“Our mission is not to simply make world class experiential solutions easy & accessible but to prepare organizations for the future. The path to digital innovation is ever evolving. This is why we place a focus on the journey before the destination.”-Roni Cerga
A passionate business leader and innovator. His vision has helped shape world class offerings by utilizing cutting edge cross functional growth strategies. He maintains strong fundamentals by investing in a diverse organizational culture & people, streamlined process and the very best in product quality. He is a strong believer that the foundation to sustaining exponential growth is the result of empowering & offering a sense of ownership to everyone in the organization and beyond to our clients.
“As we continue to capitalize on the tremendous technological opportunities ahead we must always respect the competitive advantages that form the cornerstone of our brand – our people and our culture.”
Lorne Fade oversees all aspects of VR Vision’s application development, event activations, hardware deployment and 360 videography. He is responsible for guiding the company’s overall direction and strategic priorities by utilizing his digital marketing background to drive business development forward as well as driving sales for VR Vision through creative marketing campaigns and targeted advertising methods.
An experienced Creative Director and Developer, David specializes in creating immersive digital virtual experiences and interactive entertainment on both small and large scale. He has worked on over 20 successful projects with over 15 million users worldwide for both the mobile and enterprise training platforms.
At VR Vision, David oversees all productions from concept to completion to ensure all application development meets a gold standard of being completely turn-key and high quality. He has led successful projects for VR Vision with enterprise clients like Toyota, Tennis Canada, University of Toronto & Alchemy Systems.
Alex has a passion for creating digital content and using multimedia to help businesses achieve their goals. The new wave of virtual reality and 360° content brings endless possibilities for business solutions and marketing material and Alex is dedicated to being at the forefront of this innovation.
He manages the 360° department of VR Vision, directing a variety of 360° content, such as 360° video and virtual tours. Alex has a keen eye to use these mediums as practical business applications to help businesses excel in the age of technology.
Dedicated Nurse and technology expert with over 10 years providing client care and technology consulting in Canada and internationally. Joannah is driven to transform the way we view & approach client care. As an expert in both VR and Nursing Joannah’s goal is to greatly improve the quality of life for all.
Responsible for overseeing the development, testing, monitoring and implementation of Virtual Reality technologies. Joannah flawlessly combines science, business, and technology to make possible for life changing deployments.
She is also the CEO, Founder of Reality Well (A VR Vision Group Company). Reality Well is a Virtual Reality Platform for Senior Living. [www.realitywell.com]
With an appetite for learning and advancing in new technologies Liz has what it takes to anticipate trends and collaborate with her peers. An experienced National Accounts Manager with a demonstrated history of working in the marketing and advertising industries for well over decade. Skilled in Contact Centers, Management, Customer Service, Account Management, and Sales. Extensive experience working with high tech executives and CEO’s producing high volume sales results advancing new business development.
An experienced and accomplished business development and management executive committed to driving exceptional sales results for organizations, while exceeding all expectations for customers. Possesses a keen ability to motivate and inspire staff and colleagues to achieve success, both personally and professionally. Experienced in transforming laggard sales teams into highly focused and disciplined peak performers.
Specialties: Sales Strategy, Corporate & Business Development, Sales Management, Leadership, Coaching and Motivation, Market Planning, Energy, Legal and Tech industry.
Karan Sharma is a 3D Artist with a passion for creating 3D assets and Environments for game development. He has an understanding of 3D Modeling, Texturing and Digital Sculpting and passion for Game Art along with constantly learning and advancing techniques while staying updated with industry standards.
He also has a solid understanding of composition, lighting, colour, form and structure and the ability to apply this knowledge in a 3D interactive world. Karan also has a hobby for photography and travelling.
Wei is a young and talented Unity developer, with passion for anything involving creative design. But what good is something if it doesn’t do anything? With that in mind, Wei is highly interested in creating function as well, he loves to architect large yet pristine systems of code. With experience working as an Asset Developer, Wei’s game assets are downloaded by thousands of other Unity developers.
As a generalist developer, he is competent in both art and programming fields, and highly involved in the entire development cycle. Quickly building applications and making improvements where possible, Wei pushes the envelope of what VR can achieve.
I am a game developer who is passionate about exploring the new upcoming and emerging technologies and developing software for them. Aside from programming, I have a variety of different skills like 3D modelling, 3D animation, 2D animation and Video/Audio editing.
Virtual Reality is frequently featured in science fiction. Often it is used as the setting for a dystopian future: we are all so sick and tired of our polluted planet that we jump into a ‘perfect’ VR alternative. Of course things go badly wrong from there, but it’s a nice idea in theory.
