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The 5 Industries Set For Disruption with VR Training

Over the past years, we have heard a great deal of what makes VR a sound investment for learning and training. Now let’s take a look at which specific industries stand to benefit the most from VR training, as well as some examples of businesses that are already adopting VR for their internal training programs.


1. Healthcare & Medical


This may seem obvious but the healthcare industry has already started making huge advancements in virtual reality for training.  Healthcare specialists are exploring ways in which practitioners can practice complex operations in virtual simulated environments in order to heal patients and save lives.  There have been many advancements in just the past year as were discussed at the VR & Healthcare Symposium.


A startup in London called FundamentalVR is doing just this as they create simulated surgical environments for doctors to test out various methods and to hone their craft before exacting precision movements in the real world.



Image from FundamentalVR


In the world of hospitals, VR technology firm MPathic is being used to train medical students on how to break bad news to patients and their families.  Students are learning empathetic ways to deal with hard to bear situations that are stressful at an early stage.  Learning empathy and how to handle various scenarios makes them much more ready to handle real-world objections.


Another prime example is with Case Western University which has completely done away with operating simulations on cadavers and is instead turning to Microsoft Hololens in order to simulate surgeries and allow prospective doctors to easily look at all layers of the human body in a virtual environment.


2. Construction


The construction industry has been completely flipped on its head with various Worksite VR simulators now readily available for training employees on CAT equipment as well as crane operations.  These simulations allow potential workers to learn the ropes on an engaging VR platform before heading into the real world in which mistakes can be costly and harmful.



Image from:


Another area of training is in harm reduction handling not only dangerous equipment but dangerous materials as well.  Overall 6.5 million people work on construction sites every day, and the fatality rate is higher in this field than any other industry.  Having safety and procedural training can help lower the risk factor as well as prepare employees better for the risks that they may face in the field.


At Bit Space Development, we had a strong experience in developing safety training for the construction industry, educating kids to students and new-entry learners about safety and hazard identification in the workplace. Some of our typical apps are:

  • LevelUp VR: teach kids about safety in the workplace in construction, retail and restaurant scenarios.
  • Roadbuilders Safety Training: we used 360 images to create a virtual tour with embedded learning content that can aid learners in classrooms or self-studying at home.



3. Retail


The retail sector is adapting VR in very creative ways, the most noticeable is that it is being used for data analytics and research for store layouts.  This is something we discussed previously, but it has started to take shape and actually be utilized by brands to create “dark stores” in which they can test layouts and buyer intent in order to optimize storefronts and increase revenues.




Another company utilizing VR in the retail sector is STRIVR, which is working with Walmart to train its employees in management and customer service.  Staff are being trained with an Oculus Rift and are being made to follow on-screen cues on how to deal with disgruntled customers and other various customer service related scenarios.


4. Hospitality


Other common industries like hospitality are starting to adapt to Virtual Reality in order to simulate scenarios for their stores and workers alike.  Here is VR Vision we are working on a VR development prototype for Hero Burger that would simulate a user inside a store and allow them to interact with various elements in an entertaining scenario while also providing context for learning and training.




Another fast-food chain that has adopted VR is Honeygrow.  They are using VR to train employees on a 360-video walkthrough of the Honeygrow locations while the employees listen to company values and training tips from the Founder and CEO of the company.



Having over 17 locations across North America this adds a personality to the training and gives the employees a sense that they are connected all the way to the top of the company.


5. Aerospace


One of the earliest adopters of VR was NASA.  They have been using VR since its onset in order to train astronauts on a wide array of scenarios that they need to be up to speed on in order to go to space.  With VR they are simulating zero-G environments, as well as the aspect of spacewalking.  Both require precision movements and the ability to train in a risk-free environment offers a way to prepare the would-be astronauts like never before.


Another development with NASA’s VR training labs includes some collaboration with Microsoft in which they are utilizing the HoloLens to simplify communications between both ground staff and astronauts.  This gives the astronauts a way to have holographic technology overlaying instructions in real-time while also employing face-to-face communication and interactive workflow that engages the astronauts like never before.


Wrapping Up


As you can see there a multitude of uses across a vast array of markets for Virtual Reality.  We predict this trend to continue to grow int he coming years as technology comes down in price and increases in availability.  Virtual Reality can reduce harm and risk and that makes it a no-brainer as a useful tool for training employees in scenarios that in the past were dangerous and costly for mistakes to happen.   Take a good look at these 5 examples and think about how VR training could be implemented into your employee development programs.

*This article was originally published on VR Vision Group with some added content

Erick Tran
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