TechLearn 2019 Part Two: Exploring the Impact of Mixed Reality on Recruiting, Onboarding, and Training

We last shared our 5 Key Takeaways from the TechLearn 2019 Conference. Now we’re back with more!

From airlines to automotive to manufacturing to logistics, more and more enterprise organizations are realizing the benefits of Virtual and Augmented Reality technology when it comes to optimizing workforce performance. But what about the impact of mixed reality on recruiting, onboarding, and training?

Many organizations are acutely aware that it takes a lot of time and money to recruit and hire new employees. A recent study by the Society of Human Resource Management found that companies can spend upwards of $4,129 on hiring just one employee. Multiply this amount by the number of hires you make in a year, and you quickly see the financial impact this can have on your company — especially in the case of a bad hire. 

So, where does VR training fit in this conversation? This is the topic our co-founder, Dave Beck, explored at the TechLearn 2019 Conference panel discussion with Bobby Carlton from Ready Learner One, Jay Fraser from HP, and Maxime Ros from Revinax. Let’s take a look.


The competition for quality talent in today’s job market is fierce. Companies that want to win the talent war must be both relevant and engaging. Incorporating VR as part of your talent acquisition strategy will help you accomplish this feat. Here’s why. 

Your future workforce is already socialized to the concept of experiential learning, with VR technology now a part of that stack. Pop into the nearest school, and you’ll see for yourself how VR is heavily leveraged to enhance today’s blended learning programs. In fact, the U.S. Department of Education invested over $2.5 million to develop these programs in 2018. 

By the time this crop of new workers enters your organization, not only will they be extremely knowledgeable about VR training as a concept, but they will expect it. Additionally, if your organization is too slow to adopt and implement new technologies, prospective employees may be tempted to go elsewhere.

The benefits of VR training go beyond merely attracting the workforce of tomorrow. VR training can also lead to significant cost savings related to recruitment. For example, you can use VR to give prospective employees a preview of their new office and share first-hand what their new job may entail. This experience in VR allows them to “try on” the job before signing on the dotted line, leading to a win-win situation for both employee and employer.

From the employee side, they can easily walk away from the job with no hard feelings and focus their efforts on a role they want. Meanwhile, employers are protected from the experience of not realizing a positive ROI because of a bad hire. 


What if there was a way to shorten the onboarding process from six weeks to two or three? Would you jump on board, or let the opportunity slip by you? With VR training, it’s possible.

For example, it usually takes Delta’s new hires 45-60 days to obtain their Federal Aviation Administration (FAA) credentials to operate on the tarmac. That’s a lot of time spent on training that could have been used to boost the company’s bottom line. With the ramp operations training that we developed for Delta, new hires can now get out on the tarmac on the first day with VR.

One could even use VR to gauge the level of an employee’s proficiency with an assigned task. Because most head, eye, and body movements can be tracked in VR, you have access to an abundance of data. That data can be used to create tailored training programs to address any skills gaps quickly and efficiently. Through VR training, not only are you enhancing your onboarding processes, but you’re also increasing employee satisfaction. This has a direct impact on retention. 

New hires are 69% more likely to stay at an organization with a structured onboarding program. And it makes sense. It makes employees feel like a part of the team from day one, which increases employee morale and has a positive impact on overall employee wellness. 


In the past few years, VR technology has seen much success around training — and rightly so. Many enterprise organizations are rapidly adopting VR technology not only for training new employees, but also for capturing the tribal knowledge of seasoned workers.

During the panel discussion, Bobby Carlton shared how as baby boomers exit the workplace, they take with them a lot of expertise. VR tools are being used to help to capture their knowledge, which can then be used to train less experienced employees.

This is essential in an industry like manufacturing, where the current skills gap can easily be addressed with VR training. Not only has VR training been associated with elevated retention rates (approximately 80% when compared to 20% with traditional methods), but it also increases the speed to competency for many employees. 

