We deliver a broad selection of software products. Depending on your needs, we offer high-quality digital solutions in both Virtual and Augmented Reality as well as in app based visualizations. Our software developers are highly experienced within many different fields ranging from training and guidance through learning and demonstration to healthcare and gamification. In addition to our in-house talent, we collaborate with an array of partners whose combined areas of expertise cover nearly everything. Therefore, whatever your wish, we are ready to fulfill it.
Training and Learning
A new era of education is introduced with VR and AR. The truly immersive properties of this technology help theoretical concepts come to life and commit to your memory.
In Virtual Reality, you simply put on the headset, grab the two controllers acting as your hands, and step into a simulated universe. Once inside, the virtual world is yours. For instance, we have developed a lifelike replica of a wind turbine nacelle, so technicians can practice at home or wherever they like. That way, learning is much simpler, safer, and frankly a lot more fun. As an example the retention rate among Siemens Gamesa Renewable Energy employees is considerably increased through VR learning as opposed to more traditional modes. In addition, it is possible to automatically log their VR behavior, so an extensive record of user skill and progress can be made easily accessible.
The superior educational impact of VR is corroborated by an array of studies, one of which focuses on academic performance in China.
Guidance and Demonstration
With our software, you never have to read through a dense instructions manual again, or rely on PowerPoint to present something visually. Instead you just strap on your VR/AR goggles and start exploring.
In Augmented Reality, all you need is a pair of ODG glasses or Microsoft HoloLenses, or even just a tablet or smartphone, and you are ready to improve your reality. The AR experience allows you to remain in the real world while adding certain digital layers on top. That way, when you look at a specific object, such as a component for a Cobham SATCOM satellite receiver, the relevant information appears right next to it in your field of vision. Naturally, this information can be displayed however you prefer, be it via text, speech, graphic demonstration, or something else entirely. The only limitation is your imagination - that, and current technological advancements, of course. Life as a service technician has never been better.
As a presentation device, Virtual Reality easily surpasses the possibilities of more standardized options such as PowerPoint both in terms of scope and interaction. VR offers an infinite playground where any message can be delivered in a thorough and engaging way. For Maersk Drilling, we created a VR tour of their oil rigs which allowed their clients to experience the full potential of their structures. In choosing VR, Maersk Drilling not only circumvented the need to laboriously transport their clients to the rigs. It also proved cost-effective and both safer and easier.
Healthcare and Gamification
A good way to practice certain skills is through gamification. This means applying relevant elements from the gaming world to either a VR/AR program or an app.
With Virtual Reality, entering fictitious worlds becomes a truly immersive experience. VR gaming teleports you into the game itself, transforming everything around you. You get the chance to completely embody the protagonist, or antagonist if you are so inclined, and wield the sword, gun, tennis racket, guitar, or kitten of your dreams. For Hammel Neurocenter, we coupled fun and games with rehabilitation goals via mini games to create a more engaging practice environment. Microsoft Kinect and Oculus Rift offered a winning combination in providing the patients with a more entertaining training mode. Of course, the fun need not end with gaming. The entertainment industry as a whole is poised to profit from the VR advances currently available. Imagine not simply watching a movie but actually participating in it. Either by being transported from scene to scene in 3D as a passive spectator or by personalizing the experience through gamification in which your choices and behavior affect the plot of the film.
Apps also offer an array of possibilities in terms of employing gamification to learning. This, of course, is a well established fact in the computing world. Here at Kanda, we have utilized our knowledge of app design and gaming to create the teaching app Digisafe for Foreningsfællesskabet Ligeværd (the Union of Associations for Equality). It helps young people with special needs interact with social media and web services such as e-Boks and NemID. Accessibility is key, so the app is developed for Android, iOS, and web. As the target group consists of young people, gamification is the ideal approach, as it mixes fun and learning for an increased retention rate.