Overview
Extended reality (XR) is an umbrella term that encompasses virtual reality (VR), augmented reality (AR), mixed reality (MR), and other immersive technologies that create or enhance digital experiences. XR has the potential to transform the learning and development (L&D) of employees in various sectors and industries, by providing immersive, engaging, and personalized training solutions. XR is a powerful tool that can revolutionize the L&D of employees in the 21st century. By leveraging XR, organizations can create immersive, engaging, and personalized training solutions that can improve learning outcomes, reduce costs and risks, enhance collaboration and feedback, and improve accessibility and inclusivity.
Extended Reality
Source: Interaction Design Foundation
A successful business depends on providing employees with sufficient, effective training, but since the workforce is evolving, organizations must modify their training initiatives. The younger generation is driven by personal development and prefers flexible work schedules, instant and/or in-person feedback. Consequently, businesses are interacting with an increasingly dispersed workforce across geography. For HR and learning and development (L&D) teams attempting to establish uniform and efficient training programs for employees in various locations, age groups, and backgrounds, all of this adds up to a logistical headache. Employers may attract and retain employees of all ages and backgrounds by incorporating Extended Reality (XR) training, which incorporates Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality technologies, into workflows. Employers may enhance onboarding and retention by using XR training to make employee education more participatory and interesting.
The extended reality market has witnessed substantial growth in recent years owing to the increasing integration of XR across the business ecosystem due to its wide applicability across multiple enterprise verticals. Adding to this, high acceptance of advanced systems will further accelerate the growth of the market. According to the Data Bridge Market Research analysis, the extended reality market is projected to grow at a compound annual growth rate (CAGR) of 66.5% from 2021 to 2028.
To learn more about the study, visit: https://www.databridgemarketresearch.com/reports/global-extended-reality-market
Businesses everywhere are facing pressure to reskill and upskill their workforces because of the COVID-19 epidemic. Now, top businesses are concentrating on innovative approaches to employee engagement, training, and retention. In practically every business, extended realities (XR) such as augmented reality (AR) and virtual reality (VR) have shown to be useful tools for cutting expenses, removing obstacles caused by distance, enhancing learning, and lowering mistakes.
Some of the benefits of XR for L&D include
- Increased retention and recall: XR can create realistic and interactive scenarios that stimulate multiple senses and enhance memory formation. Studies have shown that XR can improve learning outcomes by up to 75% compared to traditional methods
- Reduced Costs and Risks: XR can simulate complex, dangerous, or expensive situations that would otherwise be difficult or impossible to replicate in real life, such as emergency response, medical procedures, or equipment maintenance. This can save time, money, and resources, as well as reduce the risk of injury or damage
- Enhanced Collaboration and Feedback: XR can enable remote or distributed teams to collaborate and communicate in real-time, as well as provide instant and personalized feedback to learners. This can foster a culture of continuous learning and improvement, as well as increase motivation and engagement
- Improved Accessibility and Inclusivity: XR can offer flexible and adaptive learning options that cater to different learning styles, preferences, and needs. XR can also create inclusive and diverse learning environments that respect and celebrate different cultures, backgrounds, and perspectives
To Implement XR for L&D Effectively, Organizations Need to Consider the Following Factors:
- Learning Objectives and Outcomes: XR should be aligned with the specific goals and expectations of the learners and the organization. XR should not be used for the sake of novelty, but rather to enhance the learning experience and achieve the desired outcomes
- Content Design and Development: XR requires a different approach to content creation than traditional methods. XR content should be immersive, interactive, and relevant to the learners' context and needs. XR content should also be optimized for performance, usability, and accessibility
- Technology Selection and Integration: XR involves a range of hardware and software options that vary in terms of features, functionality, and compatibility. Organizations need to select the appropriate technology that suits their budget, infrastructure, and requirements. Organizations also need to integrate XR with their existing L&D systems and platforms, such as learning management systems (LMS) or learning experience platforms (LXP)
- Evaluation and Improvement: XR should be evaluated regularly to measure its effectiveness, impact, and return on investment (ROI). Organizations should collect data and feedback from learners, instructors, managers, and other stakeholders to assess the strengths and weaknesses of XR. Organizations should also update and improve their XR solutions based on the insights and lessons learned
Evolution of the Extended Reality (XR)
1800s:
The theory of "stereopsis," also known as "binocular vision," was first presented by scientist Sir Charles Wheatstone in 1838. According to this theory, the brain merges two images to create a single 3D image. As a result, the first stereoscope devices that combined two pictures to create the appearance of a three-dimensional image with depth were created. Modern VR systems employ stereoscopic displays to give digital visuals a sense of depth, which heightens the immersion experience.
Early 1900s:
In 1935, American science fiction author Stanley Weinbaum wrote about the usage of goggles to explore a made-up universe in Pygmalion's Spectacles. This was the initial prediction for virtual reality as it exists now.