One of the slightly more unusual uses of VR in fiction though is found in the 1992 film The Lawnmower Man, which in turn was based on a Stephen King short story. In the film (which is completely different from the book), Pierce Brosnan’s Dr. Lawrence Angelo takes a hapless neighborhood simpleton and attempts to turn him into a genius through the use of virtual reality.
I remember thinking at the time: how can VR possibly make someone smarter? I wrote this off as dumb, and as such was a little turned off by the whole film.
But as it turns out, that was a failure of my imagination, rather than the film’s plot. Because actually, education and brain training are two of the most exciting potential applications.
And I got to experience this incredible science fiction potential for real very recently. Read on to learn how VR training will change the world, and what our experience with it was like.
You see, virtual reality’s big selling point is that it is able to submerse us completely in a virtual environment that is almost indistinguishable from the real thing. Most importantly, the brain is unable to tell the difference here, and will believe in what is going on around you as though it were happening for real.
What this means in turn, is that everything you learn and experience in VR is far more likely to illicit change in the brain. You’re not just reading dull facts: you’re experiencing a reality. More of your brain is lighting up as it processes different senses, and everything seems more vivid, more real, and more important. The brain loves cross modal, multisensory learning.
And so, the obvious combination would be to take whatever it is you’re trying to learn, and then to experience that learning in a virtual environment. Instead of reading a textbook on mechanical engineering, it would be significantly more powerful to actually jump into a simulation and attempt to build a car engine in that space. This isn’t just far more engaging and memorable, but it also creates many more opportunities for experimentation, for contextualizing dry information, and for being guided by tutorials, arrows, highlighted elements in the environment and more. Using VR, the average person can experience situations and challenges that they would never encounter in the real world and they can learn from that experience.
The potential for learning through VR is HUGE, which is why DARPA and other organizations are increasingly investing in it.
The theory of VR training is nice and all, but experiencing VR training for real is what really brings this exciting future into stark relief.
We tried two applications: one was a basic plumbing tutorial that could one day help us to solve more of our own problems. The second was a military application demonstration.
For the first app, I was being taught how to install an isolation valve. This simply little gadget allows you to cut the water supply from a single appliance or room in your home. Leaky shower? Then just turn it off at the valve, rather than isolating the entire supply.
As it turns out, this is quite an easy thing to do – meaning you don’t need to pay a plumber $100 for the privilege of coming out to do a 10 minute job.
In the app, I found myself in an airing cupboard faced with two pipes, a box of tools, and a couple of supplies on the other side. I could reach to either side and select anything I wanted by picking it up with the Oculus’ touch controllers. Occasionally items would clip in and out of my hand, but for the most part this was an incredibly intuitive and realistic experience.
To start with, I notice that the saw is highlighted red, as is a middle section of one of the pipes. An instruction window tells me that step one is to cut the pipe in the middle. I do this, and then get prompted to pick up two compression nuts which need to be maneuvered onto either end, just past the point where I cut.
It’s only really a few more steps and soon the valve is installed. I try being belligerent a couple of times to see what happens when you don’t follow instructions and I am simply reset to the previous step. If I wait too long to take an action, an arrow makes it very clear what I’m meant to be looking at, or a voice in my head prompts me with clues. I’m also shown what alternative pipes and valves might look like for different homes.
After 10 minutes or so, I have successfully installed my valve and am instructed that it is safe to reset my stop cock. I am overcome with a sense of accomplishment: to all and extents and purposes I have done this myself. And I now feel much better about potentially doing this myself in future.
The next app is a lot different. This time, I’m placed into a shooting range and given a gun. In a similar manner, the gun highlights parts that need touching and adjusting but this time the difference is that I’m actually holding a plastic gun in the real world. Thus, I can manipulate it just as I would the real thing. After some lengthy set up (this is much harder than the movies make it look!) I am shown how to stand correctly and lean into the gun with the soft part of my shoulder. It’s explained that if I get this wrong, the kickback will leave a nasty bruise! Seeing as the ‘toy’ gun really does have a motor inside, I am very keen to get this right.
After successfully missing all but one target, it is time to reload again. This is an app that can be run ad-infinitum. And while I’m pretty bad right now, I wonder how quickly I could become proficient if I had this app and the prop to take home with me?
My colleagues had similar experiences with their apps. One was playing table tennis (using a commercially available game called Eleven), while another was handling radioactive substances with large mechanical gloves!
In short, our experiences with VR training were eye-opening. The technology is the exact same as what’s available for the home right now, but with these apps and props, its potential becomes amazingly apparent. In fact, this technology could even be dangerous should it fall into the wrong hands.
It’s exciting to imagine, but in the next few decades, we might all become Lawnmower men.