How Walmart Is Shaping the Future of Virtual Reality

To understand the future of virtual reality (VR), take a close look at Walmart. On September 20, Walmart announced it will ship 17,000 Oculus Go VR headsets to all its North American stores to give more than 1 million employees access to virtual reality training.

The news marks an expansion of a training program in which Walmart has used VR headsets at its U.S. Academies to help new employees learn what it’s like to work in a Walmart store, including how to handle surging Black Friday crowds. Walmart has worked with training company STRIVR to develop the curriculum using STRIVR’s VR training platform and will continue to do so.

Andy Trainor, Walmart’s senior director of Walmart U.S. Academies, said, “The great thing about VR is its ability to make learning experiential. When you watch a module through the headset, your brain feels like you actually experienced a situation. We’ve also seen that VR training boosts confidence and retention while improving test scores 10 to 15 percent – even those associates who simply watched others experience the training saw the same retention boosts.”

Walmart’s use of VR meets four essential requirements for VR to take hold, namely:

1) An Addressable Market

Corporate training is a priority. According to separate research from Deloitte and Gallup, 84 percent of executives and 87 percent of millennials believe that learning and development is important. In 2017, corporations spent an estimated $360 billion on employee training around the world. On average, companies spent $1,075 per learner in 2017, with manufacturers spending $1,217 per learner, followed by services organizations ($1,157), according to the 2017 Training Industry Report. Employees received 47.6 hours of training per year, nearly 4 hours more than in 2016. It behooves corporations to maximize the efficiency of that spend.

2) A Compelling Reason to Use VR

Corporate training also leaves a lot to be desired. According to the Deloitte 2016 Global Human Capital Trends Report, only 37 percent of executives believe learning and development is effective; and 40 percent of employees believe they are not trained to do Continue reading

Jeff Bezos and Mark Zuckerberg Want to Change How We Live

Recently Amazon and Facebook announced new products that will extend their reach into the corporate world:

  • Amazon’s Alexa for Business, unveiled November 30, is a platform for a business’s employees to use the Amazon Alexa voice assistant (in Amazon Echo speakers) to manage everyday tasks such as scheduling conference calls and managing calendars. Amazon believes that with Echo smart speakers embedded in corporate conference rooms and offices to manage the mundane things, people will be freed up to focus on more productive work.

  • Facebook’s Oculus for Business, announced October 11, is a bundled set of Oculus products designed to help businesses apply virtual reality (VR) to do everything from train employees to design cars. In fact, although VR has experienced slow adoption among consumers, the corporate world is a different story, where VR is penetrating industries including entertainment, financial services, healthcare, manufacturing, and retail. Facebook believes that by making it easy to purchase hardware, accessories, and associated services needed to employ VR in the workforce, more companies will adopt Oculus over competing products.

These announcements are more than landmark moments for Amazon and Facebook. Alexa for Business and Oculus for Business are also manifestations of something else: the ambitions of Jeff Bezos and Mark Zuckerberg to be market makers with artificial intelligence-based voice assistants and virtual reality.

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How a Healthcare Crisis May Fuel Virtual Reality Adoption

Sometimes a crisis can fuel innovation. With an opioid problem gripping the United States, medical providers are looking for ways to treat patients’ pain without resorting to addictive drugs. Those potential solutions include the use of virtual reality (VR) at institutions such as Cedars-Sinai Medical Center and the University of Washington Harborview Burn Center.

VR’s usage to treat pain is limited. But a heightened awareness of widespread opioid addiction, the efforts of progressive healthcare providers and technologists, and insurers’ mounting costs to pay for opioid addiction may spur an uptake of virtual reality for medical treatment. The cooperation of an ecosystem spanning businesses and the government will be required for VR to break through for chronic pain treatment.

VR Takes Hold

To casual observers, VR is an immersive experience for playing games and watching movies. In fact, companies use VR for non-entertainment functions such selling cosmetics, training workers to assemble machinery parts, and designing automobiles. In fact, medical providers have been using VR to treat pain for a few decades by tapping into VR’s ability to entertain by transporting users to a different world.

The University of Washington Harborview Burn Center created the first virtual world designed expressly to reduce pain. Known as SnowWorld, the experience distracts patients from intense pain typically experienced during procedures such as burn wound-care sessions. While patients endure a painful treatment, they use a virtual reality headset to enter another world where they can fly through a make-believe canyon and throw snowballs at snowmen and penguins. SnowWorld is the result of research into VR as a pain treatment tool going back to the 1990s at Harborview.

Patients using SnowWorld report experiencing 50 percent less pain than patients using other means to distract themselves (e.g., music). Why? Because virtual reality rewires the Continue reading

Facebook’s Ambitious Vision for Virtual Reality

Facebook wants to make the world better with virtual reality.

At last year’s Facebook F8 event, Mark Zuckerberg articulated a simple vision for making virtual reality mainstream: social VR, or connecting people in the virtual world. But now Facebook has bigger plans. Delivering the keynote at the Oculus Connect conference October 11, Zuckerberg shared a future in which VR improves every aspect of our lives beyond social (naturally, with the help of equipment created by Oculus, owned by Facebook). He also raised eyebrows by announcing that Facebook wants to get one billion people to adopt VR.

Whether Facebook delivers on this vision depends on three factors: accessible equipment, content, and business adoption.

Mark Zuckerberg Updates a Vision

Oculus Connect is an annual gathering of developers and content creators, and because of Oculus’s influence on VR, the event is a bellwether watched closely by the technology industry – making it an ideal venue for Mark Zuckerberg. He used his keynote as an opportunity to redefine VR as a way to improve all aspects of our everyday lives, beyond connecting people socially.

“We believe that one day almost everyone is going to use virtual reality to improve how we work, how we play, and how we connect with each other,” he said. “[Virtual reality] is not about escaping reality. It’s about making it better. It’s about curing diseases, connecting families, spreading empathy, rethinking work, improving games, and, yes, bringing us all closer together.”

He also said, “We want to get a billion people on virtual reality. We have to make sure virtual reality is accessible to everyone.”

He didn’t give a timeline for achieving that goal, but to put things in perspective, in the United States, there are probably only 9.6 million people who use a virtual reality at least once a month according to eMarketer.

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