Have questions? Discover answers to many of the most common VR and VR Training questions below!
Yes, press the “Pico button” on the controller.
Our Learning Experiences currently support Pico Neo 3 Pro. If your organisation has a different headset, please contact us for custom build pricing options. Eventually we plan to be hardware-agnostic.
The Next World platform can be used for trainers who are wishing to provide a way to enhance and enrich their existing course material, or use to supplement learning areas already covered. Next World’s platform cannot be used solely as a means to certify an individual in a particular course; if that individual has prior certification and simply requires refresher training, the Next World platform can certainly be a means to provide refresher training completion.
Yes, Next World can create custom learning experiences and host these in our VR Marketplace, which are accessibly only to your organisation.
Yes absolutely, headsets are designed to include “Spacers” which lengthens the distance between the persons forehead and the lens’ of the headsets, allowing people to wear the glasses inside the headset. Most people with only minor eye conditions can use the headsets without their glasses, and make a minor manual adjustment while wearing the headset. This works fine for the majority of people.
Yes, but it does come at an small additional cost and takes 2-3 weeks depending on variables. We are looking to update this approach in the future.
Yes! Gamification is an important part of our Learning Experiences. Studies have proven gamification of learning leads to higher assessment scores of 93% compared to 73% with conventional learning methods.
No. All installed Learning Experiences can be accessed in remote places without the need for WiFi. Internet connect is only required to download content updates and upload user data (which is securely stored on the headset until it can be uploaded). It is however recommended to keep the headset connected to WiFi to ensure data is kept up to date on the Next World Platform.
All Next World packages are shipped with complimentary disposable protectors and cleaning wipes. We will also provide a recommend list of VR safe cleaning product options.
Prior to a VR learning experience, new users are easily setup with a user profile; when they access any of the learning experiences, the VR headset knows that it is them undertaking the training and will save all of their data and completion records to the cloud on our Next World Platform. This can then be accessed by the trainer to view and identify any knowledge gaps in the individual. All data can be exported into a CSV file for off-line use. On request, Next World can also API into an existing LMS.
Ensure the headset is connected to WiFi and automatic updates will be prompted on-screen.
Next World’s platform allows for screen sharing of the VR headset to a Windows laptop, PC, or smart TV with Miracasting capability. This is a great feature as a trainer can observe what the student is looking at in the VR learning experience to provide assistance, dialogue, and take notes on any potential knowledge gaps.
The experiences themselves take 20 – 25 minutes to complete, including headset cleaning and adjustment. It is recommended to allow 30 – 40 minutes for the full process and experience.
From the time of payment, please allow 8-10 days for shipping. If you have your own Pico Neo 3 or Oculus Quest, we can deploy the training for you remotely within 1-2 working days.
The Pico Neo 3 VR headsets have a battery life of approximately 2.5hrs; we recommend charging after each use.
The Next World Business and Enterprises packages allow unlimited use and unlimited users of the entire library of Learning Experiences.
Our 2022 Roadmap can be view on the Learning Experiences page. Currently we are developing and releasing a new Learning Experience every month. We will have a library of over 50 Learning Experiences by 2023.
We recommend that VR training to be used after the face-to-face training in order to reinforce the theoretical component in a new and interesting way and to keep students engaged; this can also act as a great precursor to the practical assessment to get the student ready for what to expect and to create great dialogue before and after.
Interestingly, we found by the third VR experience, regardless of age, all groups had gained the same amount of competency in using VR. Younger generations may be faster to initially pick up the coordination and techniques required due to being exposed to gaming consoles and similar technology at a younger age but longer-term, age was no barrier to successful VR training.
Like all new technology, there is a small learning gap that needs to be bridged for new users. Next World have great support tools to assist new users which includes; video tutorials, in-game VR tutorial, and a great onboarding program which includes a “train-the-trainer” day when we empower Super Users within your organisation to help train new people with VR.
Yes, Next World have a “VR market place” where we can host your existing learning experiences within our library and only accessible by your organisation.
We have a talented team of Design Engineers, including a Dr in VR Design, who develop and map the learning experiences to RTO certified units of competency and standards. We also include Subject Matter Experts (SME’s) in the learning experience design and review process to ensure the subject matter is accurate, current and effective for the learning assessment and performance criteria. Upon request, we can supply our UoC to VR mapping document.
All our packages are based on a 12-month subscription.
VR provides a highly engaging learning experience where individuals can learn in different ways; both auditory, visually, and emotionally. Next World’s VR training framework allows for us to re-create virtual situational risks and hazards, without putting the learner in any actual danger (which is impossible to do in reality). This very “real feeling” of incidents’ unfolding in front of the student can lead towards a greater care for wanting to learn more to protect themselves and those around them in the workplace; it also gives the student better understanding of the consequences of poor safety and how to avoid and prevent it.
Our VR Learning Experiences are engineered to actively reduce the causes of motion sickness. A high and stable Frames per Second (FPS), and simple locomotion are employed across all Learning Experiences. Both the hardware and software has come a long way in a short time to overcome this issue. VR can be experienced both standing and seated in a swivel chair, however we recommend first time users or people who experience motion sickness stay seated in a swivel chair instead of standing in order to make them comfortable and minimise any symptoms.