“Work Hard, Play Hard”: the game as a catalyst for professional skills

A young person sits at a gaming PC and plays a game created with generative AI technology

In 2022, the University of Surrey and Game Academy Ltd studied the impact of video games on 16,033 participants. The results indicate that interacting with video games can help individuals develop a wide range of non-technical skills (soft skills). These skills can be potentially beneficial in their studies or careers (Johnson et al., 2022): problem-solving, planning, organization, and strategic thinking, among others.

Thus, these results align with previous research by EDHEC conducted in 2020 titled “Work Hard, Play Harder – Video Games as Skill Developers.” It highlights the importance of the skills developed by players depending on their profiles: improvement in memory, attention, and problem-solving skills (Ducheneaut Moore, 2020).

"Work hard, play harder"

The concept of “Work Hard, Play Harder” suggests that intensive engagement in video games can positively influence the development of transferable skills in the professional world. As mentioned, video games promote the development of various soft skills: problem-solving, critical thinking, communication, creativity, adaptability, and stress management.

Thus, by providing clear objectives, graduated challenges, instant feedback, and the possibility of steady progression, video games facilitate learning. They also have the advantage of developing these transferable skills.

Additionally, playing games requires personal discipline, especially when it comes to managing time spent playing and other obligations. Time management and self-discipline are also essential skills in the professional world.

Finally, an affinity for video games allows for ease with digital technology as well as the creation of networks and communities—two significant advantages today. Online multiplayer games indeed help develop networking skills and build communities. They can provide opportunities to work in teams with others, manage interpersonal relationships, and navigate diverse social environments.

The game as a skills generator

The skills acquired through gaming are increasingly recognized by employers. This is highlighted in an article published on Les Echos Start. Indeed, it emphasizes the value of the soft skills developed by gamers, including perseverance, resilience, teamwork, and creativity (Chapelle, 2022).

It is worth noting that another, earlier study highlighted the beneficial effects of video games on hard skills. Conducted in 2007 by researchers from New York Beth Israel Medical Center, it presents the correlation between proficiency in video games and skill in laparoscopic surgery (a minimally invasive surgical procedure).

The study, titled “The Impact of Video Games on Training Surgeons in the 21st Century,” assessed the surgical skills of 33 surgeons. The participants were divided into two groups based on their past experience with video games (gamers and non-gamers). They were then evaluated on specific surgical tasks.

Specifically, the study’s results showed that surgeons who played video games for at least three hours per week made 27% fewer errors and were 39% faster than those who did not have this habit. It appears that the skills developed through playing video games can be transferable to certain surgical practices, such as hand-eye coordination, concentration, precision, and reaction time.

While one should be cautious about drawing hasty conclusions, these studies suggest that integrating serious games or, at the very least, gamified e-learning into a training program is likely to be beneficial!

References

  • Johnson, D. et al. (2022). “Video games and skill development: A study of the relationship between video game play and soft skills”. University of Surrey and Game Academy Ltd.
  • Ducheneaut, N. Moore, R. (2020). “Work hard, play harder: Video games as skill developer”. EDHEC Business School.
  • Chapelle, A. (2022). “Employers valuing video game skills: An emerging trend”. Les Echos Start.
  • Michael, D. Chen, S. (2005). “Serious games: Games that educate, train, and inform”. Muska Lipman/Premier-Trade.
  • 2007 : “The impact of video games on training surgeons in the 21st century”. James C Rosser Jr , Paul J Lynch, Laurie Cuddihy, Douglas A Gentile, Jonathan Klonsky, Ronald Merrell
  • https://start.lesechos.fr/travailler-mieux/recrutements-entretiens/et-si-vos-game-skills-vous-aidaient-a-trouver-un-job-1175540
  • https://www.surrey.ac.uk/news/online-gaming-enhances-career-prospects-and-develops-soft-skills-finds-new-study

“Iclarec VR”: A virtual dive into nuclear pool maintenance with Orano DS

With Audace, Orano DS has created “Iclarec VR,” a virtual reality training program designed to teach operators how to clean the water in nuclear power plant swimming pools. The goal is to simulate various scenarios so that technicians can train in a safe environment before working in actual pools.

