The first question you need to ask yourself once you’ve decided you want to give virtual reality a try in your training modules comes down to understanding why you want to use VR. Not everything should be done in VR, using VR for VR’s sake is one of the first big mistakes we see in VR adoption. VR is a useful tool to add to your asset in your organisation, especially when you’re focused on improving your tech stack and possibly reaching specific innovation goals. However, you shouldn’t force virtual reality into your strategy if it doesn’t fit the purpose. At this point, you might still feel like asking how you can tell if you can use VR training effectively. To make that clearer, here’s some examples.
You want to provide an immersive experience that tricks the brain into thinking it is real, happening right there and then to create safer and more engaging training modules?
Or maybe, you need to host a collaborative space for training that can be delivered remotely?
Or, yet again, do you want to save costs and create the perfect onboarding tool that will give your organisation that extra edge? Then yes, VR is likely to be a good solution for your current needs.
VR training can be utilised for a variety of training goals, from hard skills, such as health and safety, to soft skills, such as leadership or presentation skills.
We compiled these two short videos to show you exactly what we mean.
First, you need to establish your expectations on the experience. Do you want the best graphics experience despite a few discomforts? Or do you want a quick and easy VR session every once in a while? But most importantly, how much are you willing to spend?
At this point, you’ll be left with one simple decision: Desktop VR or Mobile VR?
For a first introduction, more simple expectations, mobile VR is the go-to and it’s also way cheaper.
As a first introduction to VR, Mobile VR tends to be the most popular option with 6.1 million units being bought in 2021. The reason for this is simple: Mobile VR offers a cheap alternative to Desktop VR while still delivering a great immersive experience. It’s the perfect match for simpler VR expectations, for example Fitness VR or VR meditation and for a quick occasional gaming session. Some of the downsides of Mobile VR include battery life (the headset tends to get low battery fast) and performance in some games might be affected. Some of the best examples of Mobile VR include Oculus headsets.
For a better all-round experience Desktop VR is your go-to — superior performance, graphic quality and no need to worry about charging the headset — despite the additional expense of buying a high-end PC and being tethered to makes it not as “quick and easy” as Mobile VR. If you’re willing to go past these, you’ve found your VR hardware match! Some of the best examples of Desktop VR include Valve Index and HTC Vive.
But don’t worry, VR doesn’t make everyone sick. But most of the time it happens because of the incorrect optimisation and development for that device. Sickness can appear due to a bad frame rate, misunderstanding of the locomotion or how to move the user within the VR experience/space. As a 2021 report explains, sickness occurs because VR content needs to restore harmony between the visual and vestibular systems of the body.
Trying to define your goals, your needs, the workforce and budget needed for adopting immersive technologies is not an easy task. Here’s why we made a quick guide for you.
Are you unsure about the fundamentals of Extended Reality (including Virtual Reality)? This guide is for you.