The acquisition of knowledge becomes an experience. Contents “get stuck”. Warnings and instructions – e.g. for hazard protection and occupational safety – are no longer forgotten. Training is actually fun.
The abbreviation OARP stands for the Omya Advanced Remineralization Process. This process of water treatment is the focus and shows the competence of the Swiss company in this field. Intervideo's interactive app provides deep insights through 3D representation and animated processes.See case study
The word "transformer factory" alone radiates a certain power and it makes sense that safety must come first for visitors. However, explanatory films designed to ensure safety are often quite dry and are of little use if no one is looking or listening. Siemens and Intervideo wanted to change that. The result is now shown in factories all over the world.See case study
Pilar Gasparini, Interactive Design Expert, Intervideo Filmproduktion GmbH
Film, virtual and augmented reality, 3D animation, 360° video, interactive media: digitization offers fantastic new opportunities for marketing, events & presentation, research & development, training and hazard protection. The whitepaper includes – among other things:
How can virtual reality, augmented reality and interactive media be used for training and knowledge transfer?
In the areas of school education as well as training and further education, the experience-based learning approach is an important pillar that contains a high virtual potential.
Because an experienced situation or emotional experience is memorized much more deeply than a picture in a textbook. With VR and AR, for example, it is possible to learn English directly on site in virtual London or to explore history via an interactive virtual time travel.
VR and AR can also take further training to a new level in companies.
For new employees, for example, the history of the company or previous product development can be made tangible with VR and AR. This could have a lasting effect on motivation and identification with the company.
The interaction in the media, e.g. through the presentation of virtual content in an app, creates a particularly high degree of imprinting through the didactics used. It is not only seen or heard, it is experienced.