What do you learn with "Iclarec VR"?

  • Water Clarification: Learn to clarify and clean the water in nuclear power plant pools.
  • Object Retrieval: Shows how to recover objects that may be inconveniently located at the bottom of the pools (such as screws).

How does it work?

Users wear a virtual reality headset, such as the HTC Vive Pro or Oculus Rift. They are then immersed in a simulation of a nuclear reactor building. Using a virtual “vacuum wand,” they practice various object retrieval scenarios. These scenarios include steps such as checking valves, connecting equipment, or immersing the tool at different depths. Additionally, unexpected situations, such as issues with the pump, can be introduced by the instructor to test the learner’s skills.

What is the goal of Iclarec II?

The learner becomes familiar with the procedures and acquires the necessary skills to carry out the mission safely.

The expertise gained through digital training?

mission-wise: The learner must assemble the wands and nozzles according to the scenario to perform the suction. An interactive questionnaire is also provided at the beginning of each scenario.

And because Audace always goes further in realism and quality of its training, the control of ICLAREC is done with a real pole held by the learner, which they encounter during their immersion. This allows them to receive more significant haptic feedback.

Several scenarios have been designed:

  • Check the opening of the discharge valves and the closing of the drainage valve before immersion
  • Connect the suction hose to Iclarec II by following the on-screen instructions.
  • Turn on the electrical panel and press the reset button.
  • Confirm that Iclarec II is filled with water and that the low water sensor is active.
  • Ask the learner to close the drain valve using a wand.
  • Fully immerse Iclarec II at the internal compartment level.

Of course, the learner is tested with variables related to pump flow, for example. These can be activated by the instructor via the PC interface. These steps help the learner become familiar with the procedures and acquire the skills needed to perform the mission safely.

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GRDF demystifies complaints with Ariane!

Every year, GRDF, manager of the natural gas distribution network in France, faces a significant flow of complaints. To guarantee the satisfaction of its 11 million customers, it is crucial to properly manage the complaints processing process: from their identification to the relevant response including possible compensation.

A gamified training for handling complaints

To ensure the teams’ complete mastery of the complaints handling process, GRDF collaborated with Audace to create a gamified training on the subject.

The e-learning system is organized into three modules: complaints, analysis and response, and compensation. Each module lasts 20 minutes. To facilitate learning, the modules are divided into sequences with a sequential presentation of key concepts.

The training meets several objectives:

  • Identify complaints
  • Describe the complaint process at GRDF
  • Record complaints in the dedicated software
  • Analyze them and formulate a response
  • Determine the appropriate level of compensation and enter it correctly

With Audace, mythology is introduced into pedagogy!

To add a playful dimension to the training, Audace proposed a storytelling approach inspired by the myth of Ariadne and the Minotaur. The labyrinth represents the complaints process; the thread of Ariadne is the tool the learner acquires to guide the customer through this maze. Symbolically, defeating the Minotaur represents the effective analysis and response to complaints, while the treasure at the heart of the labyrinth symbolizes the compensation the customer receives after proper handling of their complaint. The scenario illustrates the complexity of managing complaints, reminding that each request is a journey in itself.

This training provides employees with the keys to effectively handle complaints. The scenario, based on the myth and incorporating numerous interactive activities, facilitates knowledge acquisition.

Discover our other digital training programs developed for GRDF.

Serious Game in VR: An immersive experience to attract new talents to cybersecurity at Naval Group

On the occasion of the FIC 2023 trade show, Audace was entrusted by Naval Group with the mission of developing a new VR serious game.

The objective is to attract the attention of visitors to the cybersecurity management at Naval Group and introduce them to this exciting sector in order to attract future talents. The serious game is based on an analogy between a cyber-attack and an attack at sea. Players, equipped with virtual reality headsets, must thwart malicious marine drones, implement countermeasures following an intrusion into the automatic radar identification system, eliminate false ships detected with a “cyber cannon,” and restore order to the GPS system, which has also been attacked.

The game takes place in an ultra-realistic environment, enhanced with haptic effects for a complete immersion. This virtual reality experience, both attractive and educational, has successfully “hit the target”. A fun and effective way to raise awareness about cybersecurity at Naval Group!

