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mursion.com

Founded Year

2014

Stage

Series B | Alive

Total Raised

$32.53M

Last Raised

$20M | 2 yrs ago

About Mursion

Mursion leverages artificial intelligence and live human interaction to provide VR training for essential skills in the workplace. Simulations are designed for the modern workforce, staging interactions between learners and avatars to achieve the realism needed for measurable, high-impact results.

Mursion Headquarters Location

2443 Fillmore Street Suite 515

San Francisco, California, 94115,

United States

415-310-2974

ESPs containing Mursion

The ESP matrix leverages data and analyst insight to identify and rank leading companies in a given technology landscape.

EXECUTION STRENGTHMARKET STRENGTHLEADERHIGHFLIEROUTPERFORMERCHALLENGER
Consumer & Retail / Retail Tech

This market includes solutions that use augmented reality/virtual reality (AR/VR) or simulations to conduct immersive workforce training. They can be used to help workers learn both soft and hard skills. These solutions take the form of self-service platforms, software studios, and ready-to-use training content.

Mursion named as Outperformer among 9 other companies, including eLearning Brothers, Taqtile, and Strivr.

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Research containing Mursion

Get data-driven expert analysis from the CB Insights Intelligence Unit.

CB Insights Intelligence Analysts have mentioned Mursion in 4 CB Insights research briefs, most recently on Dec 15, 2020.

Expert Collections containing Mursion

Expert Collections are analyst-curated lists that highlight the companies you need to know in the most important technology spaces.

Mursion is included in 3 Expert Collections, including AR/VR.

A

AR/VR

1,370 items

E

Education Technology (Edtech)

2,600 items

S

Store management tech (In-store retail tech)

385 items

Mursion Patents

Mursion has filed 7 patents.

The 3 most popular patent topics include:

  • Computing input devices
  • Virtual reality
  • Videotelephony
patents chart

Application Date

Grant Date

Title

Related Topics

Status

10/16/2019

2/23/2021

Virtual reality, Computing input devices, Facial expressions, 3D computer graphics, Emotion

Grant

Application Date

10/16/2019

Grant Date

2/23/2021

Title

Related Topics

Virtual reality, Computing input devices, Facial expressions, 3D computer graphics, Emotion

