Swedish Railway Operator SJ Uses VR to Train Staff

When companies start to look at the way virtual reality (VR) can benefit their business its usually along the lines of education and training, cutting the costs of learning on actual equipment. Which is exactly why Swedish railway operator SJ has collaborated with creative studio Vobling AB – a subsidiary of Bublar Group AB – on an educational VR experience focused on the coming upgraded X2000 trains.

Swedish Railway training

Vobling has been tasked with further developing the VR platform and a number of new teaching experiences covering multiple train models in its fleet. This will enable employees to be educated in areas such as protocol-based routines, security procedures with scenario-based training.

“We are setting up VR-stations across the country to make our VR-education accessible to our employees. Our goal is to utilize VR in a way that can increase the quality and effectiveness of our internal education”, says Claes Lindholtz, Director Business Development and Digital Transformation at SJ in a statement.

“This SJ-project is an important and strategic order for us and indicates that demand for AR/VR services is expanding. Specifically we see that SJ and other clients are seeking to develop scalable solutions that can increase operational productivity and efficiency. We are proud to join forces with SJ and to play a part in their mission to digitize and enhance learning and education targeting employees”, says Anders Ribbing, CEO Vobling.

A solutions and consulting company founded in 2015 providing the B2B market with AR/VR solutions, Voblin AB will be working on the project into 2020. As more companies embrace VR for business solutions VRFocus will let you know.

Airborne Environmental Consultants Creates VR Training For Asbestos and Legionella

Virtual reality (VR) has been reported in several companies and industries as having a positive effect on training, being used for educating new employees or teaching new processes and techniques. Airborne Environmental Consultants, or AEC have created immersive training scenarios designed to show hazards around asbestos and Legionella.

AEC created a practical training centre in Manchester called ‘Hazard House’, which lets delegates interact with over 180 asbestos installations and Legionella hazards. Seeing positive results from Hazards House, AEC set out to recreate the training centre in VR.

The company says that creating practical, hands-on training courses is central to what AEC tries to provide. The new VR scenario allows delegates to use Oculus Go headsets to explore the various potential hazards present in the VR re-creation of ‘Hazard House’.

The VR scenario lets delegates get a full 360-degree view of the potential hazards, which gives delegates more confidence in being able to spot similar problems in a real-world scenario, compared to examining still 2D images of asbestos or Legionella hazards.

Bob Harris, Technical Director and head of AEC’s training services said “We pride ourselves on giving our training delegates a comprehensive, interactive learning experience. Virtual reality software provides us with the ability to address different learning styles. Students have different approaches to how they process information, and we want to increase their academic confidence by offering creative ways of learning.”

Debbie Clare, Commercial Director, commented: “AEC’s ethos is to not only train people to pass exams, but to prepare delegates for the real world with practical training in realistic environments. Customers who have trialled the new technology have expressed that they are more confident identifying hazards in the workplace after seeing mock hazard’s in situ.”

Further information on Airborne Environmental Consultants immersive training can be found on the official AEC website. For future coverage on use of VR in training and education, keep checking back with VRFocus.

VR to Help Juvenile Inmates

In 2012, the US Supreme Court declared that sentences of mandatory life without parole sentences for juvenile offenders was unconstitutional. This was subsequently declared to be retroactive, leaving officials with the issue of how to prepare inmates who had never expected to be let out of prison for a life on the outside. Some are turning to virtual reality (VR) for a solution.

Research has shown that VR is beneficial in training and education, and has even shown benefits for overcoming some mental health problems such as phobias. Corrections officials in several states are counting on this to help prepare juvenile lifers for life in the outside world after what has sometimes been decades behind bars. As discussed by The Marshal Project in a recent piece.

Danny McIntyre, the director of the Bureau of Community Corrections in Pennsylvania, had seen VR headsets promoted at corrections conventions and was curious if it could help these inmates. “Could VR help inmates prepare to be in a large crowd?” he wondered. “Could we prepare them to do everyday common things? Things that we take for granted. Things they haven’t done in their entire lifetime.”

In Colorado, Melissa Smith, programs coordinator for the prison hired VR company Nsena VR to develop several interactive VR scenarios which offered lessons on activities inmates might undertake in the outside world. “Right now we have 32 lessons,” she said. “From how to cook a hotdog in the microwave to how to do laundry. How to self-scan at the checkout. How to walk on a busy street. How to use an ATM card.”

