Soft Skills Training Specialist Bodyswaps Joins HTC’s Vive X as Platform Goes Live

BODYSWAPS

Everyone at some point in their working lives will probably come across a manager or fellow employee who grates on them, whether that’s through poor communication, listening or other behaviours. Bodyswaps is a virtual reality (VR) platform which specialises in these soft skills, announcing the launch as well as joining HTC’s global XR accelerator program, Vive X.

BODYSWAPS

Bodyswaps is a training solution for enterprise and educational organisations looking to supply employees with new tools when it comes to interacting with others, boosting confidence to create a positive behavioural change.

The launch of the platform this week comes with three modules, Active Listening, Clear Communication and Challenging Non-inclusive Behavior. The team has three more planned for 2020, Job Interview Skills, Emotional Intelligence and Unconscious Bias Awareness.

Using active reflection to encourage behavioural change, Bodyswaps worked with behavioural scientists and learning designers to create its solution, where learners can act with their own voice and swap perspectives to watch themselves back. The platform supports all major standalone VR headsets to aid remote learning.

BODYSWAPS

A UK tech startup, Bodyswaps was conceived during Digital Catapult’s immersive tech accelerator, Augmentor, by co-founders Julien Denoel and Christophe Mallet. Its growth will now be supported with additional funding and business support by Vive X.

“With Vive X’s support and investment, we plan to make our solution accessible on more platforms, expand our library of soft skills simulations and develop our analytics solutions to provide clients with behavioural data at scale,” says Mallet in a statement.

“We are pleased to announce Bodyswaps as one of the latest startups in Europe to receive the backing of Vive X. We have had a focus on Enterprise VR with our latest group of investments and believe soft-skills training is an area with particularly high growth potential. Bodyswaps stood out because of its innovative and scalable approach to VR learning that cuts across many different industries,” adds Dave Haynes, Director of Vive X & Developer Ecosystem, HTC Vive.

For those interested in giving Bodyswaps a try you can book a demo and download a trial version on the official website. For further updates on the platform, keep reading VRFocus.

Facebook’s $1000 Oculus Quest For Business Platform Is Now Available To All Companies

Today Facebook announced that its enterprise-edition Oculus Quest that sells for $1,000 as part of its Oculus for Business platform is now available for all companies to purchase.

Back in January Facebook withdrew its 3DOF headset, the Oculus Go, from the business platform and began offering the Oculus Quest instead as part of a new Oculus for Business initiative. However, that was only in closed beta until now.

When a business purchases a Quest through the Oculus for Business platform for $1,000, they’re not getting a consumer device. Instead, this Quest is specifically designed for their company with enterprise-focused features like a kiosk demo mode and two years of enterprise-quality support via phone, live chat, or email.

Business edition Quests feature a custom operating system that doesn’t access the typical Quest store for downloading games and other consumer-facing content. Instead, businesses get unique features such as multiple device setup, the ability to load the headsets with their own content to launch directly, and even remote access.

oculus-business-multiple-device-setup-quest

The multi-device setup should help speed things up for businesses at events and for internal use. Using a separate version of the Oculus mobile app, businesses can simultaneously setup and update several headsets at once with the app as a central hub.

When using an Oculus for Business Quest the user interface is different as well, placing company-approved content at the front and center rather than needing to sideload things or access a store that wasn’t designed for enterprise use cases.

Facebook has some details on the Oculus for Business platform in a blog post on the Oculus website and a landing page Oculus for Business page right here.

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The Gloves Stay on Demoing VR Surgical App Precision OS

Precision

On a day to day basis, VRFocus is used to playing the latest videogames or apps in various stages of development, yet the virtual reality (VR) industry has grown to such an extent that plenty of heavily specialised content is kept under lock and key. So when surgical training specialist Precision OS offered the chance to take a look at its platform and how the future was shaping up for this area of the healthcare industry, it was a definitive yes.

Precision

Currently, in beta, the Precision OS platform wants to aid training of orthopaedic surgeons around the world, offering a cheaper solution which students can use again and again. In the present coronavirus situation, this kind of remote learning is even more impactful, especially for those in developing countries who might not have readily available access to traditional training methods.

