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- Duration: 33 mins
- Publication date: 09 May 2016
Abstract
Going Beyond Games: Developing military VR for training and innate skill identification
Overview of needs of VR in military training
Understanding specialist and complex users and implementing their needs in training systems
Case study of a VR medical training system for non-medics which we developed
Case study of a VR innate skill identification system for recruitment and ongoing skill development
Look at future needs of such systems
Innovation through visualisation
The film and gaming industries have long been at the forefront of visual effects and immersive technologies, which now, more than ever, are being utilised across the science and engineering community.
The first annual IET Going beyond Games seminar aims to provide delegates with insights into virtual and immersive technologies and how this technology is being applied outside the gaming industry.
The seminar will examine and assess the current technology, explore (through a series of case-studies) ways in which it is currently being successfully applied across science and engineering and look at future opportunities for both gamers and engineers as the technology develops.
Virtual Reality isn’t just about gaming
Virtual Reality offers a wide range of uses beyond gaming with the potential to increase efficiency, save time and reduce costs across a variety of industries and applications.
Whether it’s training surgeons on a virtual patient, planning and prototyping large-scale construction projects, exploring the viability of a virtual design, visualising complex information or experiencing a scenario in a virtual cyber-space; many specialised fields are already investing heavily in Virtual Reality and it is fast becoming an increasingly valuable tool for developers and engineers.