1950s to 1970s:
The 1950s, 1960s, and 1970s saw the emergence of early VR and AR technological applications.
- The first virtual reality machine was constructed in 1956 by cinematographer Morton Heilig. To fully immerse the audience in the film, this cinema booth used stereoscopic 3D color video together with sounds, scents, and a vibrating chair. In 1960, Heilig would go on to patent the first head-mounted display, which combined stereo sound and stereoscopic 3D pictures
- In 1961, developers at Philco built on Heilig's concept to build the Headlight headset. This was the first VR headgear with motion-tracking technology, made for the military
- Ivan Sutherland, a computer scientist, released a paper in the 1960s describing his idea for the "Ultimate Display," a virtual environment that would be so lifelike that a user would be unable to tell it apart from the actual world. This is mostly regarded as the VR industry's template today
- Ivan Sutherland, a Harvard professor, invented the first augmented reality headgear in 1968. The headgear, known as "The Sword of Damocles," improved the user's view of the environment by displaying computer-generated images, which served as an early example of augmented reality experiences
- As the 1970s came to an end, MIT produced Aspen Movie Map, a computer-generated drive through Aspen's streets made from images captured by a passing vehicle. Perhaps the first VR experience that demonstrated the ability to completely immerse consumers in another location was this one
1980s to 2000:
New technologies that improved the VR experience were first introduced in the 1980s. The phrase "virtual reality" was originally used in 1987 by Jaron Lanier, one of the founders of VPL Research Inc., which was established in 1985 and was the first company to market VR goggles and gloves. The early 1990s saw the introduction of VR arcade games, such as the SEGA VR-1 motion simulator. Additionally, reasonably priced VR headsets for home usage started to become accessible by the middle of the 1990s. In 1990, Boeing researcher Tom Caudell first used the term "augmented reality."
The augmented reality market has witnessed substantial growth in recent years owing to increasing advancements in sensor technology. Adding to this, increasing R&D investment in the augmented reality field will further accelerate the growth of the market. According to the Data Bridge Market Research analysis, the augmented reality market is projected to grow at a compound annual growth rate (CAGR) of 39.8% from 2023 to 2030.
To learn more about the study, visit: https://www.databridgemarketresearch.com/reports/global-augmented-reality-market
2010 to 2020:
XR technologies started to take off in 2010 and beyond. Here are a few of the decade's major highlights:
- The Oculus Rift VR headset prototype was made in 2010 by Palmer Luckey, when he was 18 years old. The groundbreaking headgear rekindled interest in virtual reality (VR) with its 90-degree field of vision and utilization of computer processing power. Later, a $2.4 million Kickstarter campaign was launched for the headgear, and in 2014, Facebook purchased Luckey's startup, Oculus VR, for almost $2 billion
- Additionally, Sony and Samsung said they were developing their own VR headsets in 2014—a busy year for XR. In the meanwhile, Google introduced its Google AR glasses, which project digital data into the physical environment and let users use apps such as Gmail, and its first Cardboard gadget, a cheap cardboard VR viewer for smartphones. Google Glass received a lackluster reception from consumers; some even called the device "glassholes." However, the company would go on to achieve greater success with its corporate versions of the spectacles
- Subsequently, Microsoft introduced the HoloLens headgear in 2016, elevating the concept of augmented reality to a higher plane by generating a more participatory experience. Hence the term "mixed reality" was coined. Hundreds of businesses were creating VR and AR experiences by the end of 2016
- An early example of augmented reality (AR) in mainstream retail was the IKEA Place app, which was released in 2017. It allows consumers to view furniture in-store before making a purchase
- By 2020, a variety of industries were rapidly utilizing VR, AR, and MR. XR technologies are being adopted today in a wide range of industries, including manufacturing, education, healthcare, construction, and even law enforcement
The fact that XR is already being used for more than simply entertainment and gaming indicates that this expansion of its uses is essential to its continued development
Facts and Figures
The article published by Roundtable Learning highlights few facts and figures related to usage of extended reality in learning and development of employees working in different industries. Some of the facts and figures are unveiled below:
- Employee confidence is increased by XR training. Following VR instruction, learners exhibit a 275% increase in confidence to apply what they have learnt. One of the best indicators of employee retention can be confidence. When it comes to maximizing performance, competence and confidence go hand in hand. Simply said, employees with confidence are more productive. An organization's workforce is positively connected when there is widespread confidence among its members, which increases their worth and contribution. The business culture of the corporation will spread as a result of confident employees inspiring others
- A faster time to competency is achieved with XR training. Virtual reality learners acquire skills 4 times faster than in a regular classroom. Time efficiency is crucial for any training program. Organizations may reduce wait times and related expenses by expediting onboarding. VR is a highly successful learning tool, as seen by the rapidity with which learners acquire proficiency in their jobs
- In the next three years, immersive technology will be a part of 82% of corporate leaders plans, with 42% of them intending to offer onboarding and training with the metaverse. The potential benefits of the metaverse for business executives onboarding initiatives are their primary emphasis. Virtual reality (VR) is becoming widely used by enterprises, not only the top 1% who are using it as a trendy gimmick. It seems clear that enterprise VR and AR are here to stay given XR's increasing inclusion in the business sector
- Strong employee engagement can be achieved through XR training. In a 2022 VR trial program run by Cox Communications, all participants (100%) said they would use VR training. Training initiatives that prioritize the needs of the learner have significant outcomes that affect your company in all respects. Responses to VR training programs are overwhelmingly positive, which suggests that the experiences that can be provided in training have a significant impact on learner satisfaction.