Using an Oculus Quest, the app offers both solo and multiplayer training with VRFocus able to access a knee operation, and no you won’t find it on the Oculus Store. This was then further split down into two segments which provided step by step instructions to carry out the required surgery.

Having played countless gory VR titles – with a penchant for horror – the expectation that the app wouldn’t create any squeamishness was high, more so having seen screenshots prior to delving in. Testament to the level of detail this turned out not to be the case, who knew that drilling into a virtual bone then carefully sawing a little off the top would suddenly create a slight uneasy feeling.

Precision

Brushing that aside, the software takes students through the main components and tools of this process, selecting the various sizes of drill to slowly expand the bone cavity or choosing the correct depth to saw a few millimetres of bone away. This wasn’t by the numbers either, several stages provided options so there was always the chance of getting it wrong, taking too much away or not enough. Thus Precision OS perfectly showcased how useful this software is going to be when used in conjunction with more traditional methods as students can repeat the process endlessly.

Whilst not photo-realistic, Precision OS provides fine enough anatomical detail that those employing this type of software could happily step into the virtual theatre whenever needed to hone that knowledge, even when working within the constraints of Oculus Quest’s processing power. The main reason the software is on the standalone headset is versatility. Sure it could be made to look amazing on a high-powered PC running a Valve Index but that complicates the logistics of deploying training solutions to a wide audience.

This is especially so when considering the multiplayer, direct training aspect. It’s a crucial part of the software for both the student and teacher alike. CEO and co-founder of Precision OS, Danny Goel, M.D. helmed the session, noting that travelling across the world to help teach new students is both time consuming and expensive. Whereas in Precision OS – much like any remote collaboration tool – it was easy to chat between the US and UK, with the added benefit of being in a surgical theatre, stood either side of the virtual patient to learn about the procedure in greater detail.

Precision OS - Oculus Quest

After watching and learning from a professional it was far more encouraging going back into the solo mode to try the surgery again. At the end of each segment, you’re assessed and given a score. Hitting 85% on the first run through felt like an achievement, although there’s no chance of me changing careers anytime soon. While some of the finer surgical points were naturally lost on these amateur hands, there was one aspect that wasn’t, VR’s continued ability to demonstrate its potential through innovative use cases.

SIGN Fracture Care & Precision OS Provide Oculus Quests to Aid VR Surgical Training in Developing Countries

A couple of months ago surgical training specialist Precision OS hosted a worldwide virtual reality (VR) training course during the Global Spine Congress (GSC) helping to showcase its educational platform. Today, the company has announced a partnership with humanitarian organization SIGN Fracture Care to bring surgical training to orthopaedic surgeons in
developing countries.

Precision

This has been made possible thanks to Epic Games collaborating with Precision OS, providing an Epic MegaGrant because the training company uses Unreal Engine to build the VR training solution.

SIGN Fracture Care specialises in providing access to fracture surgery for those that can’t afford it by donating orthopaedic education and implant systems. Its partnership with Precision OS means an expansion of these efforts which currently serve  365 hospitals across 53 countries. Oculus Quest’s preloaded with Precision’s surgical training platform will be distributed to these hospitals, allowing physicians to be taught remotely using the software’s multiplayer option.

“From the day we founded the company, we had a vision for using the immense scalability of virtual reality training to improve surgeon training and raise the standard of care worldwide,” states Danny Goel, M.D., CEO and co-founder of Precision OS. “SIGN Fracture Care International has been dedicated to that same mission and we are proud to support their work. We are grateful to our partners in this effort who are helping us to realize our collective vision.”

Precision

David Shearer, M.D. and Richard Gellman, M.D., surgeons and SIGN Board Members as well as founder and president of SIGN Fracture Care, Lewis Zirkle M.D. will provide the training.

“As it stands we have to spend several months a year travelling or flying surgeons to our headquarters to do training with the SIGN System,” says Dr. Shearer. “With VR, we have the opportunity to provide high-quality training remotely, which can markedly reduce the time and expense required. This has the potential to free up resources to train more surgeons, invest in manufacturing, and ultimately achieve greater impact.”

VR is proving to be a cost-effective training solution across a range of industries, not just healthcare, from teaching schoolchildren to enterprise. As the sector continues to grow, VRFocus will keep you updated.

