Creating VR Training Using Interactive 360 Degree Videos and Images


Chief Technology Officer, ELB Learning
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We’ve all heard that VR training experiences have a proven higher retention rate, with retention gains reaching 75% in comparison to standard video, eLearning, or textbook training. What we need to know is how to create and deploy VR training quickly and cost effectively, with the systems we have today.

This session will cover the creation, editing, publishing, and tracking of VR training using 360 degree video and images. It will highlight the potential learning applications for using VR, and how it can be integrated into your current learning environment.

In this session, you will learn:
  • The differences between VR, AR, and MR
  • About CenarioVR, a new tool for creating VR training
  • How to link multiple 360 degree videos together to create a story
  • How to use VR in systems that you use today

About John Blackmon

As Chief Technology Officer for ELB Learning, John is responsible for all aspects of development and strategy for the company’s eLearning products. Prior to joining ELB Learning, John was Co-Founder and CEO of Trivantis, where he created the flagship products, Lectora and CenarioVR. John was also Co-Founder and Lead Engineer at BocaSoft, a company that created various software utilities for the OS/2 operating system. His career started at Electronic Data Systems, where he designed a number of automatic identification systems with various technologies for plant floor applications at General Motors, followed by time spent at IBM working on plant floor data collection, and then design work on the OS/2 operating system. At IBM, John was awarded a patent for his work on seamlessly running Windows applications under the OS/2 operating system. John regularly speaks at various eLearning industry events on topics ranging from xAPI to VR, and has a patent pending on his work for Responsive Course Design. He also received a Bachelor of Science in Electrical Engineering from Florida Institute of Technology.

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