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Below is more info on this publication (intro, authors, and TOC).
Introduction
VR/AR have the potential to revolutionize the way energy sector professionals learn and train. By providing immersive, hands-on experiences, VR and AR can help learners better understand complex concepts, procedures, and equipment in a safe and controlled environment. These technologies are engaging and impactful for all stages of the employment cycle, from recruiting, screening, and onboarding to knowledge transfer and reskilling. They are further invaluable in providing access to virtual training environments from anywhere in the world, reducing the carbon footprint of many traditional training scenarios, and introducing more sustainable solutions.
In 2021, the VR/AR Association Energy Committee released the first in a series of Whitepapers outlining VR/AR utilization and opportunities in the sector. It presented essential features of the emerging technologies of VR and AR, underlying considerations pertaining to Energy Industry and how such immersive technologies may help in overcoming challenges faced by the industry. The paper also highlighted several VR/ AR Use Cases in the Energy Industry which demonstrated the above points.
The objective of this Whitepaper is to provide guidance on what Energy organizations should consider when looking to leverage VR/AR solutions to address challenges in acquiring and maintaining skilled staff. We will outline and describe key considerations in the process of identifying Use Cases, drawing out Specifications, identifying Functionalities, and selecting Hardware. Further, we will address aspects of VR/AR solution deployment and managing the change process.
It is intended that these two papers will serve as reference documentation for both end users as well as VR and AR Solution providers. Taken together, they help to frame requirements in a productive way, by helping companies engage with solution providers using shared language and understanding.
Authors & Contributors include:
- Susan Spark – Schlumberger
- Vi Kellersohn – Oberon
- Ray Deatherage - GTI
Table of Contents:
Contents 1
Introduction 2
Principal Considerations 3
Learning Objectives 5
Type of Content to Develop 7
Technical training (e.g., tools, equipment, fittings, procedures, etc.) 7
Soft skills (e.g., empathy, communication, etc.) 8
Informational (e.g., tour of facilities, sites, etc.) 8
Hardware Equipment 8
Desktop deployments 13
Other Considerations Impacting Hardware Selection 13
Comparison of types of equipment (how much detail?) 14
Content Distribution 14
Company platform 14
Third-party platform 14
Data and Scoring 14
Functionality 15
Integration Support 15
Hardware Equipment 15
Content Licensing 15
Content Development 16
Human Factors - Ensuring best impact 17