Virtual Reality Software for Improved, Flexible Workforce Training (2017-007)

Market Overview:

This Virtual Reality (VR) software provides online workforce training for both academia and industry. Research emphasizes the potential of using VR-based training because of its ability to provide the user with a sense of immersion that promotes learning and growth. According to MarketsandMarkets, the VR market is expected to grow from USD 1.37 Billion in 2015 to USD 33.90 Billion by 2022. A major driving force in the VR market growth is the use of VR for training and simulation. While VR-based training is becoming more widespread, many companies do not share their training assets. Further, studies show that active engagement with training materials enhances knowledge retention when compared to passive training administered by presentations or lectures. The overcome these issues, Clemson University researchers have developed a VR software architecture for workforce training. The design and development of the virtual simulations emphasizes realism and performance on low-end hardware to target a wide audience. This approach gives users the flexibility to train on-demand using a standard web browser while improving their learning experience.


Application                                                        Stage of Development

Workforce training, Virtual reality                     Prototype       



• Requires active participation from the user, increasing knowledge retention when compared to traditionally used passive lectures

• Enables on-demand training via online portal, providing flexibility for the user to train at any time and repeat as necessary

• Uses gaming components such as scores and dynamically generated scenarios, incentivizing the user to perform better amongst their peers


Technical Summary

The VR modules can be accessed via an online portal, enabling on-demand training at a time and place that is convenient for trainees. Users can interact with simulations either by a standard mouse and keyboard or by using more advanced tracking and head-mounted display (HMD) technology. HMDs fully immerse the user in a scenario and demand full attention on the current task. In some simulations, trainees navigate virtual spaces from an egocentric or first-person view. This gives them the freedom to train at their own pace and see a given scenario from a perspective that is similar to how they would see it in the real world. Other simulations are exocentric and provide a birds-eye view of a scenario, allowing the trainee to make connections between different systems and be able to see the big picture.


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Inventors:              Anand Gramopadhye, Chalil Madathil Kapil



Patent Type:          Copyright



CURF Ref No:       2017-007

Patent Information:
For Information, Contact:
Andy Bluvas
Technology Commercialization Officer
Clemson University Research Foundation
Anand Gramopadhye
Kapil Madathil
Jeffery Bertrand
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