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January 19, 2021
Events
Call for contributions

From reality to virtuality, how do you manage your training with VR, (online) serious games, gamified devices? Call for contributions: we are looking for experts, researchers, or sponsors who have already used or set up tr...

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December 22, 2020
Clients
A Successful Event On The Hub - Testimonial

About Mines Albi AlumniMines Albi Alumni is the association of alumni of the IMT Mines Albi engineering school. The school depends on the ministry of industry and is part of the Mines-Telecom Institute (IMT) which is today the ...

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November 25, 2020
Innovation
A virtual EHS platform

Immersive Factory has launched an innovative platform dedicated to training, animations and events organisation in the HSE (Health, Safety, Environment) field. Entirely digitized, this platform and its contents aim at democratizing the access to training exercises by making them available online to all users of PC, mobile phone, virtual reality headset, Windows tablet, and soon available Mac version. One of the strong points of the platform is its adaptability to smaller companies to facilitate access to EHS training for a great number of people, simply by means of a monthly subscription.  Several options are available: Free access: eSafety Day  The virtual campus: eSafety Campus The fully customizable campus: eSafety University The devices are: VR Focus, Focus +, VR PC helmets.  Virtualising your security days to improve performance  Immersive Factory offers tools for evaluation, follow-up and motivation of the participants to ensure the success of the training and awareness operations, and to encourage the teams to improve their behaviour on site . The platform offers a time saving to the learner who connects from wherever he or she wishes, with any type of support, and regularly self-assesses himself or herself throughout the subscription period to improve his or her skills . Evaluation and monitoring by the EHS manager or trainer enables the course to be readjusted and points for improvement to be identified. Fully controlled by the trainer, the immersive experience can be personalised with, among other things, the integration of its own training modules ( as part of a safety day or an event ) and the adaptation of reports to measure the return on investment. To discover it for free, create your account now > www.immersivefactory.com Safety is everyone's business With over 5 years of expertise in the field of health, safety and the environment, the exercises proposed are now adapted to more varied activities (challenges, quizzes, simulations, etc.) to make the training accessible to the greatest number of people and thus contribute to reducing accidents. New training modules are currently being produced to add to the 50 modules already available. The flagship products are: hunting down risks in warehouses; health, safety and environmental awareness; working at heights; driving behaviour; and domestic risks, which each of us can test to improve our everyday actions!  The training and animation experience offered by this new platform is stimulating thanks to the many additions linked to its 3D simulation technology . The universe in which users evolve has been designed to make the experience playful and educational , so we use Ludo Pedagogy to encourage the participation and commitment of participants.  Find out what Ludo Pedagogy is here https://immersivefactory.com/actualite/121-Ludo-Pedagogy-Why-use-it-en By creating your virtual campus on the Immersive factory platform, you simplify the provision of training contents and can create as many events as you want!  Live a positive and unique work experience  All users have an avatar that is free to create and who will accompany them in the immersive universe. Being a collaborative immersive world, avatar-users can communicate and interact with each other through chats or by talking directly in rooms or welcoming places such as the living room, patio, garden etc. Meeting rooms are available for direct communication between collaborators. The platform has other features that act on the collaboration and participation of users, such as a conference room for presentations to a large number of collaborators, a cinema room, quizzes and challenges, etc. Let's try it together!  

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November 24, 2020
Interview
Humans of VR: Olivier Pierre

Date: October 19, 2020Name: Olivier PierreLocation: Paris, FranceJob: CEO of Immersive FactoryTwo brothers on a mission to spark behavioral change. Here’s how they made it a (virtual) reality.Every...

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November 9, 2020
Innovation
Ludo Pedagogy – Why use it?