Training Solution Specialist Strivr Completes $30 million Funding Round

Originally a virtual reality (VR) training solutions provider for sports teams, Strivr has since expanded its focus towards the enterprise markets, now partnering with companies including BMW, Fidelity, JetBlue, Verizon and Walmart. Today, Strivr has announced the completion of a Series B funding round, securing the company a $30 million USD investment.

The round was led by Georgian Partners with existing investors GreatPoint Ventures and Alumni Ventures Group taking part. Franklin Templeton and Prologis Ventures joined the round as new investors. The new funding will allow Strivr to further its immersive learning solutions for enterprise use cases, designed to help companies improve workforce engagement and performance.

“With more than 1.5 million training sessions conducted in VR and over 22,000 headsets deployed across our customer base, Strivr has developed the world’s only end-to-end software platform for the delivery of immersive solutions to elevate workforce learning and performance,” said Derek Belch, founder and CEO of Strivr, in a statement. “We are thrilled to leverage this new round of investment led by Georgian Partners to more rapidly accelerate the adoption of Immersive Learning in the enterprise and take the next step in connecting immersive data to real-world performance improvement.”

In addition to the funding round, Strivr has announced the issuance of a patent by the US Patent and Trademark Office (USPTO) covering the measurement of training data in VR. The company has developed an algorithm which uses sensing data from sources like head, hand, and eye movements, as well as physiological data, to predict how performing a task in VR will translate into a real-world situation. Thus giving clients a better understanding of how VR will benefit their particular industry.

“With the rapid increase in large enterprises embracing Immersive Learning to improve performance, we are now able to connect employee learning with business outcomes using completely new types of data,” said Tyson Baber, Partner at Georgian Partners, who has joined Strivr’s board of directors. “We believe in Strivr’s team, mission, and methodology, and are very excited to partner with them as they deliver the next generation of predictive, workforce analytics.”

Strivr has now managed to raise $51 million in venture funding. As the company continues to drive immersive learning forward, VRFocus will keep you updated.

Global Spine Congress to Host Cadaver-Less Training Course for 100 Surgeons Using Oculus Quest

This May will see the annual Global Spine Congress (GSC) take place in Rio de Janeiro, Brazil, one of the largest events in the world for spine surgeons. As part of the three-day event, orthopaedic surgical training specialist Precision OS will be hosting a unique virtual reality (VR) training course involving 100 orthopaedic surgeons from around the world.

Precision OS

Using Oculus Quest headsets, Precision OS’ educational modules are designed to help the user to learn concepts faster, with the course during the GSC a perfect time to demonstrate how VR cadaver-less training works. A study published in The Journal of Bone and Joint Surgery – American which was conducted by Precision OS and performed in collaboration with the Canadian Shoulder and Elbow Society (CSES) found that VR saw a 570% improvement in efficiency over traditional approaches to training.

“We considered how to improve patient outcomes very carefully when creating our surgeon training platform,” said Dr. Danny Goel, an orthopaedic shoulder surgeon and Chief Executive Officer at Precision OS in a statement. “Being in the operating room and understanding the challenges we face as surgeons is how we approached our model. There are critical unmet needs with current models of simulation that are required for surgeons to become experts — and we feel our method helps to fill those gaps.”

Headsets like Oculus Quest now make this process easier, removing obstacles like wires and PC’s which can be restrictive.

Precision OS image3“The Global Spine Congress is very excited to offer a novel course on spinal procedures using the Precision OS virtual reality platform to replace cadavers and teach complex spinal procedures,” said Dr. Jeffrey Wang, Course Chairman and Professor of Orthopaedic Surgery and Neurosurgery, University of Southern California Spine Center. “It appears the future of surgical simulation is now available, and we are extremely pleased to offer this unique opportunity to utilize modern technology and optimize the educational experience.”

In 2018 Precision OS closed a Series A funding round securing $2.3 million USD of investment towards its surgical platform. Due to the complexities of surgical training, there aren’t many companies in this VR space with FundamentalVR another notable specialist.

VRFocus will continue its coverage of VR and its healthcare potential, reporting back with the latest updates.

