Although Foundry 45 is known for our bespoke VR training experiences, which are offered on many virtual reality platforms, we also offer 2D training experiences as mobile and desktop applications. Our cross platform development ensures that your training experiences can reach the biggest audience. VR training experiences offer the greatest level of knowledge retention and emotional investment, but COVID-19 has changed the way we can all gather and interact. Whether your employees are working from home or in the office, you can rest assured that they are receiving the highest level of training whether in virtual reality or the 2D companion application.
In addition to the 2D versions of our VR training experiences, we also offer augmented reality (AR) versions of the 2D mobile apps. AR allows your trainees to integrate their training into their real world surroundings, which can be a more immersive experience compared to a non-AR mobile application.
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We develop VR training experiences across multiple VR platforms, like the Oculus Quest, VIVE Focus series and Pro series, the Pico Neo series. Whatever your needs, we can help you decide on the best hardware for your VR training experiences. Tethered headsets, like the VIVE Pro, are best for training experiences that rely on very large environments and exceptional graphics, whereas AIO headsets, like the Oculus Quest, VIVE Focus 3, and Pico Neo 3, are more portable, easier to use, and can still offer incredible graphics.
AR Mobile Applications
We also offer AR mobile applications, which is a more immersive learning experience (compared to non-AR 2D applications). AR applications integrate the user’s surroundings into the training experience.
2D Companion Applications
We develop 2D companion applications, which teach the same training procedure and steps as the VR training experiences, for desktop and mobile devices. You can experience in depth training on a Windows, Mac, or Linux computer or an iPhone or Android mobile device. The 2D training experiences differ in how the user interacts. In VR, the user sometimes uses their whole body to interact with their 3D environment. For example, you may need to walk, reach, grab, and look at various things in order to interact with your virtual environment. The 2D desktop application uses a computer mouse to control the interactions, with camera angles either being controlled by clicks or set by the system. The 2D mobile application uses touch screen interactions in place of mouse clicks.