How enterprise VR can empower a remote working world


With an ever-growing gig economy and pressure to achieve carbon neutrality, businesses have had to adapt remote working arrangements to keep pace with behavioural change in the workplace.
The latest IWG Global Workspace Survey reveals that 73% of people in the UK consider flexible working to be the new normal, with 68% of UK businesses reported to have a flexible workspace policy. In the wake of the Covid-19 global pandemic, the disparate workforce is growing rapidly in size. Remote-working, virtual training and digital collaboration is now at the forefront of business leaders’ minds.
Virtual reality (VR) is one of the tools that could help to empower a remote-working culture. With the technology developing at a rapid pace and companies beginning to explore VR’s transformative potential, this ‘futuristic’ technology is making its way into the mainstream.
Training without limits
In a world of increased remote working and vastly reduced business travel, VR offers a vital way of providing interactive, collaborative training. As well as developing workers’ technical skills, VR also has the scope to improve soft skills, such as teamwork and communication, through real-time collaborative training. Some of the key benefits of VR training include:
● Enhanced engagement: As VR technology was originally developed for the video game industry, its central aim is to engage, and it is inherently immersive. Gamification elements can be added to enterprise VR platforms; the introduction of a competitive element can increase employee engagement in the training and improve knowledge retention.
● Collaboration: Multiple employees can be in the same virtual space together from different locations, enabling them to feel socially and emotionally engaged in the training, increasing satisfaction and motivation. Developing effective communication between co-workers is becoming even more important as we move towards a remote workforce.
● Data-led intelligence: VR’s data capture capabilities allow for ‘objective’ and ‘subjective’ evaluation that would not be possible using standard methods, tracking things such as user actions and comments made in the training environment. This allows for learner-specific personalisation of training and provides individuals and organisations with detailed feedback. This, in turn, can help companies to review the effectiveness and ROI of their training programmes.
● Improved results: Research by the University of Cambridge’s Cyber-Human Lab has shown that effective VR training can result in faster task completion when compared with standard training. And improved training could have a positive impact on workplace retention, too: research indicates that workers that enjoy their training are more likely to remain with a company.
Making the virtual a reality
Exciting new enterprise VR developments are currently in production or pilot, including advanced learner-specific personalisation and AI avatars that can assist with real-time training.
And as enterprise VR software becomes more sophisticated, it is also becoming increasingly accessible. The cost of hardware is falling, and content is becoming easier to create and customise, opening enterprise VR up to smaller companies without in-house development teams.
Additionally, the emergence of 5G will unlock exciting possibilities for enterprise VR applications. With the additional processing power 5G will provide, training experiences can be customised for the trainee based on their actions or reactions in real-time. Mass adoption of VR for corporate training is no longer a distant dream, but a very close reality.
A virtual future on the horizon
At a time when virtual collaboration and digital connection are rapidly becoming mainstream ways of co-working, VR will be one of the tech tools that takes centre stage. Now is the moment for companies to start exploring the potential of this technology to increase employee engagement, productivity and retention.
With new features in production and the technology becoming more accessible, the tipping point for the mass adoption of VR training is on the horizon. Research suggests that almost three-quarters of small to midsize businesses will be experimenting with immersive technology by 2022. Looking back, we may see 2020 as marking a major shift: a forced trial of mass remote working.
Tom Symonds is CEO of Immerse
With an ever-growing gig economy and pressure to achieve carbon neutrality, businesses have had to adapt remote working arrangements to keep pace with behavioural change in the workplace. The latest IWG Global Workspace Survey reveals that 73% of people in the UK consider flexible working to be the new normal,…
Recent Posts
- Elon Musk says Grok 2 is going open source as he rolls out Grok 3 for Premium+ X subscribers only
- FTC Chair praises Justice Thomas as ‘the most important judge of the last 100 years’ for Black History Month
- HP acquires Humane AI assets and the AI pin will suffer a humane death
- HP acquires Humane AI assets and the AI pin may suffer a humane death
- HP acquires Humane Ai and gives the AI pin a humane death
Archives
- February 2025
- January 2025
- December 2024
- November 2024
- October 2024
- September 2024
- August 2024
- July 2024
- June 2024
- May 2024
- April 2024
- March 2024
- February 2024
- January 2024
- December 2023
- November 2023
- October 2023
- September 2023
- August 2023
- July 2023
- June 2023
- May 2023
- April 2023
- March 2023
- February 2023
- January 2023
- December 2022
- November 2022
- October 2022
- September 2022
- August 2022
- July 2022
- June 2022
- May 2022
- April 2022
- March 2022
- February 2022
- January 2022
- December 2021
- November 2021
- October 2021
- September 2021
- August 2021
- July 2021
- June 2021
- May 2021
- April 2021
- March 2021
- February 2021
- January 2021
- December 2020
- November 2020
- October 2020
- September 2020
- August 2020
- July 2020
- June 2020
- May 2020
- April 2020
- March 2020
- February 2020
- January 2020
- December 2019
- November 2019
- September 2018
- October 2017
- December 2011
- August 2010