2019 Realities360 Sessions
The 2019 Realities360 program delivers over 50 sessions covering the critical topics that will help you develop new skills, strategies, and expertise within the AR/VR world.
Looking for Hands-On Sessions?
Hands-On Learning BYOD (Bring Your Own Device) takes AR/VR solutions beyond theory and into practical application. In these sessions, you will bring your mobile device or laptop, with the software being discussed installed. You'll have the unique opportunity to apply new techniques right then and there, following along step-by-step with an instructor.
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Sessions on Wednesday, June 26, 2019
501 Framing Your Stakeholder Conversation: Devices, Public Content, and Free Apps
Concurrent Session
Simply put, augmented reality requires a device, content, a marker, and a software platform to use to overlay the content over the real space. For corporations, the challenges can be real: employees don't have company-issued devices, the content is private and shouldn't be accessed publically, markers can detract from the corporate brand, and custom AR software development can be expensive and hard to deploy. How can learning and development teams even approach the AR conversation without fraying nerves and breaking budgets?
Read More502 The Future of AR and its Implications for Learning and Development
Concurrent Session
There's been substantial buzz around augmented reality as a tool for learning through interactivity, as well as for reaching colleagues who don't have access to traditional eLearning programs. New data has shown that doing so can potentially double the level of attention compared to TV and online learning, with 70% higher memory encoding when compared to traditional media consumption. Despite this, AR has only recently begun to garner mainstream attention. Many professionals still believe it's expensive and difficult to adopt, with uptake remaining conservative. What if we could dispel these myths and prove that not only are there simple, affordable tools to work with, but that the outcomes of making L&D more engaging and memorable are worth their weight in gold?
Read MoreWhile it’s become easier to find strong use cases for immersive technologies like AR and VR, it’s still a challenge to go one step further and build solid business cases for this technology. Like every industry, the education and training fields are looking for business models for adopting immersive technologies that make sense for our needs. But what should be the focus for building a business case in education and training: learning outcomes, learning engagement, both, or something else? What details do we need to build a strong business case for investing in these immersive technologies in our field?
Read More504 Designing Instructionally-Effective Virtual Experiences
Concurrent Session
Creating an exciting experience in the VR headset is only part of the solution. How do you ensure it's instructionally effective? Even with new technology the basic principles of instructional design must still be applied: challenges, activity, reflection, and feedback, to name a few. In addition, you’ll want to consider the unique features you can leverage in VR experiences related to time, stress, and 3-D movement, as well as the user challenges of wearing a VR headseat. And because virtual reality is a large investment, you’ll need to be especially sure your solution is effective to ensure there's a strong ROI.
Read MoreVirtual reality (VR) learning experiences are dramatically increasing in popularity. But how do you get started building VR? What if you have a low budget, or no budget at all? The cost of new technology and software, and the development time required, may thwart would-be VR developers. However, there are now several free software and media options that make it simpler and more affordable than ever to build VR.
Read More506 BYOD: Using 360 Images and Captivate 2019 to Create an Interactive Virtual Tour
Concurrent Session
How many times have you tried to explain to a new employee, visitor, or client how to find you in your complicated (or not so complicated building), only to have them get lost in an endless sea of corridors on their first visit? Maybe you have an environment you would like someone to see but they are not physically able to experience it for themselves, like a museum or art gallery? You can do all this and more with a series of 360 photos imported into an eLearning authoring tool to create a virtual interactive tour.
Read More507 Bridging the Gap: How to Work With Developers to Realize Your VR Vision
Concurrent Session
You have a vision for how to use virtual reality in your training program, but the idea of working with a team of developers can feel daunting. Unfamiliar terminology and misunderstood objectives can potentially derail your project before it ever gets off the ground. In addition, many VR development teams have limited experience working with the training industry and bring years of assumptions and processes to the table that might seem alien to you at first. You need a process that you can rely on that will streamline your collaboration with your development team, reduce the chances of failure, and lead to a VR project that achieves your vision.
Read More601 Behavioral Change Through Multimedia-Enhanced Augmented Reality
Concurrent Session
You need to provide on-the-job training to your new employees without sacrificing customer service and daily operations. Additionally, you don't have the resources to provide a safe and economical way of replicating real life situations. What if there was one solution that combined technical skills with behavioral change through branched learning, all from one tablet?
Read More602 Case Study: Developing an AR/VR Learning Strategy at Kaiser Permanente
Concurrent Session
Kaiser Permanente's Health Plan Workforce Development (HPWD) group, which is always striving to bring leading-edge technology to its learning solutions, believed that AR and VR delivery would be especially important in engaging and retaining younger workers over the next several years. But with its finite resources, HPWD needed to figure out how these technologies could be used most effectively. Of HPWD's many learning audiences (ranging from sales and marketing to underwriting and product support) and their disparate learning needs, which would truly benefit from AR or VR delivery? And how should initial, proof-of-concept forays into these technologies be targeted?
