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Top tips for hosting Virtual Reality Training

3/1/2021

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​Here are our top tips for hosting your Virtual Reality Training sessions. 

There are two different types of training that can be used to train your crew, In Store or Centralized training. As with all training preparation is key to your success. 

In Store Training
  1. A week before being in store, call ahead, communicate to the manager that you'll be hosting a Virtual Reality Training day. 
  2. Pre charge your VR headsets, pack antibacterial cleaning wipes and spare controller batteries
  3. Split your day into sessions, 9am - 11am and 2pm - 4pm  (avoid the rush hours) 
  4. Set up at a table where you and two or three staff can sit without disturbing the rest of the restaurant 
  5. Connect the VR headset to the store public wifi and confirm your live connection
  6. Pull 2 - 3 crew out of rotation allow for 25 minutes for each person
  7. Discuss with the crew what you will be covering, put context around the value of the training and what they will take away from it
  8. Run the VR Training application 12-15 minutes. 
  9. Recap after the training he key points and discuss with the crew. 
  10. Clean the headsets between uses and repeat.
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Centralized Training

Building training into your orientation set the tone for your new crew members. 
  1. Have the​ headsets out and pre charged. 
  2. Pre connect the headsets to your wifi. (They will remember the connection and only need to be connected once) 
  3. Run the VR training simultaneously while completing other crew registration / uniform tasks. 
  4. Have a second support trainer to hand out headsets while your registering other crew members 
  5. training take 12 - 15 minutes per person. 
  6. Have more than 1 headset, this will allow you to train everyone within the allotted training time. 
  7. Reference the training, explain what it is, why you do it and how your company is committed to their success and use technology to help facilitate that goal. ​
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VR training is consistent, allows for multiple people to be trained without disrupting the regular shift pattern, gives you a digital record and can be completed almost anywhere. VR is an excellent solution and when paired with an experience trainer the messages will last forever. ​
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Seven Common Mistakes When Shooting in 360.

11/17/2020

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As an agency that specializes in creating world-class virtual reality 360 content, here are seven common mistakes beginners make when shooting in 360.
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  1. Lighting. Lighting is probably the single most challenging element of shooting VR if shooting anywhere other than the great outdoors.  Car interiors, inside homes and inside businesses can present lighting issues.  Make sure to light up subjects’ faces by hiding lights out of sight of the camera.​
  2. Lens. This one is kind of a no-brainer, but clean the lenses often.  Because 360 cameras have lenses that bulge out, the lenses aren’t protected as well as a traditional camera lens.  And because there are lenses on all sides, the odds of smudging a lens increases exponentially.
  3. Measure. If shooting multiple scenes that need to seamlessly cut together, make sure to measure a couple of things…height of the camera off the ground and the distance of the camera to the subject.
  4. Seams. Be aware of how the 360 video will stitch together. Be cognizant of people falling on a stitch line and avoid it when possible.
  5. Proximity. While this goes along the lines of measure, the proximity of a subject will drastically change how an audience engages with the 360 video.  Too close, it’s intrusive and could be seen as poor production.  Too far and the focus might shift from the subject to the environment.  So be aware of what is being shot, why and where the subjects are placed.
  6. Look around. Starbucks on Game of Thrones. It is so easy to leave something in view of the camera when shooting 360.  Look around and then look around again to make sure that scripts are out of sight, people are hidden and Starbucks hasn’t been left on a medieval table in plain sight.
  7. Audio. Don’t rely solely on the on-board camera audio. Sometimes it’s sufficient, but oftentimes, it’s just not good enough.  Mic the actors. Hide Zoom recorders where possible.  Capture audio in multiple ways so there is a backup for the backup.


Hopefully this list helps avoid some of the pitfalls of shooting in 360.  Tantrum Lab has developed proprietary lighting systems and standard procedures to avoid these mistakes.  And remember, there’s a difference between Virtual Reality and 360.  To learn more, check out the article on the differences between Virtual Reality, Augmented Reality and 360.
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Five Reasons to NOT Paint Your Storefront

10/20/2020

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​With a $1,000 budget for improvements, should a business or restaurant paint the storefront or invest in staff?
 