VR training experiences allow employers to recreate scenarios that would be difficult to replicate in real life — like how to deal with an active shooter or a fire outbreak in the cockpit of a plane. It’s much easier to train in an environment where your mistakes don’t have real-life consequences. This reduces the pressure to perform and allows the trainee to better focus on mastery. 

While enterprise VR hardware is quite costly today, there is new hardware that is making it more affordable. For example, Jay Fraser from HP was showcasing their new Reverb VR headset. Our co-founder Dave Beck also urged the audience at TechLearn 2019 to consider the long-term value of the technology.

Investing in VR training should be approached strategically by organizations. Deciding on the right use case, delivering a pilot program, and devising the true ROI for your organization is critical for successfully adding VR to your training program. 

Interested in learning more about VR training? Check out how Delta Airlines is using this technology to improve employee safety. Read the Story

The Future of VR Training Technology: 5 Key Takeaways from the 2019 TechLearn Conference

Over the past few years, we have made a point to attend the Training Magazine’s TechLearn Conference. It’s an amazing event where learning & development professionals gather to acquire knowledge about the latest in learning research and training technologies that improve workplace performance.

As a VR tech evangelist, our Co-Founder Dave Beck at Foundry 45 was thrilled to sit on a panel with Bobby Carlton, Jay Fraser from HP, and Dr. Maxime Ros from Revinax to discuss Mixed Reality’s impact on Recruitment, Onboarding, and Training (more on that panel in an upcoming post!)

VR Training Panelists – Maxime Ros, Bobby Carlton, Dave Beck, and Jay Fraser

We also had a chance to meet and learn from some of the best in the L&D biz. Here are 5 key takeaways from this year’s TechLearn conference…

Takeaway #1 – VR Training Technology Helps Speed Learning and Skills Mastery.

VR training technology provides trainees with a hands-on experiential learning opportunity. Through this approach, people may practice and apply new skills, concepts, and problem-solving techniques in real-time.

Why is this so important? It all comes down to the science of how our brains not only learn but also retain information.

A hundred years ago, Hermann Ebbinghaus formulated the learning curve, which correlates the relationship between memory and time. The formula states that if your absorption rate is at 100% on day one, there is a 50-80% loss of learning from the second day onward.

By the end of a month, the retention rate drops to 2%.

This commonly occurs when people are required to sit through traditional training programs. Those programs force them to absorb large amounts of information in one sitting via 2D mediums such as videos and/or PowerPoint presentations — and all in single session.

However, when people train in a VR setting, retention rates and the speed at which they learn skyrocket. Why? Because trainees are able to physically perform tasks and learn from mistakes while mastering new skillsets in real-time. Employees don’t have to be embarrassed about asking too many questions or making mistakes. They can keep practicing until they feel 100% comfortable with the task or material.

Takeaway #2 – Four-Dimensional Training Provides a Clear and Actionable Framework for Learning.

In today’s working educational environment, one-size-fits-all curriculums are not effective or beneficial.

Companies want flexibility within their training environments. Even more importantly, organizations need the ability to easily and quickly shift their training programs to accommodate new technology, equipment, job locations, and more.

Jay Fraser, HP, discussing how Foundry 45 is using VR training for Delta Airlines

For example, airports across the country are laid out differently. Even though ground crew operations may be the same in multiple locations, the physical setup in each location may require training specific to unique airport environments.

With VR training technology,  training simulations can be set up to mimic the exact space in which your employees will perform their tasks and can account for any obstacles (or environmental factors like weather, lighting conditions, etc.) that might differ from location to location.

It’s this type of four-dimensional education system that provides the framework for adaptable learning in the 21st century.

Image: Brandon Carson, Delta Airlines – Radical L&D: Reimagining Corporate Learning in the Digital Age

Takeaway #3 – Your Future Employees Are Already Learning Via VR Today.

If you walk into a school today, you’ll notice teachers are beginning to branch out from textbooks and are using more advanced technologies, such as VR and AR in their classrooms.

It’s no surprise that school systems are adopting VR technology as it’s helping educate students in a new way that promotes greater rates of information retention. It’s also highly effective in accommodating different types of learners. 

