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VR also appeals to Generation Y and Z. They have been early adopters of virtual reality technology, through for example, gaming.


Another great example of VR soft skills training is from New York-based company Friends With Holograms. They created a ground-breaking project for Accenture to train case study workers. In the scenario, the viewer is asked to make a choice as to whether a young girl should stay with her mother or be taken into care. In the training scenario, the viewer interviews the characters and through voice interaction, the viewer decides on a response from a list of statements presented on the virtual table and reads it out loud at each turn-point in the conversation. This voice interactivity is an excellent way to keep the immersion and support branching narrative storytelling.


Another home-grown case study is the Woodies Plumbing training application created by Virtual Reality Ireland. Head of Engagement at Woodies, David Nally, wanted to empower staff to be more confident in dealing with plumbing queries. A series of virtual plumbing training modules were created such as ‘Fit A Garden Tap’, ‘Fix a Blocked Toilet’ etc. The training was presented through Oculus Go headsets via the Woodies Training Roadshow bus, which travelled the country bringing the training to each store.


The in-app data collection and reporting (a SQL server database on each headset) shows that of the 350+ users who have gone through the VR plumbing training, 81% have reported improved confidence in answering plumbing queries in store. Woodies have also reported a sales net uplift of 5% in plumbing sales.


The next stage in the design of these solutions is to have LMS integration which is possible using xAPI.


In deciding whether to adopt VR or AR training, companies must be mindful that VR/AR only add value in certain cases. Ideally, the organisation should consider three questions.


1) What is the problem you are trying to solve? Start with the business problem and work backwards. It is important to start with a proof of concept where stakeholders are involved in the process, aiding internal adoption.


2) How can this be solved? You may initially think that VR is the correct medium for your solution but then realise through a discovery process that it’s not the best fit. And vice versa - you might not think VR is a fit, but it can blend in and add significantly to existing solutions you have. Alternatively, the right solution might be a mobile app or a regular 2D video.


3) How do we measure success? This is determinable by the business and what problem you are trying to solve.


It is advised to be wary of forcing new technology upon colleagues, or it is likely the project will fail. Where possible include colleagues in the design and creation process and, very importantly, decide how success can be measured.


VR and AR are a very powerful tool for the modern fast changing pace of life. Implemented correctly, VR and AR can nurture the consistency of skills and behaviours which are extremely important to contributing to the overall success of an organisation.


About us


Psychologist Dr Celine Mullins and Camille Donegan, who worked in IT, met through their love of theatre and later collaborated as facilitators and roleplayers to produce training videos and live experiences.


Their project for FBD Insurance won the IITD ‘Excellence in Digital Learning’ National Training Award in 2019. The judges commented that it was important that the tool was proven to be useful and sustainable for the organisation, which it had by year two.


In addition, Dr. Celine Mullins and Camille Donegan VR concept won ‘Most Investment Potential’ award at DCU’s Female High Fliers programme pitch.


Some interesting VR case studies:


• The Walk Again Project is training paraplegics using VR technology to regain control over paralyzed parts of their physical bodies.


• Vivid Vision is a VR solution for eye conditions, empowering patients to carry out their own therapy exercises


• Ovation is a public speaking practice VR application where the user can practice speaking in front of audiences of various sizes


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