The Reunion Chamber of Commerce and Industry is investing in VR-based simulators for logistics vehicle driving training!

The Reunion Chamber of Commerce and Industry (CCI) has recently acquired three virtual reality training simulators developed by Audace. These simulators allow for the training of future logistics equipment operators. They prepare them for the different Certificates of Aptitude for Safe Driving (CACES®). The simulators are intended to be used within the Campus CIRFIM (Regional Interconsular Center for Industry and Trades Training), a training center operated by the CCI of Réunion.

Simulation for secure and certified training

Audace will soon deliver three of its VR training simulators to the CCI of Reunion Island. The Chamber of Commerce and Industry is dedicating these devices to the Campus CIRFIM, one of its branches dedicated to training. Their choice focused on two forklift driving simulators and one “PEMP” (Mobile Elevated Work Platform) driving simulator. The “turnkey” solutions will be delivered in July to the Campus CIRFIM, ready to be used by the learners.

These simulators are intended for the training of young people and individuals undergoing career transition, with the aim of obtaining the CACES certification. They complement real-world training on actual equipment, both in terms of familiarizing learners with the real equipment beforehand and helping them learn to manage hazardous situations afterward. They provide learners with an immersive and realistic experience. Thanks to these tools, learners can train effectively and safely by facing realistic situations.

The C3 and C5 forklift simulators

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Among them, the C3 and C5 forklift simulators enable self-paced training to master safe driving. The training is conducted in two phases:

  1. Practice of driving in virtual immersion

To learn how to drive and master the risks. Several scenarios simulate real-life conditions for practice in a logistics warehouse. Each scenario presents risky situations: delicate maneuvers, ramp crossings, pedestrian and vehicle traffic, obstacles on the ground, etc.

  1. Driving analysis

To evaluate driving: issuance of a detailed educational report.

All the learner’s actions are analyzed. His driving behavior and adherence to expected safety rules are assessed. The software keeps track of all data for each learner and scenario performed for the trainer’s reference.

The aerial work platform (AWP) simulator

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As for the aerial work platform (AWP) driving simulator, developed in collaboration with AFTRAL, it aims to achieve the following objectives:

  • Validation of skills in the operation and driving of aerial work platforms (AWPs)
  • Learning to drive as part of initial training before training on a real machine (reducing the time required to mobilize the actual aerial work platform and increasing availability of trainers)
  • Refresher training for aerial work platform operation (no need to mobilize an actual aerial work platform)
  • Safety: Learning risk management
  • Productivity: Learning timed operation of aerial lifts

Driving simulators prove to be extremely valuable tools for capturing the interest of Generation Z, motivating them to pursue training in high-demand occupations. Furthermore, they represent a significant advancement in enhancing safe driving practices, particularly in fields where work-related accidents leading to injuries and downtime are still unfortunately too common. Indeed, investing in such training tools is an essential (and cost-effective) approach. It allows for a combination of attractiveness, efficient training, and prevention of occupational hazards.

Manitou strengthens its safety culture with a gamified training.

Page de couverture du module de formation sur les 10 règles d'or de la sécurité pour les employés de Manitou

As a company specialized in the manufacturing of handling and earthmoving equipment, Manitou has established ten golden rules of safety to ensure the protection of its 5000 employees across 140 countries. To strengthen this safety culture within the company, Manitou is launching a playful training program. It is designed for managers, executives, technicians, and employees at the headquarters. This initiative aims to ensure that the golden rules are not only known and understood but also implemented throughout the entire group.

A training program to raise employees' awareness of the golden rules and hazardous situations

Manitou, a French company with international presence, stands out for its innovations in the field of handling, lifting, and earthmoving equipment. The group strives to improve the performance of its machines, ensure user comfort, reduce the total cost of equipment ownership, and minimize their environmental impact. Manitou also aims to prioritize the safety of its employees by launching an extensive campaign on the subject.

The main objective of the training conducted by Audace is to raise awareness among employees about the ten golden rules of safety in the company and ensure their compliance. They should also have the ability to identify risky situations.

