Comprehensive VR/AR/XR Solutions for Employee Training and Education

Description of the technology

Comprehensive VR/AR/XR solutions for employee training and education include advanced systems that enable the creation of realistic simulations and interactive learning environments. By using virtual reality (VR), augmented reality (AR), and mixed reality (XR), employees can participate in training in a fully immersive environment. These technologies are used in various sectors, such as industry, medicine, the military, aviation, and education, supporting the acquisition of practical skills without the risks and costs associated with physical training.

Mechanism of action

  • VR/AR/XR training solutions are based on simulating realistic environments in which users can practice specific skills. VR goggles and AR/XR devices provide images of 3D models that respond to users’ movements and interactions with virtual objects. Simulators enable employees to simulate complex tasks, such as technical operations or emergency drills. With these solutions, it is possible to conduct training without risk and repeat scenarios at any time. Participants’ progress is tracked and the data is analysed to assess their performance.

Implementation of the technology

Required resources

  • VR/AR/XR platforms: Tools and software for designing and conducting training simulations.
  • VR/AR devices: Goggles, sensors, and controllers that enable interaction with simulations.
  • Servers and cloud computing: Infrastructure for processing and storing training data.
  • Team of specialists: Programmers, 3D graphic designers, and VR/AR training project management specialists.
  • Computing environment: Computing power needed to render simulations in real time.

Required competences

  • Computer graphics: Ability to create realistic three-dimensional models and animations.
  • Programming: Knowledge of VR/AR technologies and programming languages used to create simulations.
  • Simulation design: Ability to design realistic training scenarios tailored to different industries.
  • Training project management: Competence in the implementation and monitoring of VR/AR training programmes.
  • Software optimisation: Ability to optimise VR/AR applications to run smoothly and without lag.

Environmental aspects

  • Energy consumption: Running VR/AR/XR simulations in real time requires a lot of computing power, which increases electricity consumption.
  • Emissions of pollutants: The production of VR/AR equipment and IT infrastructure can lead to CO2 and other emissions, especially in the context of data centre operations.
  • Raw material consumption: The production of advanced VR goggles, controllers, and sensors requires the use of rare raw materials, which increases pressure on natural resources.
  • Recycling: Upgrading VR/AR equipment generates electronic waste that must be properly processed to minimise environmental impact.
  • Water consumption: Cooling data centres that support VR/AR/XR platforms can lead to significant water consumption, especially in large IT infrastructures.

Legal conditions

  • Legislation governing the implementation of solutions such as AI Act (example: regulations on accountability for VR/AR/XR training simulations used in the medical and industrial sectors).
  • Safety standards: Regulations for data security and user protection in the use of VR/AR/XR solutions (example: ISO/IEC 27001 regarding information security management).
  • Intellectual property: Protection of 3D models, algorithms, and software used in VR/AR/XR simulations (example: copyright on VR/AR content and technologies).
  • Data security: Regulations for the protection of personal data of trainees that may be processed by VR/AR/XR software (example: GDPR in the European Union).
  • Export regulations: Restrictions on the export of advanced VR/AR technologies and related equipment to sanctioned countries (example: regulations for the export of VR/AR technologies to restricted countries).

Companies using the technology