Definition of Ludo Pedagogy Ludo Pedagogy is a pedagogical method that uses games or serious games. The simple fact of using games or serious games into a pedagogy, inscribes us in edutainment. Let us specify, however, that there are several ways of using games in a pedagogical framework. Thus for Yvan Hochet, we can teach "with", "by", "about" and "around" the game (Hochet, 2013). In a modern edutainment approach, the challenge is to teach "with a game" and less "by a game". The nuance being that in the case of "teaching by a game", we are in the idea of using a game as a pretext: "if you do your exercise well, you will be able to play a game". Whereas when we try to teach "with a game", we use the game as a true mediation: we use the game to illustrate what is being said, to make people live a concrete experience, to contextualize a concept... The game is not an accessory in this edutainment approach, it is central. It is therefore the method "with a game" that we are considering for the rest of our paper. Why would you want to use games in training?   There are many reasons. In a non-exhaustive manner, we can cite the following advantages:   -        Motivation: play is a motivational lever. The main idea is to achieve utility objectives. A comparison of motivations related to play and training shows strong theoretical correspondences [1]. In practical terms, the DANT project [2] carried out in Italy during 4 years with 10,000 pupils and 1,000 primary and secondary teachers, revealed that pupils who had used digital games during their school year had obtained better results in the final tests to assess their knowledge: around 2 points more on average for mathematics and 3.5 points more in Italian matter.  Almost a third of the teachers who participated in this study reported a significant increase in the motivation of these students. In addition, almost 30% of the students who used these digital games in the classroom also used them at home, the titles being freely accessible on the Internet. -        Learning by trial and error : most games and serious games are based on a learning by trial and error principle: the learner mentally builds a "hypothesis" and tests it while playing. The interest of the approach lies in the possibility of letting the learner make mistakes to realize the consequences which result from it and also to allow him to adapt the learning strategy according to different situations. The learner must thus refine his(her) hypothesis until (s)he finds the solution which makes it possible to "win" .   -        Educational differentiation : the use of play can help the trainer to take into account the differences in learning pace between learners of the same group. Each one can progress in the game at it own pace: a trainer who will need to repeat a sequence fifteen times before understanding the solution will be able to do so without fear of being judged negatively by his peers; while a learner who succeeds after two tries will no longer be frustrated at having to wait for his colleagues: time can be devoted to exploring the game in depth or helping those who encounter difficulties.   -        Stimulating educational interactions between learners: serious games are used to stimulate educational interactions between learners, like some multiplayer games. Learners can also be invited to play on the same machine side by side to stimulate interactions: give each other advice, point out information that seems important, find strategies together to win, etc.   -        Offer concrete representations: It is difficult for some learners to assimilate some kind of concepts because they are too abstract (mathematical formulas, theoretical approaches, etc.). Problems proposing to calculate the speed of filling baths or the time at which trains cross seem very far from our daily life. In addition, it is not easy to represent mentally the water flows according to stated flow rates or the speed of trains over an entire route. Some games and serious games offer the advantage of giving concrete and animated representations of such abstract notions.   Of course, we can also point out limits to the use of play as an educational method:   -        Poor quality games: some games or serious games can be of very variable quality depending on the skills and intentions of their developers. However, it is difficult to judge the educational potential of a game or a serious game in an absolute way: some trainers will see in bad titles educational interests to establish their remarks or propose a study of cases. -        The importance of debriefing: according to experiments carried out by Jacob Habgood [3], the same game is much more effective for acquiring knowledge if the trainer proposes a collective "debriefing" with its learners after the play session. -        Des contraintes matérielles et logistiques: it is important to measure upstream the logistical implication that the use of digital games in training can represent beyond the work of a trainer: availability of computers or peripherals that could run correctly digital games. The quality of the Internet connection is also a parameter to take into account. -        A negative representation of video games: when they come in a digital form, serious games undoubtedly suffer from the negative image that taints the video game. The media and parents often denounce the violence of certain types of games such as First Person Shooter (FPS) games in particular. This is a complex subject. Print media, film, radio, television, rock’n’roll, comics, and the Internet have also been the target of sustained criticism before being appropriated by society. For some researchers, the hostile reactions towards the video game are the sign that it is going to settle in a durable way in our society. But in this context, making use of digital games in training can slow down some trainers.   -        Ideological obstacles: trainers could evoke many obstacles to the use of games or serious games:  o training programs too busy to allow the testing of new pedagogical approaches; o fear of the opinion of colleagues, management, or even the learners themselves; o fear of having to change their role: moving from a traditional pedagogical approach to a more active form; o lack of equipment or resources; o low remuneration with regarding the work to provide; o lack of interest to play or the supposed incompatibility of using games with their training; o ignorance of the computer tool or a lack of information about serious games; o fear of introducing values ​​that are not compatible with those of the training center (playing at work, learning associated with entertainment, effortless learning ...); o fear of losing control of training or technology or of showing a lack of videoludic or technological knowledge face to learners; o strong constraints from the training center or the institution: lack of understanding, resources and means, adapted training, support; o risks encountering resistance among the learners themselves or causing only their boredom ...   The advantages and limits associated with ludo pedagogy are therefore multiple. The development of educational methods therefore requires various skills to deal with these different parameters. If we can manage with all of these elements… How can we build our educational sequence? To do this, it is appropriate to structure the ludo pedagogical sequence in three phases, as Nicole Tremblay teaches us with her "three pedagogical phases" (Tremblay, 2007, pp.102-104). In concrete terms, as Julian Alvarez explains (Alvarez, 2019, p. 225):   "Upstream of the pedagogical situation": to prepare the ground by giving meaning to learning on behalf of the learner. "During the pedagogical situation": to motivate the learner, to give him confidence, and to distance himself from the situation. "After the pedagogical situation": debrief the activity.   A review of these three phases shows that the trainer must take on different roles. He/she will thus be in turn facilitator, coach, mediator, teacher, possibly pedagogue and sometimes even master of the game. At the same time, it should always be borne in mind that the learners will interpret the proposed gaming activity and the associated messages according to their own cultural references, their history, the issues associated with the training, being alone or in a group, their mood at the time, etc. For this reason, the debriefing that follows the play is strategic. It will allow the trainer to try to refocus the learners' interpretations on the pedagogical objectives targeted. In order to do this, the trainer must question the various learners. This can take the form of the following four key questions:   What did you feel? What do you think you learned? Do you think you will use this learning in your daily life or professionally? What could you suggest to improve this sequence of Immersive Learning?   These four questions are not exhaustive, but are an example of a debriefing that can be proposed for a serious play activity. Their objective is to first evacuate the excitement or anxiety linked to the gaming activity and then to distance oneself from the learning addressed, reinforced or acquired as well as the mobilized know-how. Once this distance has been established, it is clear that play is no longer appropriate. We enter into a didactic exchange or even a debate that allows the trainer to orient his learners towards his pedagogical objectives. It is at this stage that it is appropriate for the trainer to reduce as much as possible the interpretations which would be too far from the targeted pedagogical messages. Once this stage has been completed, it is interesting to check whether a transposition between the proposed game activity and concrete applications in the everyday world is conceivable. Finally, as ludo pedagogy is an iterative approach, it is important for the trainer to gather information from the learners that could improve the proposed activity for the next time. Ludo Pedagogy is thus a method that aims to transform the learners, but at the same time, the trainer and the game system can be transformed as well. Written by Julian Alvarez Phd / HDR in Communication & Information Sciences - Specialized in Ludopedagogy & Gamification ALVAREZ, J. (2019), Design des dispositifs et expériences de jeu sérieux, HDR, Université Polytechnique des Hauts-de-France, pp.184-188, https://hal.archives-ouvertes.fr/tel-02415027v1 HABGOOD, J. (2007),  The effective integration of digital games and learning content, PhD Thesis, England : University of Nottingham HOCHET, Y. (2013). « Evaluer le Serious Gaming : L’expérience autour de Sim City », evirtuoses 2013, VALENCIENNES, (FRANCE). TREMBLAY, N. (2007). « Formation initiale des enseignants, médiation pédagogique et approche philosophique », in TREMBLAY, N. (dir.), Des pratiques philosophiques en communauté de Recherche en France et au Québec, Presse de l’Université de Laval (PUL), LAVAL, (CANADA), pp. 95-116. WASTIAU, P., KEARNEY, C. & VAN DER BREGHE, W. (2009), How digital games are used in schools? / Quels usages pour les jeux électroniques en classe ?, European Schoolnet, http://games.eun.org/upload/gis-synthesis_report_fr.pdf  