When games become an inductive pedagogical approach

The module uses an inductive pedagogical approach. Learners learn the golden rules by solving concrete cases. Two levels are available. In the first level, learners can retry if they make mistakes. In the second level, they receive feedback but cannot try again.

Using a board game inspired by “Trivial Pursuit,” the player rolls the dice and moves their game piece forward. At each square, a question related to a specific theme related to the company is asked (industry, environment, construction, etc.). If he answers correctly, he is rewarded with a “Golden Rule” card. It’s up to him to find as many correct answers as possible to build up his collection! Indeed, he needs them to win the challenges that arise during the game. To solve them and win, he must play the right “Golden Rule” cards.

Pitch : A cataclysm has destroyed the infrastructure and industries. It is up to you to rebuild the essential elements for the prosperity of your group of survivors. Will you be able to accomplish these tasks while preserving your health and that of your companions? During a journey presented as a board game with a deck-building card mechanic, the learner will have to successfully complete their mission and come out alive. !

Prioritize safety above all!

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The training implemented by Manitou helps strengthen the safety culture within the company. Participants have the opportunity to build the ten golden rules of safety themselves. The game mechanics, such as the game board and playing cards, make the training interactive and engaging. In addition to its playful aspect, this e-learning enables learners to understand and analyze risky situations. The golden rules thus become an integral part of their knowledge and skills in terms of safety.

Vertexa: An Innovative VR Tool for Early Management of Eating Disorders

Eating Disorders, such as anorexia and bulimia, affect a large number of people in France, including a young population. The management of these disorders is complex, especially when the diagnosis is made late. To address this, a team of healthcare professionals from CH Arras has developed VERTEXA (Virtual Reality Therapy Exposition in Anorexia), a therapeutic tool in virtual reality aimed at enabling early and innovative management of these disorders.

VERTEXA: VR at the service of eating disorder management

Eating disorders are increasingly prevalent in France, affecting nearly one million people. Unfortunately, treatment resistance and relapses are common. One of the major challenges in the French healthcare system is to diagnose these disorders as early as possible and to implement appropriate interventions at the onset of the first symptoms. This is where VERTEXA comes in, an innovative tool that uses VR to provide early and innovative care for eating disorders.

The VERTEXA project was initiated by a multidisciplinary team including physicians, psychologists, dieticians, and researchers from CH Arras. The program, developed in collaboration with Audace Digital Learning, is based on the digitization of the content from therapeutic day hospital sessions at CH Arras. And recently, it has been labeled by the Regional Health Agency (ARS) of Hauts-de-France as a “specialized healthcare service for the management of eating disorders.” VERTEXA aims to facilitate access to care for healthcare professionals in urban areas and their patients suffering from eating disorders. How? By offering an immersive and engaging therapeutic experience.

An engaging and educational immersion in the management of eating disorders.

The VERTEXA device consists of several modules. Each one focuses on a specific symptom of eating disorders. Thanks to a virtual reality headset, the patient becomes an active participant in their own role and treatment. The sessions last approximately 20 minutes and are conducted several times per week. They allow the patient to actively engage in the management of their condition within a reassuring and engaging environment. Indeed, by adopting a playful and narrative approach, VERTEXA promotes patient engagement and adherence to the treatment. It then offers the possibility to convey important educational messages to the patient.

The therapeutic game offers several mini-games and workshops, developed in collaboration with Audace Digital Learning, aimed at combating false beliefs about food and body image disorders. To maintain the patient’s motivation throughout the treatment journey, the software offers a progression with increasing levels of difficulty. The game unlocks rewards, which positively reinforces the changes achieved in the patient’s real life.

The medical teams also have the ability, through a dedicated web interface, to monitor the patient’s adherence and progress. Indeed, the tool allows the doctor to obtain key indicators of the patient’s physical health progress (e.g., automatic calculation of certain measurements) or mental well-being (e.g., daily self-assessment).

“Ultimately, the advantage of VERTEXA is that it allows healthcare professionals who do not have access to a comprehensive care setup to benefit from the expertise of an experienced multidisciplinary team in supporting patients with anorexia. This support is provided at an early stage, before the symptoms worsen and hospitalization becomes necessary, which is often delayed. Indeed, early initiation of treatment is the only prognostic factor in this pathology. ”

Dr Vincent FLORENT, MD PhD, nutritionist physician, head of the TCA (Eating Disorders) unit at CH d’Arras,

clinician researcher at INSERM U1172 Lille Neurosciences and Cognition.