Image: Brandon Carson, Delta Airlines –

The students who are using this technology are your future employees.

If your company doesn’t stay up to date with the latest training technology, these new hires are more likely to pass up your organization. Other companies that have integrated, cutting edge, and adaptive learning styles as part of their training programs may be more desirable.

Takeaway #4 – VR training technology provides a safe environment where employees can learn to manage dangerous, real-world situations.

In real life, it’s often not practical or safe to send trainees into dangerous situations. However, part of learning how to do a job can sometimes entail putting an employee into an unsafe situation.

For example, airline pilots and flight attendants need to be trained to handle dangerous situations such as a cockpit fire. How does that work?

Trainees could go through a PowerPoint presentation of best practices in the event of an emergency. Or, they could perhaps experience an actual fire in a cockpit simulator that would offer hands-on experience. The former isn’t very compelling, and the latter isn’t safe or fiscally viable.

With virtual reality, learners can be “thrown into the fire” without any real-life consequences. This type of experiential learning provides the opportunity for employees to physically experience an emergency situation without any actual risk of injury. 

Takeaway #5 – VR + Winning = Fun!

In a conference environment, some people sit on the sidelines, happy to absorb all the great content. Others jump right in to the action!

Destery Hildenbrand, Sr. is the type to jump right in. This Instructional Designer at GP Strategies Corporation tried the Delta Airlines experience our team was showcasing. He also dropped his business card in bowl for a chance to win a brand new VR headset. At the end of the event, we selected his card in the drawing! This was one of the highlights of TechLearn 2019 for our team what was yours? 

Attending the TechLearn 2019 conference was a great experience. It confirmed the importance of staying up to date with the latest trends, and it also provided a better understanding of how many companies are currently utilizing VR/AR in their training programs. If your organization is looking to discover more about how VR training technology will benefit your new hires or current employees, we encourage you to get in touch with us today!

Foundry 45 at FutureX Live

What’s one day long and ten years ahead? Moxie’s FutureX Live, of course! Foundry 45 had a jam-packed day at the conference for “The Next 10” last Tuesday. We were ecstatic to be placed alongside other pioneering groups at FutureXPO, the conference’s demonstration area, where we exhibited some of our latest virtual reality experiences for Delta and IBM – The Weather Company.

A full day of TedX-style talks kicked off with Moxie’s John Rich, adorned in tails and a bowler hat, giving a gripping presentation about the life-changing tech we can look forward to in the near future. Medical nanobots, self-driving cars, voice-controlled AI, and the all-important XR technologies all had their time in the spotlight.

Managing partner Dave Beck led a panel on the Future of Learning, featuring learning experts from the corporate and academic communities. Dr. Adriane Randolph from Kennesaw State’s BrainLab noted how big data and AI could empower students with customized learning, which Delta Director of Learning Brandon Carson had plans to implement for Delta employees soon. Crystal Kadakia, author of The Millennial Myth, brought up the need to retain privacy in the future of education. With his experience in the film industry, Brennen Dicker, director of Georgia State’s Creative Media Industries Institute, saw partnerships with business as a key to evolving the learning process. Everyone agreed that new technology can change the way we learn, but that the learning and development always come first.

Just before the keynote speech by Bozoma Saint John, partner Dana Dojnik held a panel on using tech for good. That meant something just a little bit different for all invited to her panel. IV Ashton was optimistic about AI and autonomy democratizing legal advice and disrupting the court system. Jhillika Kumar, a Georgia Tech student who founded a startup called Axis Ability to help developmentally disabled individuals communicate, looked forward to her technology facilitating a more welcoming workplace. Deigratia Daniels is helping the teens of today see how their worlds will grow exponentially by understanding VR and AR technology. Sarah Koch is using a VR film “Growing New Roots” to transport current and potential supporters to see the wonderful work they are doing with the Batwa community in Uganda. And the powerful work Joey Womack is doing to support a community of good people using innovation to reduce some of the world’s largest basic need inequality gaps through his organization, Goodie Nation.

