Center of Visualization Göteborg is a membership organisation managed by Business Region Göteborg and Chalmers University of Technology. Center of Visualization Göteborg is one of three national Knowledge Arenas within the network VISARD, Visualisation - Arenas for Research and Development.

EON Reality targets the $1.5 billion Simulation-Based Learning Market

EON Reality, the world's leading interactive 3D software provider, today targets the Simulation-Based Learning (SBL) market which creates interactive 3D visualization applications for educational experiences.
Simulation-Based Learning (SBL), is EON´s second largest market. SBL represents the next evolutionary stage of e-Learning where learning is conducted with a computer or mobile device with the added benefit of the interactivity available in an online environment. While e-Learning has depended on visualization in 2D, SBL creates interactivity, not only for 2D but for 3D visualization applications for educational experiences, that dramatically enhances learning and knowledge transfer. SBL is being integrated not only into e-Learning programs but into classrooms and new immersive environments, as well.  Educational institutions are incorporating SBL into programs from professional careers to Career Technical Education to multidisciplinary university research for education. Programs utilizing SBL range from biology, engineering, and astronomy to such disciplines as automotive, allied health, manufacturing, energy and mining, to name a few.

The video game industry has not only fueled the market for SBL but has set the expectations of today´s learners for Simulation-Based Learning as a result of their use of interactive experiences through technologies like Nintendo Wii, PlayStation 3, and Xbox 360. As a result, the education market is rapidly expanding and incorporating more advanced, simulation-based 3D learning experiences, enhanced e-Learning solutions and immersive learning environments.  EON Reality´s solutions incorporate 3D interactive visualization content into learning applications and learning environments. Interactive SBL environments allow learners to be activity engaged in the learning experience moving them from isolated, high-end, yet static tech centers to engaging, scalable, Internet connected networks. 

SBL Market Size

If we look at the market for both corporate and education, another term often used when referencing SBL is Serious Games.
 - The Serious Games market in 2007 was estimated to be around $400 million per year - just in the US (mostly Educational and Military).
 - The same demand applies to Healthcare providers which will bring the overall figure for the Serious Games to a projection of $1.5 billion by 2012.-       
-    Additionally, Serious Games are gaining solid traction in Europe and the video game industry is finding more and more business outside the entertainment sector — both indicators of a growing demand for interactive experiences from the consumer to the learner to the corporate environment.

A visual example is depicted in which SBL facilitates training for a nuclear power plant in South Korea. A visual configurator allowed students to rotate any location inside the plant on any axis to view from any angle, zoom in on key features and detail, pan across the screen to highlight features, and interact with components in their natural environment. In this example, SBL dramatically improved productivity and reduced costs by 90% compared to past training that relied on static, 2D images and materials that lacked visual interactivity.

The interactive, game-like education and training environments provided by EON significantly increase the engagement of today's learner compared to traditional training methods, thereby motivating students to become instantly engaged, comprehend faster, utilize critical thinking skills with repetitive success, retain longer and recall faster. 

Educational programs from around the world are benefiting from the use of EON's SBL. Read more in the SBL whitepaper. 

EON Reality, Inc. is the world's leading interactive 3D visual content management and virtual reality software provider. EON's solutions enable all organizations to more effectively visually communicate, collaborate and accelerate knowledge transfer. Educational institutions and organizations who have adopted EON's SBL technology solutions include: the Kentucky Community and Technical College System, the Southeastern Institute of Manufacturing and Technology, Texas State Technical College Waco and Honolulu Community College, to name a few. For further information, visit www.eonreality.com.

For the full news release please visit here.

Content Responsible: Katarina Clase
Updated: 2009-09-23
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