“The Metaverse is Dead, Long Live the Metaverse”

On May 16th, AUDACE participated in the seminar “The Metaverse is Dead, Long Live the Metaverse” organized by the Aristote association at the premises of École Polytechnique in Paris Saclay. AUDACE was able to share its experience with the Metaverse during a Use Case dedicated to the use of this type of platform in professional training.

Despite its young age, the Metaverse already wears a cloak of shadows and speculation. Like the phoenix, the Metaverse disappears and reemerges, always more fascinating and promising. How can we ensure the long-term sustainability of this type of platform? How can we make it efficient for professional use, especially in training?

The Metaverse: A constantly evolving virtual universe.

The concept of the Metaverse refers to an online virtual world that provides a shared and persistent digital space where users can interact and engage in various activities. It is often described as a space where the boundary between the real world and the virtual world becomes blurred, integrating elements of virtual reality, augmented reality, online gaming, and online social networks. Users are represented by avatars and can contribute to the creation of content and the evolution of the virtual environment.

The history of the Metaverse dates back to ideas and concepts that have emerged over the decades. Neal Stephenson popularized the concept in his science fiction novel “Snow Crash” in 1992, depicting a virtual world called the “Metaverse.” The early incarnations of the Metaverse can be found in the virtual worlds and massively multiplayer online games of the 1990s and 2000s. The emergence of immersive devices such as VR and AR headsets has brought new perspectives to the development of the Metaverse.

Closely linked to the Metaverse, video games contribute to its popularity.

The future of the Metaverse: Virtual meetings, digital economy, and ethical challenges.

As for the future, the Metaverse’s future is constantly evolving and generating increasing interest. It could become a virtual meeting place for people from all around the world. Furthermore, it facilitates the digital economy with commercial opportunities and virtual marketplaces. Lastly, it stimulates creative and cultural collaboration. However, it also raises challenges and ethical questions. These challenges include privacy protection, online security, and content regulation.

That is why the development of the Metaverse depends on several key factors, such as technological advancements and investments from companies. It is also important to consider user adoption, interconnectivity, and standardization. Lastly, there are virtual economy and monetization considerations, as well as regulations and legal frameworks.

Towards immersive and collaborative learning...

In the professional domain, the Metaverse can be used to enhance remote meetings and collaboration. It can also be employed for training, learning, and creating virtual workspaces. For businesses, it is even more relevant for organizing professional events, data visualization, and modeling. Finally, it can also be involved in business-to-business commerce.

Specifically in terms of education, the Metaverse goes beyond immersive learning. It promotes immersive and collaborative learning. Learners can practice with colleagues from around the world in the Metaverse. They can also work with a trainer on a digital twin, solve problems, and share ideas, regardless of their geographical location. They can also benefit from multi-user simulations of work situations and interact with each other without taking risks. Audace has already had the opportunity to successfully develop initial Metaverses for companies like Orano and AFTRAL.

In conclusion, the Metaverse is an ever-evolving concept that offers a potential for innovation and transformation in various fields, from the gaming industry to the digital economy and professional training. Its future will depend on technological advancements, user adoption, corporate investment, and the establishment of appropriate regulations.

ORANO - Serious Game - Prévention des risques
BRIDGESTONE Assemblage Final
VERTEXA (TCA) - Serious Game VR
ORANO Smart Maintenance Manuella RA
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When VR becomes simple and ergonomic

AUDACE is particularly attentive to the technological advancements of virtual reality, which is constantly evolving. Every new release, every new announcement is a step closer to a more accessible, immersive, and affordable VR experience.

Standalone VR headsets are a major advancement in the field of virtual reality. They do not require an external PC to operate and are capable of running complex virtual scenes on their own. This technological advancement offers numerous advantages and opens up many opportunities for simulators and digital training.

