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Gateshead College launches Virtual Reality course to promote emerging tech in business

The course at Gateshead College will use Virtual Reality technology to solve problems such as helping doctors diagnose patients

Gateshead College has launched Europe's first virtual reality (VR) centre of excellence to help firm's capitalise on emerging technology.

Gateshead College student Emily Brown explores the exciting world of virtual reality

The centre will run a Level 3 programme in Virtual and Augmented Reality, which has been developed with Gateshead - based VRTGO Labs.

Students on the programme will use game engines, 3D tools and other state-of-the-art technology to develop content that can solve everyday problems, such as helping doctors diagnose illnesses.

Students will also created augmented reality (AR) content, which combines virtual reality images with the real world, for use within companies.

Chris Toon, deputy principal at Gateshead College, said: "Gateshead College is playing a key role in developing the VR and AR cluster by helping companies acquire the skills needed to harness the commercial potentail of these techonologies.

"With the North East of England - and Gateshead in particular - fast becoming a UK hub for digital and tech firms, we've teamed up with some of the best creative organisations to ensure that our learning programmes give employers the best chance of recuiting the talent they need to develop their business.

"Our flexible courses at Gateshead College are driven by and tailored to the needs of industry. We have a proven track record of developing the skills that benefit employers and help students to get a job."

VRTGO Labs was established by Gateshead Council last year and is made up of 30 technology firms that are developing tech such as VR, AR and artificial intelligence for use within businesses. Seven of the firms are based at VRTGO Labs' office at Baltimore House, near the college.

VRTGO Labs spokesperson Carri Cunliffe, whose company Secret Sauce provides consultancy services to the VR sector, said: "VR and AR are not just useful for the entertainment industry, they are a rich seam of potential for many other sectors including automotive, offshore energy and construction.

"Companies are already gaining a competitive advantage by embedding VR and AR into their business but they will need new skills as these technologies evolve. The skills gaps and is also flexible enough to be adapted to suit the future needs of this vitally important sector."


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