorx is June 10-13.

VRARA is the VR/AR Association, an international organization designed to foster collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, research and education, and develops best practices and guidelines. VRARA has over 4200 companies and 25,000 professionals registered, over 50 chapters globally, and 20 industry committees. VRARA programs & initiatives are designed to accelerate anyone’s growth, knowledge, and connections.

LiveWorx is the gathering place for all who thrive on the business of industrial technologies, with a diverse audience made up of C-level executives, managers, engineers, developers, and many more. Whether you’re creating elegant product designs, developing AR applications, or disrupting entire industries, there's something for the entire technology community at LiveWorx.

VR & AR in Training Best Practices White Paper

 

To get your free copy, enter your email address 

 

Thank you to our supporters who made this white paper possible:

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This 20+ pages white paper was written by our Training Committee and industry experts.

The VR and AR landscape is fast evolving and provides benefits across many industry verticals. One of the most widely hailed applications of VR and AR is in Training/ Learning & Development because of the seemingly boundless array of possibilities and benefits compared to traditional training methods.

This document outlines and details a set of best practices, aiming to capture the rapidly-evolving field of VR and AR and its use in training and skills development. It is intended for novices to VR and AR technologies which are knowledgeable in current training methodologies and experienced in the general training market. While this document provides an extensive discussion of current best practices and usages, VR and AR continue to grow organically and rapidly. We encourage you to experiment and push the boundaries of what is currently possible with this technology.

The VRARA Training Committee will ensure this document is current through regular updates every six months.

If you want to participate in the Training Committee email info@thevrara.com 

VR & AR for Business (Enterprise) White Paper

To get this White Paper, enter your email:

This 40+ pages paper was co-written by 9 industry experts and our Enterprise Committee, exploring the positive and lasting impact that VR and AR technologies can have when businesses deploy them to generate substantial revenue, increase productivity or improve safety. 

Thank you to Atheer for the support in making this white paper possible.

To get a copy, enter your email below. 

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Virtual & Augmented Reality are immersive technologies that provide new and powerful ways for people to generate, use and interact with digital information. These technologies take traditional media beyond conventional screens and use photographic images, video or computer generated graphics (sometimes provided as an 360-degree view within your field of vision) as a new communication and interaction medium that can be used across your company from marketing and sales to field services, training and data visualization.

Companies like Walmart, Farmers Insurance and Boeing have already begun deploying this technology across their organizations for training. Specific examples of how other brands are using VR/AR right now are detailed in this paper. Whether you are a brand marketer, director of operations, run a line of business or head of HR, there are many ways you can deploy this technology to generate substantial revenue, increase productivity or improve safety.

This white paper is broken into the following parts so you can skip to what is of interest to you:

  • Market Predictions for VR/AR

  • Key VR Industry Market Size Estimates

  • Market Size Estimates: Drilling Down on Enterprise

  • How to use Virtual Reality in your business?

  • 20 uses of VR/AR for Business

  • Deeper Dive on Examples

  • Preparing Your Business for the Immersive Future

  • 8 steps to build your VR/AR experience

  • Use Cases

    • Retail

    • Real Estate

    • Airlines

    • Automotive

    • Banking & Financial

    • Health & Medical

    • Virtual Reality Architectural Renderings

    • Industrial (Mining, Oil & Gas, Manufacturing)

    • VR Simulations & Data Analysis

    • Restaurant & Food

    • Travel & Tourism

    • Communications & HR

  • Different Types of VR

  • Uses for VR/360° Video

  • Computer Generated (CG) Virtual Reality

  • WebVR

  • VR Head Mounted Displays

  • AR Head Mounted Displays

  • Challenges Facing VR/AR Adoption

  • Conclusion