In addition to the VR lesson, inmates also take classes to learn new skills before testing them out in VR. To help them cope, the inmates work with a social worker and participate in biofeedback sessions designed to help them overcome reactions to stress.

None of the juvenile lifers in Colorado have yet been released, so Smith says it is far too early to say if the programme has been successful. With other states also looking at VR as a possible solution for prisoner rehabilitation, its likely that more such programs could spring up across the USA.

For further news on new applications for VR technology, keep checking back with VRFocus.

AR and MR Training Firm Re’flekt Secure Investment Money

Munich-based company Re’flekt are one of a growing number of businesses that are tapping into the emerging market for augmented reality (AR) and mixed reality (MR) training. The firm has seen some early success, and has recently announced a new funding injection from technology company BASF.

Re’flekt focusses on developing enterprise-level applications for training and maintenance of factories, aircraft and complex machinery. Its main product is a SaaS platform called REFLEKT ONE, which lets companies transform existing CAD data into AR applications.

The company has announced that BASF Venture Capital has confirmed an investment of $4.4 million (USD). This followers from a funding injection from Bosch in 2016. Bosch were originally a client of Re’flekt, and decided to support the company by becoming an investor.

The REFLEKT ONE platform has drawn praise from users and clients in industry, as REFLEKT One works across several platforms, whether it is head-mounted display (HMD), tablet or smartphone, allowing for considerable flexibility.

The system allows for easy access to remote experts, so workers can call on specialist help at any time. The system uses machine vision technology to map CAD drawing information into a real object, allowing users a better grasp on its functions. This system lets remote experts see from the device camera so they can instruct the worker, even drawing images to help the worker along.

“The Re’flekt platform helps machine operators and maintenance personnel eliminate mistakes and significantly increase uptime,” says Wolfgang Stelzle, founder and CEO of Re’flekt. “We’ve received fantastic feedback from the industry and the rapid growth of our customer base convinced us to take additional strong partners like BASF on board. With the spin-off of our 360-Video-Unit, Viond, in the first quarter 2018 as well as the opening of our offices in the US, we can now fully focus on our core expertise, Enterprise Augmented Reality and increase our technological lead in the space.”

For future coverage of new developments in VR, keep checking back with VRFocus.

Trivantis Announces Immersive Learning Platform CenarioVR

Though the benefits of using virtual reality (VR) for training in business and enterprise settings has been demonstrated in various ways, there are still difficulties in set-up cots and creating custom content. E-learning company Trivantis is aiming to make this process easier with its CenarioVR platform.

The CenarioVR platform has been created to bring immersive learning to businesses in a way that provides authoring tools, xAPI data and performance analytics that lets businesses create and customise VR learning scenarios.

Trivantis says that the CenarioVR platform can use footage from any 360-degree camera or existing 3D video to create linked interactive scenes that allow users to be engaged by using choice selections, dynamic feedback, branching scenarios and 2D embedded video.

“From critical equipment training that typically takes place on the plant floor to life-or-death safety procedures that can be too costly or risky to conduct in-person, CenarioVR truly allows for the ability to try and fail and try again in a consequence-free environment. What’s more, CenarioVR can be used in your existing training ecosystem – no special skills, resources, or expensive equipment are necessary to begin implementing a VR training strategy in your organization” said Laura Silver, Vice President of Products for Trivantis.

Organisations can deliver training from traditional learning systems or by using the CenarioVR mobile app, which can use a VR headset to improve the immersion, which some studies show increases the effectiveness of training.

The built-in analytics lets training supervisors monitor progress and points of interest, including any areas of particular strength, or areas that might need additional attention.

Trivantis has been working in e-learning for over 20 years, and the company says it is using this experience to craft a low-cost solution for businesses and organisations. Further information can be found on the CenarioVR website.

For future coverage of VR in training and education, keep checking back with VRFocus.

Kampf den Kalorien: BoxVR für Rift am Wochenende gratis spielen

Dass man mit manchen VR-Titeln spielerisch Pfunde verlieren kann, setzen wir als bekannt voraus. Wer eine Pause des Hits Beat Saber benötigt, kann dieses Wochenende mit BoxVR den Kalorien den Kampf ansagen. Im Oculus Store steht der VR-Titel kostenlos zum Schlag-Training zur Verfügung.