Left to right: Deigratia Daniels, Joey Womack, IV Ashton, Dana Dojnik, Jhillika Kumar, Sarah Koch

Thanks to everyone who supported Foundry 45 at FutureX Live. Big props to MoxieUSA and Destination South for bringing the Next 10 so close to home here in the ATL. Stay tuned on our social media for news about future events!

Foundry 4 Going On 5

Birthdays are some of the most special days in our lives, and there are endless ways to celebrate them. In Jamaica, you may be covered in flour by your friends and family. Hungarians celebrate by tugging the birthday person’s earlobes, and Nigerian birthday feasts might include an entire roasted cow.

Foundry 45 turned four this month, and that calls for a grand celebration! With so many new faces, new places, and new training experiences in the VR and AR markets last year, I wanted to give everyone some highlights.

No matter how you measure it, we had a very successful year. But we’re not resting on our laurels! Year 5 is already here, and with it comes the promise of a growing enterprise VR market.

That’s why we’re so excited about this new year. Overall, VR training and education isn’t the future anymore. It’s here now, and as it grows, we are ready to grow right alongside it. Keep a lookout for Foundry 45’s innovations in the coming year!

-Dave Beck
Managing Partner
Foundry 45

Training Magazine Webinar Recap

As part of our public outreach program, Foundry 45 regularly presents on topics that matter to the business community. We recently had the opportunity to share our knowledge of VR education in a webinar presented by Training Magazine Network. Founding Partner Dave Beck shared new insights on VR training with a focus on methods for teaching different age groups through the use of immersive technologies.


If you’d like to view the full webinar, you can watch it here for free with registration.



Training and instruction professionals from across the country joined in to be a part of the interactive presentation. The conversation started around the issue of training a changing workforce with VR, but our audience was eager to discuss every part of virtual reality training.


Randall Ulrich, an IT trainer for the Southern Nevada Health District, noted that VR education has great potential to teach anatomy, and started a discussion about VR’s accessibility to the disabled. Other participants reached out to talk about VR social skills training for health professionals, VR education in office settings, and VR training for public speaking.


Thanks to Gary, Adam and the entire Training Magazine Network for giving us a space to discuss VR education. Keep an eye out for more Foundry 45 events in the future!

Foundry 45 Holiday Party at CMII

Foundry 45 hosted its first annual holiday party on Tuesday, December 12th! Thanks to everyone who joined us for drinks, music, and to celebrate our office move to the Creative Media Industries Institute (CMII) in Downtown Atlanta. Y’all made this a truly special event!

The festivities took place on CMII’s top-level floor, a beautifully laid-out space for getting together and mingling. It also provides access to an outside patio area, and despite the cold temperature, our guests had the opportunity to enjoy the Atlanta skyline at night…including augmented reality, HoloLens enhancements.

VR Experience | Foundry 45

Our Foundry 45 team further sweetened the experience for our guests last night not only with a fully stacked bar and buffet, but also by giving people the unique opportunity to get some firsthand VR experience. We set up one of our VR training programs as well as an interactive, VR enabled snowball fighting game.

Below we’ve compiled some additional impressions from last night’s event.

Foundry 45 Holiday Party

Foundry 45 Holiday Party

Foundry 45 Holiday Party CMII

A big shoutout also to CMII and Georgia State staff who’ve been very supportive of our partnership and the planning of this very special event for us! Our entire team looks forward to an exciting and successful future at CMII!


Foundry 45 is The Business VR Leader. We create immersive Virtual Reality (VR) experiences for mobile platforms including HTC Vive, Oculus Rift, Samsung Gear VR, iOS Cardboard Headsets, Android Cardboard Headsets. Foundry 45 helps businesses step into their brand story by using dynamic 360-degree video and VR app creation. Our marketing and recruiting approach captures customer experience desires and emphasize product value. We also partner with existing video production studios, advertising agencies, and other content creators to serve as their VR technical consultants and developer shop.

