How Oculus Quest and mobile VR will disrupt life science learning

  • Anders Gronstedt, Gronstedt Group

Strap on a virtual reality headset, grab hand controllers and step into a hyper-realistic virtual dialysis clinic or pharma manufacturing facility. Mobile virtual reality is here. Industry-leaders like DaVita and Novartis are already using VR to develop learning simulators modeled on the flight simulator, which has (up until now, anyway) been the gold standard for skill-based learning. Join us for a session packed with demos and cases studies on how life science companies are unlocking the value of VR learning. Try out the much anticipated standalone room-scale VR headset. The Oculus Quest lets users roam freely while making full use of their hands, without distracting wires, reliance on a PC or other limitations.

Virtual reality creates a visceral sense of “presence” – of actually being in the situation. It promotes learning in the context where the skills will be applied. The research is conclusive: Repeated actions in virtual reality alter neural wiring, building muscle memory and improving real world performance. VR is also hailed as “the ultimate empathy machine,” allowing learners to walk a mile in the body of a patient or physician. VR is also disrupting clinical visualization; shrink down to the size of a cell to get a new perspective on how a drug helps cure a disease.

New enterprise-grade platforms enable safe deployment of VR behind the firewall integrated with LMS and LRS. However, learning tools are only as good as the strategists and developers building them. This workshop will show examples of high-impact VR simulations.

  • Date:Tuesday, June 4
  • Time:2:00 PM - 3:00 PM
  • Room:Grapevine A
  • Location:Grapevine A
  • Session Type:Interactive Discussion
  • Submitter Name: Gronstedt, Anders
  • Submission Date (CST): 06/01/2019 12:29
  • Session Level: Beginner
  • Submitter Email: anders@gronstedtgroup.com
  • Session Length: 60 Minute Workshop
  • How are you planning on keeping the learners engaged during this presentation?: Demos and case studies from industry-leaders like Novartis and DaVita on latest gen VR/AR headsets: Oculus Quest, Magic Leap, Knuckle hand controller
  • Learning Objective 1: Integrate demonstrations and practice in VR, allowing students to watch and rehearse skills to building muscle memory in preparation for real-life
  • Learning Objective 2: VR visualization: Seeing the invisible, like air flow under a biosafety cabinet, or Alice in Wonderland shrinking/growing effect, go inside the bod
  • Learning Objective 3: VR the “ultimate empathy machine”: The “body transfer” illusion of mapping your brain to a virtual body allows the student to experience a patient
  • What is the topic your workshop will cover and how is it relevant to the industry?: Virtual reality is poised to upend life science learning as we know it. Do the impossible, safety experience the dangerous, costly or inconvenient.
Speakers
Anders Gronstedt
Gronstedt Group
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