It’s an interesting dilemma many business owners face when limited by budgets: keep a business looking professional, clean, inviting and on-brand or invest in the staff?
 
Remember when people used to sit in restaurants! – a favorite restaurant for a Friday date may not have been the one with the most expensive chairs or the finest linens but it certainly wasn’t the place that got the order wrong or the staff was rude.
 
Looking at restaurants specifically, every business owner knows great staff are the best way to keep customers coming back.
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So why invest in training staff:

  1. REVIEWS- This is the number one reason people buy, don’t buy, visit or don’t visit a business.  Investing in a restaurant's staff with proper training will ensure a great experience for customers, generate 5-star reviews, keep them coming back and encourage new visitors that are looking at Yelp or Google Reviews for insight into a place to eat.
  2. CONSISTENCY – This sounds like a no-brainer but a consistent, on-brand experience that is predictable means a restaurant or business is always performing at it’s peak.
  3. STAFF RETENTION – There are two things here; hiring staff is labor intensive, time consuming and just a general pain. The second is when staff is retained, those individuals grow into better staff and train more staff! It’s a win – win.
  4. EMPLOYEE PERFORMANCE – If a staff have been given clear, consistent goals and shown how to achieve those goals they can hit target goals.
  5. INCREASED REVENUE – This is the best part, when staff perform better there’s less wastage, less down time and fast turned tops so the restaurant can serve more customers and drive return business.
 
Like everything it’s a balance, a restaurant needs to be kept clean and welcoming but the first thing to do that will bring results may well be to support the staff with deeper training. Virtual Reality is an excellent tool, one that helps keep focus and drive true information retention. Visit TANTRUM Lab for more details.  
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Go-ing, Go-ing, Gone!

7/7/2020

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The Oculus Go was discontinued a few weeks ago, but we're really not that bothered! (Shh) there's a better option already and we've been building for it! 
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Choosing the right headset

6/30/2020

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You're thinking about using VR in your company but how do you know which headset is right for you? This quick video will start to give you some ideas. 
Three types of headsets: 

Oculus Go: 
  • Three degrees of movement
  • Very simple set up 
  • Single controller
  • Fully self contained
  • Has been discontinued, BUT! There's a  new solution (we'll talk about in our next video)

Oculus Quest: 
  • Six degrees of movement - (ability to walk, bend, jump in an environment)
  • Two controllers
  • Ability to run more complicated training
  • Is the main Oculus platform going forward 

Oculus Rift S:
  • Six degrees of movement 
  • Requires a PC to run the headset wired connection
  • Ability to run very complicated training
  • Can connect third party hardware (joysticks, wheels, peddles Etc.) 



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The History of Virtual Reality

3/19/2020

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Our Programmer Emmanuel shared with us The History of Virtual Reality starting in 1850 all the way to modern day Virtual headsets.  Check out the write up and timeline below!

Invention of Stereoscope

​The history of ‘Virtual Reality’ begins with a device developed in the 1850s called the stereoscope. It is a device that allows you to view a stereoscopic pair of separate images, which means the left eye view is different from the right eyes. This tricks your brain into believing you are viewing a 3D image.
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Sensorama

​In the mid 1950s, the Sensorama was developed by Morton Heilig, which is a machine that integrates a stereoscopic film with fans, odor emitters, stereo-sound system, and a motional chair. This Sensorama is one of the earliest known examples of immersive, multi-sensory technology.

Headsight

Later in 1961, two Philco Corporation engineers developed the first precursor for the head-mounted display as we know it today, the Headsight. The Headsight had a video screen for each eye and a magnetic motion tracking system, which was linked to a closed-circuit camera, and not computer generated. This technology was used by the military to allow remote viewing of dangerous situations.
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Super Cockpit

Then, in 1986, an Air force project known as the "super cockpit" was born.  It was a simulator designed for training that featured computer generated graphics and movement tracking.