To learn more about Foundry 45, visit us at

For Immersive VR inquiries, contact Managing Partner:

Dave Beck,

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VRDayATL spawns VR Action for 2017

Bringing the virtual to reality, VRDayATL features Virtual Reality and Augmented Reality professionals and agencies sharing how the expanding VR category will scale, impact and generate revenue this year. Foundry 45 is building momentum and taking the groundbreaking ideas of the conference to develop new and exciting VR experiences.

As the Business VR Leader, Foundry 45 is helping companies use VR to power their sales ; marketing, recruitment, and employee training efforts. In the “VR – What’s Next?” session at VRDayATL, Samsung Head of VR Marketing Bachir Zeroual says, “Enterprises will become the new fuel for #VR this year.”

Samsung - ZeBachir

This is a great message to hear from a VR leader like Samsung. Overall, the VR market is expected to grow to $25B by 2021. Foundry 45 is capitalizing on this trend by both working directly with corporate marketing teams and also partnering with agencies and production houses to help drive VR growth.

#VR in 2016 triggered investment and heighten interest to push for a VR category in the market. @SamsungUS Head of VR Marketing

Another way Foundry 45 is helping to drive the market is by strengthening the level of general VR awareness. Throughout the conference, we heard a recurring theme – clients are really interested in the VR experience, but they’re not sure how to translate their passion into ideas. Our team has put education at the forefront during the creative process and from there, we expand this knowledge to develop specific VR possibilities.

In the “Why VR?” session, Aireal Advisor Conal Bryne, Futurus CoFounder Annie Eaton, and Foundry 45 Managing Director Dave Beck talked about understanding VR and the future.

Dave Beck - Panel

“Now is the perfect time to get involved. It’s not too early where VR is unknown, but still early enough to make a mark.” @Foundry45 Dave Beck

Lastly, we’re here to bridge the gap between hype and adoption. In 2017, the VR concept will still remain new among new customers, but awareness on a personal level will become increasingly mass marketed. So this year is the opportune time to make your mark by creating captivating content, researching cross-discipline concepts, and expanding your own perception of the VR category.

close up - panel

For a more information regarding the VRDayATL sessions you can start with the VR in Atlanta Panel Video.


Foundry 45 is The Business VR Leader. We create immersive Virtual Reality (VR) experiences for mobile platforms including HTC Vive, Oculus Rift, Samsung Gear VR, iOS Cardboard Headsets, Android Cardboard Headsets. Foundry 45 helps businesses step into their brand story by using dynamic 360-degree video and VR app creation. Our marketing and recruiting approach captures customer experience desires and emphasize product value. We also partner with existing video production studios, advertising agencies, and other content creators to serve as their VR technical consultants and developer shop.

To learn more about Foundry 45, visit us at

For Immersive VR inquiries, contact Managing Partner:

Dave Beck,

Follow Us!

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360 Video Meetup Workshop

Our lead developer, Scott Driscoll, gave a presentation / workshop at Atlanta’s VR Meetup this month. It gave an overview of 360 cameras, talked about various issues in recording 360 (parallax, resolution, battery, overheating, stabilization, 3d vs mono), and how to distribute 360 content. There was also a panel with Peter Stolmeier of Futurus, Drew Pearson of Ninja Multimedia, Jared Serfozo of Sandbox ATL and Reggie Banks of VR MediaHouse.

Here’s a link to the slide deck: 360 Video Workshop Atlanta VR Meetup



Foundry 45 is The Business VR Leader. We create immersive Virtual Reality (VR) experiences for mobile platforms including HTC Vive, Oculus Rift, Samsung Gear VR, iOS Cardboard Headsets, Android Cardboard Headsets. Foundry 45 helps businesses step into their brand story by using dynamic 360-degree video and VR app creation. Our marketing and recruiting approach captures customer experience desires and emphasize product value. We also partner with existing video production studios, advertising agencies, and other content creators to serve as their VR technical consultants and developer shop.

To learn more about Foundry 45, visit us at

For Immersive VR inquiries, contact Managing Partner:

Dave Beck,

Follow Us!

Linkedin Twitter Facebook Instagram