05 Jul 2017

Multi-user VR platform launched

Immerse, the British technology company delivering fully designed immersive VR environments to industry has launched the world’s first enterprise-ready multi-user VR platform.

Hailed as a revolution for training systems, VR is set to be a $4.5Bn industry by 2020 and Immerse has positioned itself as one of the leaders of the revolution. The Company specialises in offering solutions across the defence, engineering & manufacturing, healthcare, mining, nuclear & renewable energy, oil & gas and satellite communications sectors, and is already working on a number of live projects.

Immerse has received significant funding from a new UK investor group, which has led to the development of a live virtual reality platform that enables multiple users to create and share VR and 3D experiences for a number of business-critical applications.

The first of these to launch is with QinetiQ, the British multinational defence technology company.

Managing and operating extensive testing and evaluation capabilities for air, land, sea and target systems, QinetiQ turned to Immerse for support in facilitating an alternative solution to real at-sea submarine training for the Royal Navy. Immerse developed a unique multi-voice VR solution that provides a 3D submarine control room, complete with working displays, VR boat operators and multiple interaction points, enabling trainees to learn and interact with colleagues while safely rehearsing potentially life-threatening scenarios onshore.

Tom Symonds, CEO of Immerse, said: “Our platform is specifically designed to democratise the VR experience, allowing VR content creators to upload their own experiences from anywhere in the world and then share them in a way that enables users to meet in the same virtual environments. While there will never be a substitute for real hands on at-sea training, the VR solution we provided QinetiQ with offered a cost-effective alternative to current submariner training. The solution is not limited by access to live equipment, and covers essential basics while also saving money.”

Helen Dudfield, Chief Scientist for Training & Human Performance, QinetiQ, said: “As technology drives social and cultural change, training provision must keep up with shifting generational attitudes and expectations. Rigid training in fixed workspaces will make way for courses that offer the flexibility to learn wherever and whenever is convenient. Most importantly, technology can vastly improve the quality of learning by tailoring courses to students’ individual competencies and circumstances. Employers can reap the rewards of a highly skilled workforce at lower risk, and be confident of an excellent return on their investment in their people.”

With the sector growing expotentially and the UK is set to lead as more than 150 of the 800+ companies working in the VR space worldwide are based here. Tom Symonds added: “Over the last twelve months we have seen a marked increase in the number of businesses who are interested, and willing to invest, in VR. With businesses being able to create their own VR scenarios easily and without prohibitive costs, we believe demand is only set to grow, with future applications emerging as adaption continues.”

 

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