Status

Grant

Latest Mursion News

✦ Training in the metaverse

Jul 10, 2022

Hi Quartz members, In 1929, American inventor Edwin Link created the first flight simulator designed to teach pilots how to fly with instruments rather than visual cues. His work was not immediately recognized as revolutionary. It became a theme park ride and only later did the military recognize its usefulness. Now Link’s simulator is cited as a pioneering immersive training tool, the forerunner to today’s virtual reality training industry. Today, people can don VR goggles and hand controls (or haptic gloves) to learn their way around a hotel kitchen, or an appendectomy, or to practice field visits as an insurance agent or social worker . Although the uninitiated may still be apt to write off the metaverse as a toy for gamers (echoing the initial reaction to Link’s contraption), virtual skill-building has quietly become a multi-billion dollar business . In the last few years, virtual—or metaverse-based—training has also entered a new, potentially treacherous terrain: the realm of workplace psychology. Immersive experiences are ready to replace awkward and outdated training videos for managers learning how to give good feedback, resolve conflicts, recognize bias, and coach employees of all dispositions: the cantankerous, the smarmy, the avoidant, the shy. Ultimately, VR will help workers become better active listeners and more empathic managers, Stephen Fromkin, chief content officer and cofounder of Talespin , predicts. But do we want to learn how to be more emotionally intelligent humans from avatars and code? The backstory You’ve probably noticed that buzz about the metaverse —a space (or many spaces) where people can meet, shop, work, and study in virtual reality—has faded recently. When “Facebook” became “Meta” last fall , other brands got excited and started to plot their own metaverse debuts. Now, tech pundits question whether the metaverse is dead on arrival . ( Probably not .) For companies that make VR-for-workplace training applications, however, the rise and fall of metaverse hype is almost irrelevant. The demand for virtual training software was strong even before the pandemic, when companies saw the potential for VR to make job training accessible to workers at scale, and to train and onboard job candidates quickly. When the pandemic arrived, the case for virtual skill-building became crystal clear. It was no longer possible to squeeze workers into a test kitchen or a boardroom. “VR was beginning to catch on before covid-19, but the global pandemic and the push to remote work is fast-tracking the need for such tools,” Jeremy Bailenson, founding director of Stanford’s Virtual Human Interaction Lab and co-founder of the VR training company Strivr, wrote in a story for Harvard Business Review in 2020. “VR is the perfect medium for this moment.” Accenture felt the same way. Last year, the multinational consultancy purchased 60,000 Oculus headsets to send them out to new hires who would be onboarded (at least partially) in the company’s metaverse, the nth floor . Why VR? Here’s what VR software designers see as some of the benefits of immersive, virtual training: It’s less embarrassing. Users like experimenting in the privacy of their own home. For a course on giving feedback , for example, a trainee might roleplay conversations with a virtual human, without an audience, and replay the same lesson as many times as necessary. It’s cheaper and more convenient . Although companies have to pay for the software and headsets, they do not have to pay for the airfare or real estate required for in-person training. But VR training is imperfect: It can’t tackle sensitive, high-stakes situations. For example, police organizations are using virtual training to teach officers about responding to domestic violence. But critics charge that adopting a new technology won’t solve the problem of over-policing and that VR narratives could be tainted by bias. It’s not the only virtual option. At least one meta-analysis has found that VR is not more effective than video-based lessons. It can make you dizzy. Thanks to bulky headsets and software that may make you woozy or give you headaches, the metaverse is not a comfortable place to be for long stretches of time . The players Transfr : The New York-based company creates simulated environments where college and high school students can study a trade. Mursion : Mursion’s VR, which is devoted to building emotional intelligence , was first developed with teachers in mind, at the University of Central Florida. What’s bothering Angelo? Metaverse training for “soft skills” can be powerful when software designers make the most of VR’s sense of presence. For example, in this Talespin module, one lesson places the user in an employee common room where an enraged colleague, Angelo, bursts in to complain about how a project is being handled. Angelo hovers above the user, eliciting the same visceral response that might arise during actual office drama. Now the user has to decide how best to respond—choosing from three possible scripts—while experiencing the intensity of the moment. ???? Predictions “We’re seeing increased demand for multi-user sessions where learners talk, interact, and brainstorm together in simulated environments. It’s a good training approach for any kind of project where people have to think or visualize together in the same room, either in small or large groups.” —Scott Likens, PwC, emerging technology leader, in HR Today . “It’s intended to not just train and practice in a safe space, but then be able to collaborate with others, be able to have conversations, peer conversations, mentor conversations. It’s not just this one piece of content, or these small groupings of content that are very effective. Whether it’s AR or VR or something else, being able to access a digital layer within the real world offers a lot of opportunity toward learning and being productive. That’s where our platform is going.” —Stephen Fromkin, chief content officer and cofounder of Talespin Keep learning Have a great week ahead, —Lila MacLellan, Quartz senior reporter (unfailingly polite to virtual beings) One ???? thing Job simulator training programs are slightly gamified, but job simulation is also a wildly popular gaming genre. A whole crop of intentionally mind-numbing games allow users to become a virtual farmer or to drive a virtual truck across Europe. They are “ transcendally boring ,” writes the Guardian’s Keith Stuart, and that’s a selling point. “In an unpredictable world, it is calming to open the doors of a bus at the right time, to give the correct change, to set the heating system correctly, to obey the traffic signs.” This story is exclusive to Quartz members.

Mursion Web Traffic

Rank
Page Views per User (PVPU)
Page Views per Million (PVPM)
Reach per Million (RPM)
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Mursion Rank

  • When was Mursion founded?

    Mursion was founded in 2014.

  • Where is Mursion's headquarters?

    Mursion's headquarters is located at 2443 Fillmore Street, San Francisco.

  • What is Mursion's latest funding round?

    Mursion's latest funding round is Series B.

  • How much did Mursion raise?

    Mursion raised a total of $32.53M.

  • Who are the investors of Mursion?

    Investors of Mursion include New Markets Venture Partners, West Venture Partners, Leeds Illuminate, Paycheck Protection Program, NewSchools Venture Fund and 7 more.

  • Who are Mursion's competitors?

    Competitors of Mursion include Taqtile, TRANSFR, Strivr, eLearning Brothers, Light Guide Systems and 11 more.

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