- It is anticipated that 2.32 million occupations in the United States would include AR or VR by 2030. It has been demonstrated that augmented and virtual reality applications are crucial resources for adult education. Effective onboarding, performance support, and upskilling opportunities are provided to workers through XR training programs
According to an article published by YORD, the size of the worldwide market for virtual training and simulation was estimated at USD 296,632.11 million in 2022 and is projected to grow at a CAGR of 12.02% throughout the forecast period, reaching USD 586,244.18 million by 2028.
Benefits of Workforce Training in Virtual Reality
Source: ArborXR
VirtualSpeech Ltd. published facts and figures related to virtual reality in the Training and Education Industry. Some of them are mentioned below:
- VR Improves Learning: Virtual reality is revolutionizing education. When compared to conventional approaches, VR training has been demonstrated to deliver a phenomenal 76% boost in learning efficiency. VR training can teach workers four times faster than traditional classroom settings, which is transforming workforce development
- Developing Soft Skills Using Virtual Reality (VR): According to VirtualSpeech, 95% of participants who used VR for practice reported that it improved their readiness for conversations and sales pitches in the workplace
- VR Students Have Stronger Emotional Connections: Compared to students in traditional classrooms, VR learners report feeling 3.75 times more emotionally attached to the training content, while e-learners report feeling 2.3 times more connected. Better information retention and application may result from this emotional connection
- VR Benefits Surgeons: VR is being used by the medical community as well. Virtual reality (VR) training reduces error rates in surgery by 40% compared to traditional training, indicating the technology's promise for accuracy and patient safety
- Using Virtual Reality Training to Enhance Mining Safety: The mining sector has seen a notable 43% decrease in lost time from injuries once VR safety training was implemented. This illustrates how VR may significantly improve safety precautions in mining operations
- VR-Enhanced Performance in Welding: When compared to students who got traditional training, all of the students who used virtual reality (VR) instruction for welding performed better on welding examinations, yielding exceptional outcomes
The virtual reality market has witnessed substantial growth in recent years owing to increasing awareness about the benefits of virtual reality. Adding to this, the growing adoption and deployment of virtual workforce training courses will further accelerate the growth of the market. According to the Data Bridge Market Research analysis, the virtual reality market is projected to grow at a compound annual growth rate (CAGR) of 30.86% from 2022 to 2029.
To learn more about the study, visit: https://www.databridgemarketresearch.com/reports/global-virtual-reality-market
Benefits of Extended Reality in Learning and Development
One of the best teaching techniques now available is extended reality, which can produce incredibly immersive experiences. Candidate engagement has a significant impact on training outcomes. With its immersive teaching environment, XR can increase this level of involvement. The interactive feature makes the course materials come to life and makes for an interesting way to teach. By utilizing integrated gamification, learners can acquire crucial activities in an enjoyable and engaging manner. Improved information retention is also a result of trainee engagement and interest.
Increased retention rates are usually the result of increased engagement levels. By using extended reality, learners focus more intently on what they are learning, which helps them retain the information better. Compared to watching films or reading text-based learning materials, memory retention is higher following an extended reality encounter. This is because extended reality provides its users with more emotional and multisensory input.
Employees must frequently go to training places to receive their training. Instead of needing to travel outside of their surroundings, trainees can train in their surroundings by utilizing extended reality. Nevertheless, equipment must travel to the training site in addition to learners. Employing an extended reality system for training might minimize the need to transport bulky, heavy equipment. In addition to the removal of travel and transportation expenses, trainer fees can be decreased. One way to lower faculty costs is by allowing trainers to be a part of the XR program rather than needing to be recruited for each training session.
