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Oculus Quest & the "iPhone moment" for VR

Updated: Sep 11, 2019



The future of virtual reality learning just arrived. Again.


The launch of the Oculus Quest means students can now roam freely in virtual training simulations using only a stand-alone headset. No computers, no cords to trip over. The magic of virtual reality (VR) “flight simulators” for critical skills can finally be deployed affordably and to locations that were once remote and inconvenient.


In our webcast, we break down the transformative implications of this new-gen mobile technology for corporate learning.



Virtual reality creates presence and enables skills training in a hyper-realistic performance environment. Until now, though, VR environments relied on beefy gaming computers and a dedicated physical space. The Oculus Quest – which costs a mere $400 ($1,000 with a business plan) – upends that. The all-in-one VR headset lets students move freely through the 3D landscape and manipulate objects with their hands.


Gronstedt Group’s clients and development team scored early access to the Quest months before its launch, and simply put, the user experience was jaw-dropping. The headset even has a pass-through camera that helps learners get oriented first. Paired with powerful emerging business platforms, this device will dramatically accelerate the pace of enterprise VR adoption.


The webcast features other VR learning developments, as well, including our experiences with the Valve Index “Knuckle,” a hand controller that tracks finger gestures and responds to the force with which you grasp and squeeze objects.

We’ll be discussing these new technologies within an applied, realistic learning context. Questions addressed will include:

  • The best use cases for VR training, including manufacturing, lab, driving, active-shooter, and emergency response training.

  • When to use Mobile vs. PC-based VR, and when to use 360-video instead of CGI.

  • How to develop effective VR learning environments – we’ll demo how to provide tutorials and feedback in VR.

  • How to get started with VR in your organization – build a business case, develop, and evaluate VR.

  • Where’s the ROI? We’ll provide examples of VR implementations that have demonstrably improved learning effectiveness, shortened training time and slashed cost.

  • How to deploy VR at scale – how do you transition from stand-alone apps to an enterprise-ready training solution?

Don’t miss out on this opportunity to hear about real-world cases and get your questions answered by our team.

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