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October 14, 2020
Health
Professional training and COVID-19: post-summer vacation check-in

How COVID-19 Has Challenged the Professional Training Industry The impact of the COVID-19 crisis on businesses has been immense and, as the summer vacations come to a close, it continues to bring uncertainty into the workplace. Employees, EHS managers and heads of departments ponder the implications of going back to work and possible means of minimizing them. At the heart of the issue, training is also resuming, now driven by a dual challenge. Not only does everyone need to be trained in the new steps and habits they have to practice at work, but training itself should not become an additional source of risk. However, professional training and COVID-19 need not be an oxymoron. On the contrary, the situation might invite one to reflect on the effectiveness of EHS training as we know it and to consider ways in which it could be improved. Professional Training and COVID-19 : Raising Awareness to Make Going Back to Work Safer While many businesses already had strict hygiene requirements in place for their facilities and employees prior to the coronavirus pandemic, the unforeseen event has undeniably changed the situation for most of them. Creating a safe work environment for every staff member now implies respecting a new set of rules (social distancing, wearing a mask, rigorous sanitary measures, etc.). It also means everyone needs to stay informed. Immersive Factory training experts invite every person involved to consider awareness and accessible information as the first and main step towards securing the workplace. Occupational risk prevention can indeed not fulfill its role without perfect knowledge of existing risks, the measures that can be taken to mitigate them and the behaviors recommended in case of emergency (an employee who exhibits symptoms, for instance). Make sure trustworthy sources of information are readily available should any doubt arise. To that end, training is a compelling possibility. For more pressing issues, however, rules can be displayed in full view of anyone it may concern, inviting them to refer to reliable sources of information. The CDC or the NIH , for instance, provide up-to-date advice on the spread of the epidemic and on how to act appropriately. This will allow you to ensure working conditions within your company are as optimal as the situation permits.  Managers with a Responsible, Reassuring Attitude When faced with a situation where various elements of uncertainty, or even risk and danger, throw off a professional routine, maintaining a rational attitude and handling over-solicitation calmly and efficiently is as crucial as it is complicated. Managers and heads of departments need to learn how to redefine their role amid an unprecedented context. According to a survey carried out by Immersive Factory, 77% of them see the number of requests they receive go up, sometimes leading to additional difficulties that should ideally be averted. To avoid such complications, implementing a culture of shared accountability is a good way to prioritize COVID-related issues. Once again, making sure workers have access to reliable information prevents the risk of misinformation which could wreak havoc among them. By providing them with up-to-date knowledge, you can promote a permanent watchfulness which will benefit both the group and the individuals. In keeping with this cohesive approach, communication should be as transparent and as unbiased as possible. Be clear about how the pandemic has impacted your objectives, present a well-thought-out action plan, and explain how the workload is distributed between the employees. This distribution should take their availability into account, all while guaranteeing official recommendations can be observed. Share your reflections on every aspect of the situation and set definite KPIs which will help your team reach satisfactory results. A Positive Environment to Promote Trust and Serenity Making sure measures are enforced does not necessarily mean employees should feel as though they are constantly being monitored as this could give them the impression that management does not trust them. Instead, try to favor communication, openness, and serenity. COVID-19 risk prevention also implies being aware of the psychosocial dangers the unusual situation fosters. Social distancing, wearing a mask, systematic disinfection and other preventive behaviors can create a response ranging from discomfort all the way to very serious consequences affecting long-term mental health . These invisible hazards rarely get all the attention they deserve. Yet, the health crisis has emotional side effects whose impact on businesses should not be ignored. According to a study conducted by Canadian cooperative financial group Desjardins, investing in employee well-being contributes to lowering absenteeism rates and increasing turnover. The survey shows that ROI can reach $1.50 to $3 for every dollar invested by a company. (1) New Work Processes Inspired by EHS Training For many businesses, the best way to follow recommendations to the letter consists in having their employees work off-site, or at least in operating with reduced staff levels. While the benefits of such practices amid a health crisis are easy to demonstrate, the situation is quite different from anything workers are used to. It is therefore important to adopt an appropriate approach. Working from home requires a suitable form of support. Managers need to know how to respond to discouragement, indifference, and sometimes even a feeling of isolation employees can develop from a lack of human interaction. A link between professional training and COVID-19 can be established as a means of countering this difficulty. The interactive tools used to host remote meetings and teleconferences online, for 3D simulation, for gamification and for virtual reality set-ups, for instance, provide a concrete solution to maintain social ties within a team. However, opting for the right approaches is paramount, or they may not have the effect intended. According to the study conducted by Immersive Factory, 80% of businesses gave remote training a try during the confinement period, of which 57% felt it created additional complications. Still, their opinions on how streamlined the managing experience was for these types of training vary. To make remote training and using online tools to interact with one’s peers truly sustainable, quality must be at the heart of the strategies to promote engagement and offer a positive experience. Remote Interactions as a Value-Added Approach to Business Exchanges Instead of seeing remote methods of communication and interaction as an inevitable, last resort solution only acceptable during lockdown, new technologies invite us to rethink business dynamics. Such novel distance learning approaches as immersive learning, for one, meet this particular need. Through gamification, these methods allow participants to experience training ‘as if they were there in person’ without even getting out of the house. Though virtual reality (or VR) headsets used to be a seasoned gamer’s prerogative, serious gaming has now become so popular corporate training seems to favor it over more traditional techniques. Even serious escape games appeal to an increasingly diverse market. And with good reason! From supporting new employees more effectively to streamlining processes involving partners and subcontractors, immersive programs constitute a compelling link between professional training and COVID-19 . For instance, immersive EHS training stimulates learners and promotes memorization. Accessible from anywhere and without requiring any compromises on quality, these solutions rely on highly realistic virtual situations through which participants ‘learn by doing’. Particularly useful in risk management or prevention training, these approaches contribute to reducing the number of accidents. Thus, the Capgemini Research Institute has reported that 83% of the businesses that opted for virtual reality state that they exceeded their objectives in terms of efficiency, productivity and profitability. (2) Whether it be to ensure training can continue without compromising the health and safety of the participants or to teach employees how to observe recommended practices during the pandemic, immersive learning offers excellent results. This explains why more and more businesses wish to find out about its true benefits. Immersive Factory’s study indeed shows that 68% of respondents consider virtual reality a solution well-suited to their sanitary measures. In the future, occupational health and safety will be at the heart of corporate strategies. Businesses will need to tighten their hygiene standards for the long term and to have any staff member who may be sick wear a mask. They will be forced to consider external actors differently and to raise awareness about the issues that pertain to certain work environments. Employee well-being will be given much more attention than ever before. Finally, EHS training will include more and more elements and occupy an increasingly central place in corporate strategies. 90% of those interviewed over the course of our study confirm this tendency. Professional training and COVID-19 are now intertwined to the same extent as other aspects of corporate life the lockdown period had a severe impact on. Presently, as everyone is getting back to work, the lessons learned from the crisis are taking the form of new work habits. If implemented properly, these will contribute to shaping the business world of tomorrow.    (1)  Visa Desjardins (the largest cooperative financial group in Canada), conducted a three-year program to great results. Their objective was to help employees take charge of their own physical and psychological health and to give them all the tools necessary to achieve this goal. These measures contributed to a 28% decrease in absenteeism and to a 54% drop in turnover rates. For every dollar invested by the employer, return on investment was estimated to be between $1.50 and $3. (2) https://www.capgemini.com/fr-fr/news/technologies-immersives-lusage-de-la-realite-augmentee-et-de-la-realite-virtuelle-devrait-simposer-en-entreprise-dici-les-trois-prochaines-annees/    

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September 28, 2020
Innovation
Immersive learning in the US: What is virtual reality training?