To illustrate these advantages, Audace has chosen to showcase two of its off-the-shelf simulators: the Auxiliary Crane Driving Simulator and the Aerial Work Platform (AWP) Driving Simulator.

The auxiliary crane is a device mounted at the rear of a truck cabin and is used for lifting heavy loads or pallets. The Aerial Work Platform (AWP), on the other hand, is a mobile personnel lifting device composed of a platform or basket operated by an operator who needs to work at heights. Both of them are operated using a control box with buttons.

The simulators are training tools for safely operating these machines. They provide training on the proper usage of these vehicles while ensuring safety. They allow for preparation and recertification for the CACES® (Certificate of Aptitude in Safe Driving) qualification.

In a virtual environment such as a construction site or a warehouse, the simulators offer learners the opportunity to operate various vehicles and engage in a series of scenarios that they must master, including:

  • Operating the controls of the vehicle
  • Setting up the vehicle in the work area
  • Identifying the various risks associated with the use
  • Practical use case scenarios

To provide a training experience that is as realistic as possible, Audace offers solutions that go beyond virtual reality (VR). With our simulators, learners have the opportunity to use the actual remote controls of the equipment. This allows them to gain initial experience that can be easily transferred to real-life situations.

The advantages of standalone VR headsets

Until now, Audace simulators have been operating with a wired VR headset connected to a PC. Recently, the decision has been made to transition them to standalone VR headsets. This change in technology allows for the optimization of our solution by eliminating the need for an auxiliary PC. However, it requires a rethinking of the connection to the remote controls, using Bluetooth technology.

A standalone virtual reality solution

With the elimination of the auxiliary PC, only the headset is now required to operate the simulators. This evolution presents several advantages, such as the elimination of cumbersome cables, simplified operation (everything is managed through the headset), and increased reliability (due to the reduction of devices to maintain). Moreover, this transition allows for cost reduction through savings on PC and VR headset expenses. The standalone version is more financially accessible compared to the wired setup.

A more flexible VR headset ecosystem

With the OpenXR standard, Audace can make its range of simulators and future projects compatible with all models of VR headsets. OpenXR is a programming standard followed by all existing and upcoming virtual reality headsets. By using this standard, Audace develops virtual reality interactions that work across all headset models, providing a seamless and flexible experience. As a result, Audace can offer its clients the VR headset that best meets their needs, regardless of software constraints. This increased compatibility provides an improved user experience and facilitates the selection of the appropriate headset.

A wireless remote control

The transition to standalone VR headsets brings a significant improvement to the use of simulated vehicle remote controls. In collaboration with its partner Itowa, Audace is working on the development of a wireless control box, enabling its solution to be free from any type of cables. This advancement also has the advantage of reducing the setup and installation time of the solution, making it more user-friendly. The other benefit is that it helps reduce costs by eliminating the need for the radio beacon, which was previously required for proper operation.

A wireless remote control

The latest technological advancements in finger tracking, allowing real-time tracking of hand and finger movements, are now available on most VR headsets and have greatly improved in robustness in recent years. Whether it’s making selections in scenario menus or navigating within the virtual world, interactions rely solely on the cameras integrated into the headset. The addition of an additional camera on the front of the headset, such as the Leap Motion sensor, is no longer necessary.

This results in increased autonomy for learners.

With these various advancements and the integration of new interactive menus directly in the headset, Audace simplifies the use of its solutions. As a result, learners will be able to quickly access simulator scenarios and navigate through them independently, without requiring intervention from the instructor through the PC interface, as was previously required.

The factors influencing of the ROI of an immersive training

When it comes to developing virtual reality training tools, a common question arises: What is the return on investment (ROI)? AUDACE carries out numerous projects in virtual reality. Indeed, AUDACE can help you estimate the return on investment (ROI) of VR experiences. AUDACE is even able to unveil certain additional benefits that were not initially envisioned.

First ROI factor: Cost reduction related to training.

