In addition to self-paced elearning courses, we develop, present, and/or support virtual classrooms using such tools as:
In these courses, students see, hear, and virtually interact with live trainers and fellow learners.
Forrester Research interviewed more than a dozen companies -- including IBM, SAP, and Sun Microsystems -- to compile its report Getting Real Work Done In Virtual Worlds. The firm concluded that, eventually, the 3D Internet will be as important for work as the Web. The report further admonishes business professionals to experiment with virtual worlds to replicate workspaces, allow people to share 3D objects, and make remote training more realistic.
More recently, Greenlight Insights has been forecasting VR and AR industry trends and consumer behaviors. The firm predicts VR revenues will total nearly $75 billion by 2021. Between 2017 and 2021, the company predicts a shift from a consumer orientation to more commercial applications (construction, education, etc.), as well as location-based VR in malls and movie theaters.
We are excited about the educational potential of AR/VR, and are developing projects on several platforms -- including Second Life, Sansar, Sinespace, and Sumerian -- to expand our offerings.
Second Life: Virtual World, Real Learning
Since 2006, we have been working and playing in the best-known VR environment, Second Life® (SL™), which boasts somewhere between 600,000 and one million users. We have found it to be a great way to provide training to our clients because of its:
We have found this environment particularly valuable in the medical, engineering, and health & safety fields.
We offer organizations that wish to engage their workforces through Second Life the following services: