Research & Info


Inspired by Black Lives Matter, ViacomCBS wanted to deepen awareness and understanding of others’ experiences that may be different than one’s own, and demonstrate how to be an ally.


Experiential learning is best, but traditional eLearning isn't experiential.

COVID means:

    • In-person experiences are not feasible

    • VR headsets cannot be shared


Simulation technology that can be delivered remotely to those working from home, using existing technology. Makes use of embodiment techniques and interactive features.

Web-based VR Simulations blended with Facilitator-led Zoom Workshops. Launched as part of ViacomCBS's Inclusion week.

Over 99% of users understood and felt what it was like.

96% of users felt prepared to act in the workplace

780 people trained with 2 headsets.

Bank Case Study Results

Read more about the Power and Exclusion VR experience used

Copy of Case Study #1 - Equal Reality mwah Domain.pdf
One pager J.P. Morgan Case Study.pdf

Press on Case Study - Domain rolls out VR training: ‘role plays won’t ever cut it again’

Equal Reality Recent Success (2018 - 10 - 29 )

How our technology is being used for Diversity and Inclusion Training

The Reality of Inclusion (MWAH Partnership)

What is Virtual Reality?

What is the definition of VR?

The connection between virtual reality and the problems in Diversity and Inclusion

Unconscious bias training diversity through virtual reality martin

Scale for VR (Equal Reality insights)

External Research

Power of VR for Empathy

BBC video - research of the power of embodiment in VR (race, domestic violence/gender, intelligence, etc):

BBC Video 2 - The-building-of-an-empathy-machine

How experiencing discrimination in VR can make you less biased | Jeremy Bailenson:

Virtually Being Einstein Results in an Improvement in Cognitive Task Performance and a Decrease in Age Bias

Future of Software

Where is 3D human technology going (next form of human-computer interaction):

3D Human AI - Magic Leap’s Mica

Siren (real time CG human) at GDC (unreal engine):

Future of Hardware

The near term future of this technology, is VR with 6 Degrees of Freedom (and no computer tethered):

5 years ago Stanford used to pay $90,000 for their VR kit, today they pay around $400. And it is better quality. The tech is on an exponential curve.

Common mistakes and assumptions about VR

What is AR, VR, MR, XR, 360?

What is mistaken as Virtual Reality

Stanford HCI Research Lab


See a full list of our awards and recognition