BoxVR im Oculus-Gratis-Wochenende

Ende November letzten Jahres schickten wir Patrick in BoxVR in die Trainings-Halle, um die Pfunde schmelzen zu lassen. Wer Lust hat, kann die Körperertüchtigung des VR Nerds im Video goutieren. Noch besser ist es, in den Oculus Store zu wechseln und selbst die Fäuste zu schwingen. Noch zwei Tage hat man Zeit, um in der virtuellen Realität kostenlos der schweißtreibenden Action nachzugehen.

BoxVR ist keine Box-Simulation, sondern man schwingt rhythmisch die Fäuste, um anfliegende Objekte zu pulverisieren. Nach einem Update lässt sich das auch mit eigener Musik bewerkstelligen. Ursprünglich erschien die VR-Erfahrung auf Steam für HTC Vive und Oculus Rift, inzwischen unterstützt das Spiel auch offiziell Windows Mixed Reality Headsets. Außderdem lässt sich das Faust-Training sich seit einiger Zeit zudem im Oculus Store erwerben. Hier wie dort kostet das Workout in der virtuellen Realität regulär 20 Euro, bei Oculus gibt es derzeit einen Rabatt und man zahlt knapp 14 Euro.

Der Beitrag Kampf den Kalorien: BoxVR für Rift am Wochenende gratis spielen zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!

This Week In VR Sport: VR Baseball Training, Live VR Olympics In Europe And New BT Sport VR App On The Way

The world of sport and the world of virtual reality (VR) keep colliding, and as always, we’ve got the very latest sports news rounded up for you right here. This week we’ve seen professional-grade baseball trainers, the opportunity for Europeans to watch the Olympics in VR, and a new application coming as the result of the BT Infinity Lab competition.

Make sure to check back on VRFocus every week at the same time for more of the latest VR sports news.

Monsterful VR Debut Baseball Batting Trainer

monsterful vr

Training in VR is nothing new, but supplying the kind of software and hardware necessary for a professional grade VR baseball batting trainer and simulator? That’s a bit more difficult than many other sports, and yet that hasn’t stopped Monsterful VR from creating RibeeVR, the performance training tech that’s built for professionals.

Baseball America reports that Former Mariners scount and current Future Stars Series CEO Jeremy Booth was skeptical of the technology at first, but reflecting on his first experience he said; “It was realistic, it was in a stadium, you could center, you could hear the crowd noise, you could see the release point, the delivery–everything was game-like. And it certainly felt like the reaction time of 95 (mph). It certainly felt like it.”

Monsterful are recreating professional pitchers in the software, to give batters practising the very steepest possible challenge.

Watch Winter Olympics Live In VR With Eurosport

The Olympic Winter Games are right around the corner, and now Eurosport have confirmed that they’ll be the ones offering the first ever live VR coverage of the event in Europe. Users will be able to download the Winter Olympics Eurosport VR app and will be able to enjoy more than 50 hours of live event coverage.

Not every sport will be available, but there’s a good selection, including skiing, curling, skating, snowboarding and many more, in addition to the all-important opening and closing ceremonies. Of course the experience will be delivered by Intel, who we already knew would be supplying VR coverage of the games.

Advanced Television reports that Ralph Rivera, Managing Director of Eurosport Digital has said; “Discovery has set out to transform the Olympic Winter Games viewing experience, so being able to offer viewers across Europe every minute of the Games and now every angle of some of the biggest events in live VR goes a long way to delivering this promise. We want to do this to engage more people, on more screens, with the Games than ever before, offering something new to attract younger audiences. In this way, we hope to make fans care even more about the sports they are passionate about.”

Watching Sport In VR Wins BT Infinity Lab

Anyone who enjoys watching TV and movies in VR will have already experienced the simple pleasure of being able to do it in a completely new place, whether that’s sitting on a giant mushroom or sat in a cosy lodge on a mountainside. Now, BT’s Infinity Lab competition has chosen a winner, and it’s a communal sport viewing experience for friends and families who aren’t in the same room.

In a virtual room, families and friends will be able to watch the action together while chatting and interacting as if they were in the room together. Sceenic, the name of the application, will be trialled by BT Sport for potential future use.

BT Sport Chief Operating Officer, Jamie Hindhaugh, has said; “Sceenic reflects what BT Sport is all about – which is bringing our audiences into our content, driving engagement and being a broadcaster that speaks with our fans.”