Water Treatment Specialist Ixom Employs Immersive Training Solution From DXC

When it comes to enterprise use cases for virtual and augmented reality (VR/AR) technology, two of the main areas of interest are training and collaboration. DXC Technology specialises in helping companies improve productivity, quality and efficiency through interactive means. Today, DXC has announced that water treatment leader Ixom will be using Microsoft’s HoloLens headset for training and research purposes. 

Microsoft HoloLens 2Working in the water treatment and chemical distribution sector across Australia and New Zealand, Ixom asked DXC Technologies to develop a custom application to cover those aforementioned needs. Prior to utilising mixed reality (MR) Ixom’s training and learning assessments were conducted at customer sites, requiring travel, scheduling and employee resources to mitigate safety risks.

Using the new HoloLens app Ixom employees are able to participate in training and learning assessments from any office or remote location. The company has found an increase in flexibility, autonomy and mobility, thus reducing travel costs and minimizing employee safety risks. The added benefit being the reduced exposure to hazardous materials during training at treatment facilities.

“Digital transformation in the workplace is edging towards an inflection point as enterprises are incorporating immersive solutions that connect the real world with the virtual world,” said Maria Pardee, DXC’s senior vice president and general manager, Workplace and Mobility in a statement. “DXC is using the power of AR, VR and MR to align the next-generation digital capabilities employees want so they can be more mobile and independent, with the critical security, production prowess and agility that today’s businesses demand.”

DXC Technology - HoloLensDXC Technologies has a range of solutions for those companies interested in deploying VR/AR technologies across their workforces such as DXC Remote ExpertDXC Unified Endpoint ManagementDXC Workplace IoT and DXC Open Health Connect.

According to a recent report by Gartner ‘Top 10 Strategic Technology Trends for 2019‘, in the next couple of years: “70% of enterprises will be experimenting with immersive technologies for consumer and enterprise use, and 25% will have deployed to production.” Another interesting enterprise use case is collaboration, most recently seen at CES 2020 from the likes of developers such as Spatial, creating a tool across AR and VR platforms for colleagues to work together remotely.

VRFocus will continue its coverage of the enterprise sector, reporting back with the latest announcements.

Vive X Company Immersive Factory Raises £850k Towards VR-based HSE Training

Companies across the world are discovering the benefit of implementing virtual reality (VR) training as a way of safely teaching employees new skills. Immersive Factory is a specialist in VR-based training exercises for occupational health, safety and environment (HSE) and was part of HTC’s Vive X accelerator in London, UK. Today, the company has announced that  £850k has been raised towards further programme development.

Immersive Factory

The investment was thanks to WaterStart Capital, helping to scale up Immersive Factory’s customer support on a worldwide level as well as renew training methods on occupational health and safety. Customers currently include Shell, Colas, Siemens, Moët Hennessy, Suez, Volvo, P&G, Engie, Airbus, EDF, Veolia and Saint Gobain, and Immersive Factory has set up an international retailer network of 40+ partners to aid them.

Currently employing almost 30 people between its administrative and sales headquarters in Paris and its R&D centre in Albi, Immersive Factory has created a range of VR training exercises aimed at reducing the rate of accidents at work and improving behaviour. VRFocus saw this first-hand last year at an HTC Vive event where Immersive Factory demoed a cherry picker simulation on a Vive Focus Plus and what can happen when you don’t attach the safety harness.

“Virtual reality allows us to reproduce workplace situations with life-like accuracy. It represents a real asset for improving our customers’ occupational health and safety training. Courses are tailored to both new employees and people who left high school many years ago. The fun approach with our courses can rekindle everyone’s interest in learning, increase their ability to absorb new information and break down any cultural barriers. Virtual reality is a leading-edge technology that can be used to achieve these ambitious teaching goals,” said Olivier Pierre, CEO of Immersive Factory in a statement.

Immersive Factory

“Since Immersive Factory was founded, we have endeavoured to mainstream and simplify access to VR-based HSE courses by offering our customers an entire multilingual catalogue that can be downloaded online from our platform and used immediately with VR headsets, which nowadays are standalone and easy to deploy.”

