First enterprise-ready multi-user VR platform launched

London-based Immerse has launched the world’s first multi-user VR system for enterprise.

The platform will allow multiple users to create and share VR/3D experiences for business applications. The company is already working on a number of live projects, specialising on offering solutions in the defence, engineering, manufacturing, healthcare, energy and communications sectors.

“Our platform is specifically designed to democratise the VR experience, allowing VR content creators to upload their own experiences from anywhere in the world and then share them in a way that enables users to meet in the same virtual environments,” said Tom Symonds, Immerse CEO.

The company operates a flexible development model meaning that whether created in-house, by Immerse, or even by third parties, our customers own their own content and are free to develop and redesign.

Submarine training

An example of the kind of enterprise applications that the platform could be used for is a submarine training application developed for QinetiQ. The British multinational tech company tasked Immerse with coming up with an alternative to real at-sea training for the Royal Navy.

What they got was a multi-voice VR submarine control room, with working displays, VR boat operators and interaction points. This allows trainees to collaborate with colleagues and train for dangerous situations from the safety of dry land.

Helen Dudfield, chief scientist for training and human performance at QinetiQ, said:

“Rigid training in fixed workspaces will make way for courses that offer the flexibility to learn wherever and whenever is convenient. Most importantly, technology can vastly improve the quality of learning by tailoring courses to students’ individual competencies and circumstances.

“Employers can reap the rewards of a highly skilled workforce at lower risk, and be confident of an excellent return on their investment in their people.”

The enterprise VR market is predicted to grow rapidly over the coming years, and begin to outpace the  consumer market.

“Over the last twelve months we have seen a marked increase in the number of businesses who are interested, and willing to invest, in VR,” continued Symonds.

“With businesses being able to create their own VR scenarios easily and without prohibitive costs, we believe demand is only set to grow, with future applications emerging as adaption continues.”

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