Results from VR Training: Performance, Session Analysis and Headset Data


July 09, 2019 - Dom Barnard

In this article we present data from the VirtualSpeech VR app and training. We list reasons people gave for enrolling in our training, discuss popular headsets, app usage and user performance in VR.

The data was chosen randomly from our database, with outliers removed to make the graphs easier to view. The number of data points for each graph or diagram varies between 500-1500.

The aim of this article is to provide information which may be useful when creating new VR training programs within your organisation and to benchmark yourself or your employees against others who have taken our training.

Why people enrolled in our VR training

When users enrol in our training, there is an optional feedback form where we collect information about why they purchased the training. Here’s a selection of answers organised by category:

Better way to practice

  • "I feel this is an excellent way to practice at home. I am in toastmasters and I find rehearsal at home very boring. This is an amazing way to bring joy into my practice instead of literally talking to a wall"
  • "The idea of having factual feedback rather than polite generic feedback is great"
  • "I wanted something I could do in my own time rather than have to physically go somewhere on a specific date"
  • "To become a more effective speaker by practicing more regularly. Specifically, I’d like to reduce anxiety around public speaking and interviewing"

Career

  • "Getting into a pharmacy career"
  • "This is one of my greatest fears and I'll be running for office, so this will be really useful"
  • "I have PhD in business management and I need to have polished public speaking skills in order to speak in front of CEOs, CFOs, etc."

Upcoming event

  • "Need to improve my confidence with public speaking. Especially for a wedding speech as best man"
  • "Speaking in court"
  • "I'm preparing to pitch for investment for my business concept and I've no experience doing this. I'm hoping to learn how to come across confident and reduce my nerves in the real scenario by practicing in VR"

Improve speaking skills

  • "Get over my fear of public speaking
  • "I want to improve my own presentation skills and excel in the very competitive job market nowadays"
  • "Brush up on presentation skills that will be useful on my new entrepreneurial journey"
  • "I have to improve myself exponentially as far as public speaking is concerned"
  • "I really want to get better at public speaking. I have an irrational fear"

Personal development

  • "I am a person who stutters. I have a lot of problems, for example I am really frightened about speaking to lots people"
  • "I’m really keen to find something more effective to develop my language skills"
  • "I'm a digital marketing expert with 8 years of experience, I don't speak well when it comes to public speaking, group discussion. I want to learn soft skill, remove public speaking phobia and engage the audience while speaking"
  • "To practice and study English for business and improve my communication skills"

Headsets people are using

VirtualSpeech currently use mobile and standalone headsets for training. We will shortly be introducing additional headsets and updating this section of the article with them.

Oculus Go was the most popular VR headset used with our training. When we first started collecting headset feedback data, the Oculus Go hadn’t been launched so I’d expect the Oculus Go segment to be even larger for current percentage use.

If you are exploring options to introduce virtual reality training into your organisation, I suggest purchasing both the Oculus Go and Merge VR to compare against each other. The standalone Oculus Go is around $200, while the mobile based Merge VR is $45.

Popular VR headsets for training

Merge VR was the second most popular, most likely because this headset is provided by us when users purchase one of our courses with a headset included.

The “Other” section covers a range of less popular mobile and standalone headsets, such as VR Box, Google Cardboard and more. The size of this segment shows how fragmented the VR headset market is.

Average number of sessions and time in app

Randomly selecting data from over 500 users provided this information about usage in our VR app:

  • People train for an average of 6.09 sessions
  • People train for an average total time of 53 minutes
  • People spend on average 8.7 minutes per session

The data suggests VR training programs should be completable within 1 hour, as most people do not voluntarily train in VR for more than this.

The hour training program could be split into 10 minute VR scenarios, as our data shows the number of people training in VR for longer than 10 minutes (without taking their headset off) drops dramatically.

Average vr app session time in training

The peak app session time is between 5-7.5 minutes. This is roughly what we expected from feedback and observing people using our training. Our VR scenarios are designed to be completed within 5-10 minutes, which may also explain why the majority of users are within those segments.

We’ve found that users, particularly new users, do not like wearing headsets for extended periods of time. This can be for a number of reasons, such as feeling claustrophobic, motion sickness, dizziness and other symptoms when using for long (15+ minutes) periods of time.

Average vr app session time on a scatter graph

The average session time scatter graph shows how some users spend much longer in the headset than others. Some users spend well over 30 minutes per session in the headset.

Note: A number of extreme data points were removed to make the two graphs in this section more eligible. For example, we recorded a user with an average session time of over 1.5 hours which would have skewed the graph.

Performance data: Eye contact and volume

These graphs can be used to benchmark yourself or your employees performance with our training. We have focussed on eye contact and volume (loudness) data in this article.

Note: Our app implements real time feedback for users so they can gauge their performance throughout the speech. This will cause the overall performance scores to be higher than without the real time feedback, as users can continually improve their performance as they deliver their speech.

Eye contact scores in training

For eye contact, the most common score was 9/10, which is higher than we were expecting. There is a big drop either side of 9, with a much smaller percentage of users scoring 10/10.

Volume scores in training

The volume graph was also surprising. The majority of users delivered 90-100% of their speech at a good volume. This may indicate that we need to tighten the threshold of “good volume” within the app, to give users more information on their performance.



In summary, this article provides a high level overview of how our VR training is being used by people around the world.

An important point, as highlighted by the average session time, is that everyone uses and experiences VR in different ways. It’s important to design your VR training program to cater for the majority of users and understand how they perform in VR to benchmark against.