We’ll have even more news on the latest sports happening in the world or VR, so make sure to keep reading VRFocus.

Houston Fire Department on VR’s Potential to Enhance Firefighter Training

patrick-haganPatrick Hagan is a technical specialist for the Houston Fire Department who had an opportunity to try out a VR demo by HTX Labs featuring an active shooter critical response training scenario. This demo inspired him to start collaborating with HTX Labs to see how virtual reality could be used train new firefighters, but also create atypical training scenarios for teams of firefighters.

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I talked with Hagan at the Immersive Technology Conference in Houston Texas about some of the training needs of first responders, and how he envisions the role of augmented and reality technologies to help provide proper training so they’re better prepared to help them go home at night to their families.

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VR Is Changing Sports: More Than 30 Teams Use STRIVR Training While SyncThink Diagnoses Concussions

VR Is Changing Sports: More Than 30 Teams Use STRIVR Training While SyncThink Diagnoses Concussions

Sync Think’s concussion diagnosis VR kit aims to accurately and quickly identify players who are injured.

A pair of companies are leading the charge to change professional and college sports using VR.

We’ve previously covered STRIVR, a startup which emerged from Stanford, as the company works to evolve training for football and other sports. The startup even extended out to the corporate world to train Walmart workers. We’ve now confirmed with the company more than 30 teams are using STRIVR with notable additions entering the winter and spring seasons including the US Ski Team, German National Soccer Team, Chicago Bears, Baylor Bears (college football) and the Chicago Blackhawks. STRIVR captures 360-degree footage allowing players to put on a VR headset to extend their training beyond the hours they spend on the field, slope, pitch, or rink. The startup has been rolling out its technology to more and more teams over the last few years.

Another company called SyncThink is working to diagnose concussions more quickly and accurately using VR. With an injured player donning a VR headset with eye tracking technology inside, and proprietary software powering the system, SyncThink aims to track eye movement patterns that are a signature of concussions. The company recently announced roll-outs at Iowa State and the University of Texas, which join Stanford University. The company expects to announce more partners in the coming months.

The classic way of testing for a concussion would be for a physician to move their finger in front of the player’s eyes and see how well it is followed. Using cameras and infrared lights inside a VR headset, though, SyncThink aims to objectively track the precise eye movements of a player. The below chart from SyncThink shows the eye movements of a healthy person and one suffering from a concussion. The jerky movements traced in the red indicate a concussion. As time passes you can see the movements more closely resembling the baseline.

SyncThink’s technology enables teams to “get an assessment of how the brain is functioning in real-time,” according to Scott Anderson, the former Director of Athletic Training at Stanford University, and SyncThink’s Chief Customer officer.

These companies are far from the only ones attempting to use VR to change sports, but they are doing real-world roll-outs aimed at making individual teams both better at the game and healthier in the long run. We hope to hear detailed results in the coming months and years that indicate how successful these efforts are at changing the game.

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‘Bioflight VR’ for Medical Training, Patient Behavior Modification, & Diagnosis

The design team behind Bioflight VR has worked on television shows such as CSI and ER, and they’ve been able to translate their VFX visualization skills into a virtual reality medical education venture. Their original plans were to use virtual reality to help doctors utilize the volumetric information captured in MRIs, CAT scans, and ultrasounds to improve upon medical diagnosis from 2D slices of data, but they started to gain more traction by creating a number of different types of educational VR experiences.

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Bioflight VR started creating time-lapse experiences showing the long-term impacts of sodium consumption and smoking in videos meant for doctors to show patients to inspire behavior modification, and they also created a number of interactive medical training scenarios that would allow medical students to experience intense emergency room scenarios that would allow them to be evaluated based upon their competency and performance.

I had a chance to catch up with co-founder and chief creative officer Rik Shorten at the Silicon Valley Virtual Reality conference both in May 2016 as well as a follow-up and update in March of 2017. This interview tracks the evolution of Bioflight VR starting with ambitions to use VR for medical diagnosis, and then their pivot focusing more on medical training and patient behavioral modification and education the following year. There are a lot of opportunities for virtual reality to become a huge part of telemedicine and providing a platform to visualize data that you collect about your body, but virtual reality seems to be making its first strides into the medical field through patient and student education before the more advanced and higher-end applications of medical diagnosis and distributed telemedicine are adopted.


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