search.noResults

search.searching

dataCollection.invalidEmail
note.createNoteMessage

search.noResults

search.searching

orderForm.title

orderForm.productCode
orderForm.description
orderForm.quantity
orderForm.itemPrice
orderForm.price
orderForm.totalPrice
orderForm.deliveryDetails.billingAddress
orderForm.deliveryDetails.deliveryAddress
orderForm.noItems
SKILLS & TRAINING


Step into the virtual world of skills training


Augmented and virtual reality aren’t just for video games but are fast becoming vital tools for skills training. Keith Cox, founding director of Derby-based creative tech business Bloc Digital, explains how they could become an even more important part of the “new normal”.


FEATURE


For a growing number of businesses, particularly multi- locational organisations, the shift to the digital- collaborative world has been a natural progression across many areas, including production, operations and training, as they seek to innovate and improve bottom line, productivity and ROI. The impact of Covid-19, with restrictions on business


locations and prompting remote working, has increased that momentum. More than ever, we’re requiring skills learning


environments where interaction, collaboration and real-time development can deliver the ongoing professional learning that is vital to prevent skills fade and promote business recovery. We are witnessing businesses of all sizes and sectors


seeking to adapt, upskill and reskill their workforce at distance, scale and speed.


THIS IS MORE THAN A SHIFT ‘ONLINE’ Businesses are turning to skills development that doesn’t just provide information across a digital channel of communication, but delivers a framework where knowledge


transfer and behaviour change is experienced through interactive and engaging mediums. Digital visualisation and training is moving into the immersive world of augmented reality (AR), virtual reality (VR). AR combines the physical world with layers of digital


information and sensory experiences. It can be as simple as overlaying a 3D image, via a mobile phone, to a desk or work station, or as immersive as providing a 360-degree experience of standing in laboratory. VR provides the complete immersion of the user in a 3D


digital environment using a head- mounted display where users interact with the 3D digital world.


THE TIME IS NOW Immersive technology is at our fingertips – delivered by our smartphones, head-mounted displays, smart glasses and 3D immersive experience rooms. VR content and project creation is easier and more cost-


effective to design and implement. Existing platform-specific material such as PowerPoint


presentations can be efficiently transformed into platform-agnostic learning resources.


business network August/September 2020 49


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72