Thanks to virtual reality, training is at the forefront of technological innovation. Discover all you need to know about immersive learning in the US. What Is Immersive Learning? When reality meets science fiction, training begins to explore new approaches, new tools with the potential to revolutionize the way we perceive pedagogy and memorization. Immersive training – or immersive learning in the US – provides a means to assimilate skills by interacting with a digital environment through a VR (virtual reality) headset or in a conference room using an avatar. You may have already encountered such devices as they are now very widespread in the gaming industry, though they constitute a rather unique training method. Let us get into the ins and outs of virtual reality training. An Introduction to Immersive Learning in the US Immersive Factory aims to transform “how industrial organizations train their teams on such strategic issues as health, safety and the environment”. Such a revolution could not have been initiated without a novel approach and a dash of fantasy. The result: impactful EHS immersive training, which provides workers with a highly effective solution to retain almost the entirety of the information they encountered. Our home page will allow you to see our offer and to learn how the VR training can be adapted to fit your own objectives. Immersive learning in the US stems from the notion that experience aids in memorization. This innovative training method is based on a simulation, where the participant is immersed in a virtual environment. Every detail of this virtual reality training setting is designed with a purpose in mind. Thus, learners are confronted with situations that demand they put their theoretical skills into practice and “learn by doing” to help them remember the information. The virtual universe they evolve in is highly interactive and challenges both their mental and their physical alertness. As the relevance of the surroundings has a vast impact in the psyche, virtual scenarios capture the attention of the participant. The events that unfold encourage them to exert their mental faculties to react or reply within the allocated time. Finally, sensors round off the apparatus and translate the person’s movements into actions inside the simulation. Feedback is instantaneous and the experience is akin to a real-life challenge. It takes the shape of visual and auditory cues that the learner perceives thanks to the headset or speakers attached to the screen. A responsive platform can also be added to the set up to emulate walking and other types of movement. Beyond the concrete sensations which greatly contribute to memorization, immersive training allows learners to make mistakes whose consequences remain entirely virtual and, as such, have no impact on the real world. As digital devices are becoming more widespread (particularly thanks to the video game industry), immersive learning in the US is reaching businesses of all sizes. Hardware giants – such as HTC and Samsung – are now distributing high-quality VR equipment and making it available from a variety of outlets. The Educational Benefits of Immersive Training The principles of immersive learning in the US include several benefits, the main one probably being the active nature of the method. As the user is asked to perform a series of actions under real-life conditions, they focus all their attention on the tasks at hand. Instead of being placed among a group of learners who passively receive information, they need to personally involve themselves in their own training. Active learning, when applied to immersive training, harnesses the benefits of virtual reality to make actions and sensations coexist. This translates into an educational approach which offers remarkable results. According to a study conducted by Capgemini, 82% of the companies where virtual reality has been used state that they have exceeded their objectives in terms of efficiency, productivity, and profitability. A PwC study from 2020 shows that learners who were trained through immersive learning were 4 times as focused as their e-learner counterparts and 1.5 times as much as with traditional training methods. Optimal Engagement One of the first characteristics at the heart of immersive learning in the US is all in the name: immersion. Gamification invites the participant to be constantly active and to engage personally in how the scenario unfolds. This presence translates into undivided attention and a strong identification with the situation. Learners feel directly implicated and the recreational aspect maintains that connection. This leads to the learner wanting to carry out their “mission” and, consequently, to them acquiring knowledge. Better Memorization This much personal commitment and motivation lead to a high level of memorization, which the experiential nature of virtual reality training strongly reinforces. Simulation creates a “place” where skills can be exercises and tested, which is particularly important in the case of EHS immersive training, for instance. The modules are made up of scenarios which branch out in various directions and allow learners to go through a whole array of experiences within the same program. Trainees can always interact with the module again some months later to anchor the notions they have learned perfectly and keep on practicing safely. A few minutes of immersive training are then enough to “reactivate” skills effectively. Training Workers to Face Delicate or Dangerous Situations Immersive learning in the US is designed to offer the same sensations and efficiency as real-life training. It allows participants to take the scenario very seriously, all while knowing they are not in any danger and that a mistake on their part will not lead to putting property or people at risk either. Learning to use sensitive equipment or to master complex tasks can then be done in a context where trainees feel perfectly confident, and without the fear of doing wrong creating any inhibition. Failure does not result in possible judgment on the part of co-workers, and risk-taking can even be encouraged. More action also means more practice, which contributes to the development of immersive skills and translates into concrete abilities. A Different Approach to Training Immersion learning in the US provides a different outlook on professional training, particularly in a context where typical interactions are being challenged for several industries. Without any geographical constraints, immersive training only requires minimal equipment to be implemented, regardless of the scale. Those wishing to work remotely can be given the possibility to evolve in the same “facility” as their colleagues, for instance. As for on-site teams, they no longer need to travel for training purposes, and a few minutes are all it takes to reactivate previously learned notions. This considerable time advantage contributes to short-term return on investment. Beyond virtual reality training, this type of simulation may be used to test a variety of skills simply and effectively. Regardless of geographical location or schedule, having access to a VR headset is all that is necessary to submit to the exercise.  Immersive Learning in the US: Future-Focused Training In a context where dematerialized training (e-learning) is becoming increasingly relevant, immersive training appears as the perfect solution to combine theoretical teachings with a practical approach. Exceptionally scalable, every detail of these tools can be adjusted thanks to some updates so that the content integrates new elements. Employees can then go through a VR session to learn all they need to know about how their own actions must reflect the changes implemented by the company as a whole. Immersive learning in the US is also an invitation to work on some important – though sometimes neglected – soft skills. It is inscribed in an approach where the very notion of training can be reshaped. Personal behaviors – including empathy and civility – can be put to the test thanks to any module, even those supposedly designed for practical skill learning. Sales techniques are a perfect example of multidisciplinary know-how. When immersed in a virtual reality scenario, participants not only learn how to present their company’s services, but also how to apply subtlety in how they address the clientele. The promises of VR are as diverse as they are relevant. The concept of immersive learning in the US is ideally positioned to become an extraordinarily reliable recruitment tool which places the candidate in a lifelike situation to evaluate their skills and allow them to discover the company through onboarding. Job interviews could take on a completely different shape and applicants would be given the opportunity to truly prove their worth!   Now making its way towards very eclectic fields, such as real estate or medicine, virtual reality is no longer just for the benefit of the aeronautic industry or the gaming market. Endlessly customizable digital environments offer great potential for visualization that goes far beyond what typical video media (such as e-learning software) can support. Immersive training creates a multisensory experience which modifies our relationship to knowledge and how we acquire it intrinsically. Finally, this extremely novel medium almost promotes a return to the “roots” of learning by conveying information empirically thanks to the reintroduction of a subjective dimension. Human beings enjoy making discoveries through their own experiences and thrive in contexts where they can draw their own conclusions from trial and error. Virtual reality puts back into our hands a power that passive education had cast aside. While technological media are sometimes branded as indolent, VR and immersive learning in the US are overturning this notion once and for all!    https://www.capgemini.com/fr-fr/news/technologies-immersives-lusage-de-la-realite-augmentee-et-de-la-realite-virtuelle-devrait-simposer-en-entreprise-dici-les-trois-prochaines-annees/ https://www.pwc.com/us/en/services/consulting/technology/emerging-technology/vr-study-2020.html?WT.mc_id=CT1-PL50-DM2-TR1-LS2-ND30-PR1-CN_AD-DT-TL-DIGITAL-TRANSCEND-TECH-06FY20-VR-SOFT-SKILLS-WEBPAGE-LI-organic&eq=CT1-PL50-DM2-CN_AD-DT-TL-DIGITAL-TRANSCEND-TECH-06FY20-VR-SOFT-SKILLS-WEBPAGE-LI-organic  

