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SET TO THE CHANGE THE CRANE AND RIGGING GAME BY MIKE CHALMERS


Despite VR’s steady growth in the consumer marketplace over the years, its presence in the crane and rigging industry has been essentially non-existent, until now.


VIRTUAL REALITY


V


irtual Reality (VR) technology will soon be taking over the crane and rigging industry. Once a revolutionary idea that many critics deemed exotic or relatively pointless, VR is here to stay—mainly because the technology itself has evolved significantly. And thus,


the costs have come down.


Evolved technology and dipping costs in any industry typically compel market leaders to consider a time- honored notion: “If you build it, they will come.” In this case, the sentiment could be tweaked a bit to


read: “If we build it, we can come to them.” Which is the thinking behind Industrial Training International’s (ITI)


new VR mobile crane simulator product—which they plan to formally unveil at CONEXPO-CON/AGG in March 2017.


A world leader in training and technical services


regarding cranes, rigging, lift planning, and rigging engineering, ITI began development on its product in


WIRE ROPE EXCHANGE NOVEMBER–DECEMBER 2016 23


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