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