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September 21, 2020
Events
Immersive Factory’s participation in September events

IMMERSIVE FACTORY is excited to be part of two different events in September 2020 to keep up with industry news, to connect with other key players and exchange valuable information. Moreover, IMMERSIVE FACTORY will be present to introduce their new platform!   EVENT 1: eLearning EXPO IMMERSIVE FACTORY is excited to join the 20th edition of the E-learning EXPO in Paris, France on Sept. 22, 23 & 24 2020 at booth #C35 . It is a three day training and digital learning fair filled with interesting exhibitions, conferences and workshops.  Digital learning, mobile learning, serious games, gamification, virtual and augmented reality, immersive learning. Nowadays, there is an increasingly diverse range of training offers and solutions. However, the challenge remains the same: to place people (the employee) at the heart of the company and organizations, and allowing them - by learning - to flourish and to contribute even more effectively to the overall performance.  This event is therefore a great opportunity for IMMERSIVE FACTORY to expand our knowledge and grow as a company. Join and meet us at booth #C35 !   EVENT 2: Future of HR IMMERSIVE FACTORY is pleased to participate in Future of HR , an online networking event on the digital transformation of the HR function from September 15 to October 9 2020 . On September 29th, there will be talks and debates on HR function stakes. While IMMERSIVE FACTORY is used to trade shows on security, prevention and technologies, participating in a trade show on human resources is a new challenge. We are looking forward to meeting and discussing our innovative solutions with HR managers. IMMERSIVE FACTORY believes that immersive learning is a considerable asset for the HR function in order to value and evaluate the potential of a candidate or an employee; it is also an opportunity to highlight necessary improvements and thus improve overall performance.  