There are myriad of VR companies working in this field and while Immersive Factory focuses on HSE, FundamentalVR looks at surgical training, while Bohemia Interactive Simulations (BISim) concentrates on immersive military training solutions. For further updates on VR training, keep reading VRFocus.

Inglobe supports Bambino Gesù Children’s Hospital training courses

From the 12th to the 14th of December 2019, Bambino Gesù Children’s Hospital organizes in Rome a training course titled “Which technology for which rehabilitation” in collaboration with Pegaso Onlus, GIS Neuroscience, and under the patronage of AIFI, AITO, SIAMOC, SIMFER and SIRN.

The course will be dedicated to identifying the most suitable technological solutions to support rehabilitation programs and there will be many specialized medical figures. Particular attention will be paid to the relationship between ethics and innovation.

Among the topics addressed by the course there will be:

  • the development of the movement
  • motion control
  • motion learning
  • movement analysis
  • robotics
  • virtual reality
  • the formulation of descriptive and predictive models
  • the technology assessment process (HTA)

Inglobe Technologies, already partner of the Bambino Gesù Children’s Hospital in a project to develop a robotic platform with Virtual Reality, is a sponsor of the event.

For more information and reservations:
http://formazione.ospedalebambinogesu.it/event/1782/showCard

RoboCo Is An Educational VR Sandbox About Designing Robots

RoboCo (official website) is a unique VR experience designed for kids in grades K-12 to teach engineering and design principles for robotics. Here’s what we thought from a hands-on demo!

Everyone knows that robots are the future. One day they’ll make all of our food, drive our cars, handle most jobs, wipe our butts, and even take care of our kids while we’re too busy getting lost in virtual reality. But until the robots are self-sufficient and can build and design themselves, someone will have to do it. RoboCo is the sandbox builder that lets you do just that.

Developed by Wisconsin-based indie studio Filament Games, RoboCo lets you loose in a warehouse with a toolkit of gadgets and mechanical parts you can use to build the robot of your dreams. That’s if you’re dream robot is one that’s sole use is mediocre sandwich delivery.

“We wanted to create a virtual reality experience that can be used as professional practice,” Filament Games Brandon Pittser told me during a hands-on demo at PAX West. “[To] help people sharpen real world skills that can be used in actual work.”

My time with RoboCo was both hilarious and unproductive (in that I had a difficult time getting a working robot put together.) While a short demo is never enough time to actually experience a good part of a sandbox builder, the silly aesthetic the game has makes the real world-based physics and gameplay mechanics come off as loopy and over-the-top. You laugh and learn, I guess.

Outside of the open sandbox mode where you can build whatever you want, there will be a campaign with various challenges and environments. One I played had me build a sandwich carrying robot on wheels that could bring food across a busy cafe. Once I put together the necessary parts, a flat base, tall pillar, sandwich holding platform, and wheels, I had to actually pilot it across the cafe dodging clumsy humans. It worked about as well as you’d expect it to.

roboco professional sandwich delivery vr

I eventually got the sandwich to the table, but not after a lot of struggle. It wasn’t a painful struggle as I was eager to jump back into redesigning my creation and get that sandwich to the hungry customer. RoboCo could use an easier way to jump between the creation mode where you design a robot and the challenge mode where you control the robot, but most of my experience was accessible and easy to digest.

“This was meant to be a day in the life of a mechanical engineer,” said RoboCo designer Joe Horan. “So initially we looked at how people train engineers and then make it more fun and silly, more engaging, and more appealing to kids. Also less frustrating when you’re dealing with random physics.”

RoboCo started with funding from the National Science Foundation and evolved into a consumer project where you can experiment with different design concepts. You’ll need to incorporate weight, balance, velocity, density, and a number of other factors into your designs.

“It’s focused more on design thinking,” Horan said. “So understanding the constraints of a design problem, iterating on a solution based on testing that you do. There will also be concepts based on the parts you work with too, like if you look at a specific piece you can actually see the multiple smaller parts it’s made up of and learn how it works.”

This is Filament Games first venture into the consumer arena as the studio has mostly worked with educational projects for higher learning. RoboCo is still all about learning applicable skills, but it’s highly gamified and a lot of fun to just sit and play casually.

RoboCo is headed to PC VR and PC on Steam in 2020.

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