It is necessary for trainees to become familiar with the materials to acquire new knowledge or skills. It frequently takes several training sessions to recover accustomedness. It is possible to train as frequently as needed in extended reality and still keep costs down. In addition, employees can experience, learn, and make mistakes through repetition when interactive training methods are used in place of manuals and films. In the real world, this is frequently not possible because it would be an expensive or even dangerous procedure. Employee experimentation with new procedures and systems prior to their implementation is facilitated by technology, resulting in ongoing innovation
Trainees can experience a realistic and secure training environment with extended reality. It is possible to eliminate the expenditures associated with technology, injury hazards, and expensive equipment damages. Trainees receive safe scenario experiences through Extended Reality training. The trainees can also rehearse these scenarios as often as necessary to gain the necessary preparation and self-assurance to carry out the work in real life. With the interactive training approach, learners can make mistakes without worrying about damaging actual equipment.
Recent Developments
- In December 2023, Transfr announced the launch of Transfr SDK for its extended reality (XR) training platform. This offers a suite of high-end, low-code design tools based on Unity allowing 3D designers to produce interactive simulations for XR training. The SDK offers a unified experience across all of its simulation capabilities and was first made accessible to a limited group of partners in a closed beta. Tens of thousands of students may presently use the Transfr platform at over 1,000 sites across the United States, and it makes it easy to generate material for the network
- In October 2023, AFSOC established an XR cross-functional team dedicated to creating an XR Training Framework for the entire command. The purpose of the XR Training Program is to enable Air Commandos to undertake repeatable readiness training at anytime and anywhere by distributing and reporting on secure, autonomous learning across all command disciplines. The objective of the program is to produce warfighters with increased competency and skill sets in a more realistic setting faster, cheaper, and with less resources by utilizing virtual, mixed, and augmented training approaches
- In June 2023, ARuVR, an extended reality (XR) training platform for enterprises, announced a strategic partnership with Mintra. Customers of Mintra will benefit from having access to immersive and risk-free training regardless of their location due to ARuVR's augmented reality (AR) and virtual reality (VR) platform and innovations. TrainingPortal, Mintra's learning and competency management system, operates in perfect harmony with ARuVR's product
- In June 2023, AjnaLens, an extended reality hardware manufacturing company announced the partnership with MetaStudios to build immersive experiences and training programs for upskilling the youth and employees. Through the use of AR and VR technologies, AjnaLens seeks to address the issue of unemployment at the local level in India. Users may study a wide range of skills within the virtual environment with their new AjnaXR Glasses and immersive learning platform AjnaVidya. When it comes to creating immersive experiences that increase user retention and foster deeper engagement, MetaStudios is a pioneer. MetaStudios uses the idea of humanizing virtual experiences to create information that promotes active engagement and augments knowledge acquisition
- In May 2023, CGS announced the launch of revolutionary XR Immersive Learning as a Service (ILaaS) that allows businesses to revolutionize and accelerate the process of enhancing employee performance through the use of technology. Enterprise XR is being deliberately launched for adoption, deployment, growth, and assessment via an innovative model called Infrastructure as a Service (ILaaS). The whole solution offers all the necessary components for a business to initiate an XR project with success, including logistics, device management, content production, equipment procurement and selection, launch strategy, and best practice learning methodology
- In February 2023, the University of Michigan’s Center for Academic Innovation and Coursera have launched the first three in a set of 10 planned online learning opportunities that integrate extended reality technologies into the learning experience. To deliver more immersive and significant learning experiences at scale, this launch represents the most extensive attempt to date to fully use the potential of extended reality technology
- In September 2022, Immerse, an enterprise virtual reality (VR) platform provider announced the launch of ‘VR in a BOX’, the all-in-one, frictionless solution for enterprises looking to begin their VR journey. Mobile Device Management, which gives you future control over this content, and a headset with pre-installed training materials of your choosing from the Immerse Marketplace are included in every package. Since each training app and the Immerse Platform are completely connected, the user can start collecting performance data right away
- In February 2022, Accenture announced the investment in Extended Reality-based Immersive Learning Startup, Talespin. The platform developed by Talespin facilitates the production and dissemination of immersive learning experiences and serves an ecosystem comprising business clients, top learning platforms, XR hardware partners, and learning content developers. It helps users practice conversational skills and imitate occupations with real-time feedback and skills analytics by using 3D, virtual beings, and settings
Conclusion
In conclusion, extended reality (XR) solutions, such as augmented reality (AR) and virtual reality (VR), are transforming the way companies deliver learning and development (L&D) programs to their employees. XR solutions offer immersive, interactive, and engaging experiences that can enhance the effectiveness, efficiency, and accessibility of L&D initiatives. XR solutions can also provide personalized, adaptive, and data-driven feedback that can improve the learning outcomes and performance of the learners. Therefore, it is evident that XR solutions are revolutionizing the L&D landscape by providing innovative and effective ways to enhance the learning experience and outcomes of the learners. Companies that adopt and deploy XR solutions for their L&D programs can gain a competitive edge in the market by developing a skilled, knowledgeable, and productive workforce.