“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.
Today we are seeing kids in classrooms with personal devices that are responsible for managing course loads, all of their homework, and of course the ever important personal life of social media and general communications. Those devices are also heavily used for gaming primarily as a form of entertainment. What if we were able to get that type of time commitment from kids on a daily basis to do homework or grow skills? Or maybe have fun but also be developing critical thinking habits or team building? The great thing is educators are already using gamification but now it’s available in Virtual Reality.
As a planet we spend over 3 billion hours a week playing video and computer games. That is nearly 25 minutes for each human being on the planet today. I can personally remember a time when it was a big deal to have a PC in your home and the amazing devices we have available today were strictly ideas in Star Wars and in Sci-Fi shows. The world as we know it is changing so fast in regards to technology it seems nearly impossible for us to keep up with all of it especially in the world of gaming and Virtual Reality. The technology that we saw on TV is now available for our kids to learn and have fun while they do it.
Understanding gamification and its effectiveness beyond anecdotal evidence and hype is evidently a pertinent practical issue as well as, increasingly, a scholarly pursuit. Regardless of the increasing amount of both industry chatter and scholarly articles, there still is a dearth of coherent understanding whether gamification works and under which circumstances. To address this gap, we reviewed empirical studies on gamification. We focused on investigations and studies that were carried out by Huotari & Hamari 2012; Zhang 2008 what were the implemented affordances (independent variables), psychological and behavioural outcomes (dependent variables), what was gamified, as well as the methods and results of these studies.
The current empirical research on gamification largely supports the popular view that, indeed, gamification does produce positive effects, but many caveats exist. Most frequently, the studies bring forth three categories of caveats: the context of gamification, qualities of the users using the system and possible novelty effects. We encourage educators to review these findings as it is the future of education.
Earlier this year some amazing educational immersive experiences became available like the Apollo 11 Launch, Titans of Space, and Mars is a real Place. Could you fathom as a young person the ability to sit in your classroom and SEE MARS up close and personal without ever leaving your seat or the planet?! Well you can with VR Vision!
We aim to bring some of these experiences in to schools so children can have a more visual and engaged learning experience. It also shakes up the general day to day school and classroom environment and gives them the ability to be a part of a foreign world they may never see so closely otherwise! We have a list of titles that are designed and developed around team building, critical thinking and problem solving. We have content for artists to be uber creative with or just draw smiley faces with if they wish.
The beautiful thing about Virtual Reality technology and Education is people can learn and see things in person they may not ever be able to see and have a ton of fun while doing it! There is Virtual Reality experiences and content that has been developed to train the world’s doctors. Lets bring it to our kids as well.