Read More603 Lessons from a Year of Cost-Effective Immersive Strategies in Higher Ed
Concurrent Session
Virtual reality offers instructors a high-impact tool for teaching and learning by engaging learners in a realistic 360-degree environment. While the instructional benefits are extraordinary, there have been two major challenges facing most collegiate classrooms; technology cost and instructional relevance. During this session, attendees will explore innovative VR assignments, utilized over the course of a year, and their evolution in online and in-person courses. Moreover, attendees will discover how to create effective and engaging VR assignments on a public institution budget.
Read More12:45 PM Wed, June 26
Track: AR & VR
Focus: Augmented Reality, Virtual Reality
In this session, The eLearning Guild’s director of research, Jane Bozarth, hosts an overview of The Guild’s most recent reports on AR/VR in learning and development efforts. Joined by Cindy Plunkett, co-author of the Guild's April 2019 report, “Augmented and Virtual Reality for Behavior Change,” and The Guild's David Kelly, the session will cover user data regarding popular tools and approaches, as well as current and planned use. It will also offer a review of the literature on leveraging these approaches to change behavior/improve performance.
Read MoreConcurrent Session
Bianca Woods, Dan Schneider, Jeff Meador, Josh Janikowski, Kristina Wilson, Marco Madrazo, Susan Spark
12:45 PM Wed, June 26
Track: AR & VR
One of the best ways to learn how to apply a new technology is to learn from the proven practices of early adopters. By listening to the lessons they learned from their projects, you can make your initial projects more effective, while also reducing the risks generally associated with piloting a new technology.
Read MoreAugmented reality (AR) enhances the world you're in with supplementary visual information. It can seem quite technical and out of reach, but did you know you can begin creating augmented reality content right now?
Read MoreWhen you hear the words “augmented and virtual reality,” do you automatically think about either Pokémon GO! or putting goggles on your face? Did you know you could experience VR without a headset? Did you know you could augment a sandbox? To fully appreciate AR and VR and how it could be useful, you should understand the entire spectrum of mixed reality technologies. It’s a lot more than meets the eye!
Read MoreBuilding the business case for immersive technology requires you to be able to address key questions about the benefits of these solutions, as well as the hardware, software, costs, and skill sets required to move forward with them. This series of 30-minute sessions from industry experts will give you targeted answers to the significant questions you and your organization have about implementing AR and VR strategies.
Read MoreGlobal training demand exceeded the classroom capacity required to enable enough technicians to rebuild critical vehicle components. eLearning fell short transferring the "hands on skills" required for the job, but travel by instructors to remote locations was proving too expensive and inefficient. A better solution was needed.
Read More702 Preparing Your Company for an Augmented Reality Learning Program
Concurrent Session
Augmented reality is a powerful tool that can help your team achieve learning goals in a meaningful and hands-on way. But within the L&D field, there's a lot of misunderstanding about what exactly AR can do and how it can be implemented. And this can make it a challenge get everyone at your organization—and even just your team— on board with what you need to know to make an augmented reality learning program a success.
Read More703 Case Study: The Care Story App: Improving Care, One Scan at a Time
Concurrent Session
We currently have a trillion-dollar problem in healthcare; 47 million people live with dementia worldwide, and this number is growing rapidly (World Alzheimer Report, 2016). What if we could reduce these costs by changing the way we approach customer service for our clients? Evidence shows that if we are able to make each client’s experience more personalized by providing in-the-moment performance support to our staff, we can be more effective and efficient. If we can provide our staff the ability to use their mobile devices to see the customer's care preferences, life history, favorite music, hobbies, and more on demand, we can provide that personalized care. Now, what if we could solve these problems with an elegantly simple solution leveraging augmented reality?
Read More704 Moving Forward Faster with AR
Concurrent Session
Ann Rollins, Betty Dannewitz, Bianca Woods, Destery Hildenbrand
2:30 PM Wed, June 26
Track: Augmented Reality
While augmented reality’s emergence as a technology is currently behind virtual reality, many would argue AR has much broader potential in the context of learning and development in the long term. We’ve begun to see examples of augmented reality used to support and build knowledge, but we’ve only just begun to scratch the surface of how we could use this technology for training and just-in-time support.
Read MoreConfused about VR authoring tools? There are many available; some are low-cost or free while others are expensive. How do you compare the features to know which one is going to work for you and your VR projects?
Read More706 Encore Session: BYOD: Using AR and VR for Active Learning
Concurrent Session
We’re giving you two opportunities to catch this popular session – at this time or on Tuesday in Session 105.
Read More707 3-D Clearance Rack: Add Affordable 3-D Content to eLearning Simulations, AR, and VR
Concurrent Session
2:30 PM Wed, June 26
Track: AR & VR
Focus: Augmented Reality, Simulations, Virtual Reality
3-D content is phenomenally cool—from basic polygonal models to full human-like characters, buildings, vehicles, and even complete environments. Because 3-D content has historically taken vast resources (i.e., time and money) to create, 3-D resources are often relegated to video games, simulations, and/or VR only. However, creating, editing, or obtaining 3-D models for everyday use in eLearning doesn’t have to be cost-prohibitive or take a lot of time.
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