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September 18, 2020
Innovation
Reinventing HSE training to better involve employees 

Immersive Factory conducted a survey of hundreds of HSE managers. Its aim is to identify and explain the changes brought about by the Covid-19 health crisis in the organisation of companies on their HSE strategy. HSE, already at the heart of corporate strategy before the crisis, will become a major element in crisis management, and then in the implementation of the new normal for the health and safety of its employees.   Safety days to be reconsidered  Safety days are a major asset in raising awareness and prevention within the company or organisation.  80% of the respondents to our study organised at least one safety day per year before the health crisis.  Even if the health crisis has an impact on the organisation of the company and its events, HSE managers do not intend to reduce the frequency of their safety days 86% will maintain their safety days this year. Moreover, nearly 30% of them wish to change the formula of their safety day. Indeed, this type of event needs to be rethought to adapt to health measures. Safety days are still very important in the prevention strategy of companies and organisations.    Management of distance learning Nearly 80% of the respondents conducted distance learning during lockdown, underlining the company's willingness and necessity to continue training as best as possible, even in times of crisis, and even at distance. However, feedback on the effectiveness of the training courses over this period was mixed. 48.7% of these training courses were judged to be effective, or even very effective, but almost 50% of them were not considered sufficiently effective. By contrast, 63% of training plans in the pre-crisis period (early 2020 and before) were considered effective or even very effective. Almost a third of respondents did not find their training plans sufficiently effective, while half of them thought this during containment. The willingness feedback from these training courses can be explained by the training methods used during the containment, there was an explosion of PowerPoint/booklet training compared to before the crisis: 58.3% compared to 37.1%.   Transforming training In light of the possible limitations of traditional training plans, which have been highlighted by the Covid-19 crisis, 62.3% of respondents are in favour, or even very much in favour, of changing the types of training they organise. 71.4% would like to test new forms of immersive training allowing them to bring their teams together at distance. This is in line with the need to digitalise training courses for greater performance.   In order to adapt training to the challenges raised by the post-Covid-19 world, only 17% of those surveyed were interested in face-to-face training, compared with 97.1% who were interested in organising face-to-face training before the health crisis.  HSE courses need to adjust and rethink their traditional types of training. Virtual reality training is seen as a solution adapted to health measures by 68.2% of respondents; 34.3% for augmented reality training. The context of the Covid-19 crisis will amplify the digitisation of training courses, thus responding both to a demand for health protection and, above all, for greater efficiency of training courses through digital technology.    The rising place of HSE in the company's strategy For more than 90% of respondents, the place of HSE training in the company's overall strategy before the Covid-19 crisis was important, even very important. In their company's new strategy to respond to the crisis in the short and long term, 75.1% of them say that the place of HSE training in the company's overall strategy will become important, even very important. During lockdown, 77% of the HSE managers were under more pressure than normal. This also places the HSE function as an element of crisis resolution and management. This demonstrates, once again, a willingness to continue training and to transform it to meet a need both in terms of taking into account new HSE standards, and in terms of target (wider, including all company employees, subcontractors, visitors, etc.). They also believe that their teams are motivated, 69.4% of them even highly motivated, to now pursue HSE training.

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July 2, 2020
General
Cleaning Guide for HTC Vive Headset