1990 Golden Age of VR

An explosion of the wildest VR developments had been made. Virtuality made a set of VR systems along with a stand-up arena to go with a game called Dactyl Nightmare. Nintendo made the Virtual Boy. Sega made the Sega VR. Virtual I/O made the I-Glasses. Forte Technologies released the VFX-1. Sony releases the Sony Glasstron.
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Oculus

​Skip ahead to 2010, the Oculus is prototyped by a man named Palmer Lucky. He created a VR kit that anyone can make. Later on, he and computer programmer John Carmack team up to make the first prototype for the Oculus Rift. In 2013, The Oculus Rift DK1 was released.

Modern VR Commercialization

Fast forward to 2016, VR has become mainstream. The Oculus Rift and HTC Vive lead the way for VR, and many other companies are following behind. Eventually other major companies will release the VR Projects we have today, such as the Oculus Quest, HTC Vive Pro, PlayStation VR, and Samsung Odyssey.
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VR Technology in Sun Shard

2/27/2020

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We dove into the the progression of VR technology over time and the use of naked hand tracking on the Oculus Quest with our very own Software Developer, Tony Touchet. Check out the video below as we discuss and show naked hand tracking capabilities and use case in the VR game Sun Shard. 

Sun Shard is still in development and not available to download, but you can download it from the Side Quest.

To download Sun Shard: https://sidequestvr.com/#/app/400

 If you have a question, we'd love to help! Send us a message using the form below!
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The Psychology of Learning

2/12/2020

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We interviewed our TANTRUM LAB team member, Steffan a graduate from Louisiana State University with a Bachelor of Science in Psychology.

We discussed The Psychology of Learning and some fundamental aspects of learning to carry out when designing our Virtual Reality applications.

Click the play button below to learn more!
Here are some of the key take aways:
  • ENGAGEMENT is the most important factor when it comes to learning, according to the general scientific consensus.
    • Older theories of Visual/Auditory learners are a myth. Whatever keeps you the most engaged and least distracted is what will help you learn the most!
  • VR drives Engagement, proven empirically
    • VR engages far more senses than a typical classroom setting when it comes to a topic. A good simulation tells the brain that this is an experience, so it's time learn!

Below is the presentation reviewing the topics of discussion in the video interview. 
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 Have a question or wish to learn more? We'd love to help! Send us a message using the form to the right!
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Best Practices for Museum and Exhibition VR Experiences

2/20/2018

 
Museums are amazing places, you can get lost in the details learning about a dinosaur toe bone and be in awe at the scale of the animal all at the same time. However making a museum engaging, educational and fun is a skill, we’ve got some great experience doing this and here are our Top 5 tips to make Virtual Reality (VR) engaging in a museum. 

  1. Make moving simple/remove teleporting:
This is tricky, but you only have a short amount of time to get your audience to grips with the controls so take teleporting out, find another way to move them – be inventive.

    2. Keep the controls simple:
Like Super Simple, again your audience may only use the system once so everything needs to be intuitive, no hidden menus, special combos just plain simple point and click.

    3. Integrate a guide:
Don’t assume the person will know what to do or why they’re in the VR environment, build in a guide, visual, vocal, forced. Help your audience explore what you want them to see and learn.

    4. Gamification:
Make it fun and nothings more fun than a quick “who can score the most” game. Build it in, learning through play is key.

    5. Keep the focus on the message:
It’s easy in VR to get distracted by everything that is possible to do, but ask yourself “do I need to do that?” or are you just creating distractions.
 
To learn what we can do for you and your museum drop us a line! – We’re always happy to talk on the phone. 



    Author

    Elliot & the team have been creating interactive exhibits for over 15 years and are now applying that knowledge to VR & AR exhibits.

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