Each training content project has its own specificities, whether it’s job discovery, awareness, training on complex operations, or equipment operation. There is no mathematical formula that can measure the cost savings achieved through immersive training and is universally applicable to all situations. Nevertheless, it is possible, by taking the time to reflect and considering observed assumptions from existing projects, to estimate the cost reduction associated with this training modality. The calculation takes into account various factors such as:

  • Reduction in training time (~50% for a technical vocational training initially offered through an apprenticeship program).
  • La réduction des frais logistiques de la formation (location de matériel, frais de vie, …) : la formation vient à l’apprenant et non l’inverse.
  • Reduction in the immobilization of productive resources dedicated to training. In the case of creating a dedicated digital twin for training, it is possible to retain all production resources (human and material) without immobilization.
  • Reduction in costs of “wasted” raw materials due to errors during training or lack of practice in job placement.
  • Reduction in candidate dropout rate. Indeed, certain professions can have demanding working conditions (environment, physical exertion, stress related to operations, etc.). A virtual reality training allows learners to gradually become familiar with the profession and its constraints. This reduces the challenges of job placement.

As an example, AUDACE, in collaboration with its industrial clients (including ORANO and BRIDGESTONE), has observed that virtual training reduces the onboarding time by an average of 50%. Indeed, VR simulators allow for repetitive and varied work operations. The configuration of a VR training exercise takes just a minute! Sometimes it takes several hours to prepare the same exercise in real conditions. Moreover, all situations can be reproduced in virtual reality. Under normal conditions, it is impossible to program events such as breakdowns, incidents, etc., which slows down the progress of learners.

BRIDGESTONE - MOCKUP

2nd factor: Operational excellence of employees

VR training helps overcome many limitations and obstacles encountered in traditional in-person training.

With digital tools, it is possible to repeat operations as many times as needed. In-person training requires preparation time between two training sessions. On the other hand, immersive scenarios can be linked seamlessly without interruption. The real-time practice time during training is thus increased.

Moreover, all situations can be addressed during virtual training. Whether it’s dangerous situations for the operator, rare occurrences, or scenarios that are impossible to replicate on demand. These skills are usually acquired after several years of “learning by doing” experience.

Some of our clients have expanded digital training to a wider audience to make their teams more flexible. Once the investment for training is made, deploying it to a larger number of employees represents a negligible cost.

Furthermore, digital tools, especially immersive solutions, allow for the transmission of company standards to all users. Written work method sheets can be interpreted differently by the reader. In contrast, a scenario in virtual reality leaves no room for interpretation. AUDACE observes significant differences between the business processes imagined in the design office, the complex reality of the field, and the opinions of trainers. That is why the creation of virtual reality training is necessary. This training involves an expert trainer, a methods and processes manager, and possibly a workplace safety manager. It allows bringing together the quality requirements, operational reality, and employee safety into a single tool.

En effet, chaque serious accident costs a company a significant amount of money. Avoiding even a single severe accident is enough to make a virtual reality training financially viable.

Orano_EchafSeisme_06

3rd factor: Benefit on the company's image and attractiveness.

This third factor is more difficult to estimate and also more unexpected. A training in virtual, mixed, or augmented reality naturally has an innovative character, as the practice is still not widely spread. However, there are numerous opportunities for truly distinctive innovation: creating original educational pathways, leveraging new features of virtual or mixed reality headsets, integrating with physical equipment interfaces, and more.

Since AUDACE began creating immersive experiences, not a single year has passed without them receiving an award or recognition for their innovation.

This contributes to the attractiveness of the company. The younger generations are naturally drawn to immersive technologies. As a result, AUDACE’s creations are consistently featured in its clients’ trade shows and exhibitions. It showcases the company’s innovations, recruits young talents, and presents its products to its own clients.

To conclude, let’s recall the testimony of Sébastien Tranchant, Head of Talent Acquisition, Talent Management, Learning & Development at Bridgestone, following the implementation of a blended learning program, including a theoretical part and a practical part on a virtual reality tire manufacturing simulator (developed by Audace) and a digital twin:

« This comprehensive training program has allowed us to increase productivity and ensure the safety of our employees by reducing safety incidents and quality issues by 30 to 50%. Furthermore, significant economies of scale have been achieved. Specifically, we have reduced the immobilization of production equipment required for training by 80% and the immobilization of human resources dedicated to this purpose by 90%. Many other positive impacts have been revealed, such as the enhanced reputation of the company featured in national media outlets… »