This guide is taken from the official document proposed by HTC for the maintenance of all the VR headsets in their range:  Vive Cosmos Vive Pro Eye Vive Pro Vive Vive Focus Vive Focus Plus What to use Since sweat and heat may quickly build up when you’re using your VR equipment, keep it clean and hygienic at all times. Clean the headset, controllers, and other accessories between uses, especially if you use them often or share them. For cleaning, use a microfiber cloth—the same type used for wiping glasses or screens. Use the microfiber cloth that came with your VIVE product, or purchase one if you lost it. For disinfecting leather face cushions, exterior (hard surfaces) of headsets, and other accessories, we recommend: Dampen a microfiber cloth with one of the following disinfectants: Diluted alcohol solution that contains 70-75% alcohol Diversey Virex ® II 256 Disinfectant Cleaner (1:256 dilution) Alternatively, you can use one of the following disinfecting wipes: Clorox ® Disinfecting Wipes (Bleach-free) PDI Super Sani-Cloth ® Germicidal Disposable Wipe Important : Do's...   Prepare several microfiber cloths to use for cleaning. Make sure they are dust free. Make sure your microfiber cloth is damp—not dripping—when moistening. Liquid dripping into the headset or controllers could cause damage. Use a water-dampened microfiber cloth to wipe the headphone pads (on PC-based headsets). Use only a dry microfiber cloth to wipe lenses or eye trackers ... and don’ts Do not spray disinfectants or other liquids directly on VR equipment. Do not apply disinfectants or wipes to foam material (such as foam face cushions), fabric (such as straps), or sensitive components (such as lenses or eye trackers). Do not dip or soak the headset or controllers in liquid. Aside from the above recommendations, do not use other organic solvents for cleaning the exterior of headsets, controllers, or accessories. Do not use acidic liquids. Do not use UV light to sterilize headsets. Do not tumble dry, iron, or expose face cushions to direct sunlight. Contact with skin and hair can occur in the following places: the face cushion on the inner front side, headset strap that goes around the back of your head, and the side cushions near the headphones (on PC-based headsets). To maintain cleanliness of the headset, you can use third-party disposable covers such as disposable face masks and head caps to avoid direct contact. Maintaining VR equipment cleanliness Before you begin, make sure to wash your hands thoroughly. For PC-based headsets, unplug the headset cable. Follow the steps below to clean your VR equipment and keep it hygienic. For PC-based headsets, remove the face cushion. Clean the lenses (and eye trackers for VIVE Pro Eye): Use an air pump to blow away dust and particles from the lenses (and trackers). Use a dry microfiber cloth to wipe the lenses (and trackers). Wipe in a circular motion from the center to the outer edges. While cleaning the lenses, be careful not to scratch the lenses or disassemble other parts of the headset. Lorsque vous nettoyez les verres, veillez à ne pas les rayer et à ne pas démonter d’autres parties du casque. Clean the face cushion: For a foam cushion, clean using a water-damp cloth. Completely dry at room temperature. For a leather cushion, clean using one of the recommended disinfectants or wipes.   Dry it using paper towels to remove residue from disinfectants. This helps prevent possible skin irritation or allergies. For PC-based headsets, reattach the cushion. For PC-based headsets, clean the headphone pads:   Dampen a microfiber cloth with water and use it to gently wipe the surface of the headphone pads. To avoid damaging the headphones, make sure water is not dripping from the cloth into the headphones. Using one of the recommended disinfectants or wipes, clean the hard surfaces you touch the most, such as the top and bottom parts of the visor, headset band, adjustment dial on the back side of the headset, and the controller handle. Completely air dry the headset and controllers. Before wearing the headset, putting on disposable covers such as disposable face masks and head caps is recommended. This helps keep the headset hygienic.

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May 7, 2020
General
Partnership with Matts Digital

IMMERSIVE FACTORY and MATTS DIGITAL have signed a partnership to promote the deployment of training in Virtual Reality in companies. Paris, April 28, 2020 – IMMERSIVE FACTORY , publisher specializing in the development of Environment, Health, and Safety training, and MATTS DIGITAL , value added distributor in Virtual and Augmented Reality, have entered into a partnership to promote the deployment of Virtual Reality training in companies. This partnership is concretely reflected in the development of an immersive ready-to-use bundle, consisting of a   HTC VIVE Focus Plus Virtual Reality headset with the Business Warranty and Services contract , a backpack specially designed for VIVE Focus Plus,  a Microsoft wireless adapter allowing to duplicate what the headset user sees on a TV screen, a complete cleaning kit for the headset, for users’ hygiene and safety, the pre-loading of IMMERSIVE FACTORY software platform , as well as a hotline ticket  to support the user during the operational implementation of the Virtual Reality headset. This bundle, available at both IMMERSIVE FACTORY and MATTS DIGITAL is sold at the price of 1040 Euros (excl VAT) and can be shipped anywhere in Europe or worldwide. Offer :  https://www.matts-digital.com/PBCPPlayer.asp?ID=2124305

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May 6, 2020
General
Hygiene instructions for VR headset

Sharing the use of a headset with your colleagues or your family is not without risks, we know that you already take great care to clean your headset between each passage, but it is always good to remember a few simple and effective notions. Facebook ( Oculus ) has issued an official press release explaining how to clean your Oculus headset. However, the advice also applies to HTC or Valve headsets. Advice on Headset Sharing Facebook tells us that it is not recommended to share a Headset with a person with viral symptoms, this does not only apply to COVID-19. In addition, Facebook invites all Oculus headset owners to read the health and safety notice.  Cleaning instructions Headset and controllers Wash your hands before using headset. Use nitrile gloves for cleaning and discard them after each use. Between cleanings, wash your hands thoroughly or use a sanitizing gel. Clean equipment between uses with non-abrasive, antibacterial wipes. For devices that do not have wipeable face interfaces, use protective masks while following the same cleaning guidelines as above between uses. Headset Lenses Use a dry microfiber optical lens cloth to clean the lenses on your headset. Do not use liquid, alcohol-based or chemical cleaners. Note:  Alcohol-based cloths should not be used on the lenses as they may damage them. Alcohol-based wipes should only be used on other headset components. Use them with care.   Source : business.oculus.com

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