MB01 Build a VR team and Lead Them to Success
7:30 AM - 8:15 AM Tuesday, June 25
California
Bob Dyce
Creative Director
Elara Systems
As the creative director of Elara Systems, a strategic creative agency, Bob produces transformative scientific and medical experiences. Bob works alongside 3-D artists, technical directors, VR/AR real-time experts, and motion graphic artists. Over the last 17 years, Bob has developed crucial relationships with technology vendors through beta testing and vetting emerging technology including 3-D software, enterprise VR tools, HoloLens, Magic Leap, and Haptics. Pushing the bounds of enterprise VR, AR and 3-D animation, Bob Dyce is a pioneer of digital content creation.
MB02 When to Use Immersive Reality Solutions
7:30 AM - 8:15 AM Tuesday, June 25
Valley
Destery Hildenbrand
XR Solution Architect
Intellezy
Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.
MB03 Learning Design for Successful AR Experiences
7:30 AM - 8:15 AM Tuesday, June 25
Empire
Daniel Hartz
Community Success Manager
Zappar
Daniel Hartz is Zappar's community success manager. He teachers regular workshops on AR and how to use ZapWorks.
MB04 AI and Machine Learning-Driven Augmented Reality
7:30 AM - 8:15 AM Tuesday, June 25
Garden
Steve Richey
AR and Mobile Developer
Float
Steve Richey is a software developer at Float focusing on mobile, augmented reality, and machine learning. He was the lead developer on Cydalion, an application that uses the Tango sensors on select Android devices to provide navigational assistance to people who are blind or visually impaired. Steve has also done AR research for the US Department of Defense, crafting a holistic solution for challenges faced by users in operational environments for the Combating Terrorism Technical Support Office (CTTSO). Before joining Float, Steve was a nuclear electrician in the US Navy and earned his MBA at Illinois State University.
MB05 What Can You Do TODAY with AR?
7:30 AM - 8:15 AM Tuesday, June 25
Crystal
Betty Dannewitz
Founder, CEO, the actual Betty
ifyouaskbetty
Betty Dannewitz is an immersive experience designer with over 18 years in corporate learning and development. She is also a speaker, podcaster, and high-performance coach. Betty's passion is to help people become better humans and she advocates that innovative technology, like augmented reality, has a HUGE role in making that happen.
GS01 How XR Will Shape the Future of Enterprise
8:30 AM - 10:00 AM Tuesday, June 25
Imperial Ballroom
XR is on its way to revolutionizing enterprise. Commercial investment in XR is expected to reach $13.5 billion by the end of 2019. Standalone virtual reality devices are expected to help the market grow 75% year over year. Mobile augmented reality is becoming mainstream, reaching more than 1 billion consumers worldwide, and the growing innovation around mixed reality headsets like HoloLens and Magic Leap puts mixed reality on track to build a significant following in the next 5-10 years. But what does this mean for the enterprise XR industry as a whole? Where are the key opportunities for content creators? Where are commercial organizations investing their money? And finally, what's the ROI?
Learn the answers to these questions and more as Stephanie Llamas, head of XR at SuperData, a Nielsen company, walks attendees through the data behind XR enterprise present and future. Gain insights into how to take advantage of XR's enormous opportunities and how the market's future will affect your bottom line.
Stephanie Llamas
Head of Research, Strategy, and VR/AR
SuperData Research, a Nielsen company
Stephanie Llamas is vice president of strategy and head of XR at SuperData iResearch, the leader in market intelligence across digital gaming and interactive media such as streaming video and XR. Stephanie is an industry veteran with over 10 years of experience in digital media. She was one of the first analysts to provide market intelligence on the current generation of immersive technology, leading SuperData to become the gold standard in XR research. She oversees research, product, and company strategies. A thought leader and speaker, Stephanie regularly provides insights for leading outlets such as Forbes, WSJ, The New York Times, CES, and SxSW. She is also a co-author of Charlie Fink's Metaverse, a continuously updated guide to VR, AR, and the coming revolution in personal computing.
ES01 Buyers Guide: How Will You Measure the Success of Your AR/VR Efforts?
10:10 AM - 10:40 AM Tuesday, June 25
Imperial Ballroom
Building 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.
Anders Gronstedt
President
The Gronstedt Group
Anders Gronstedt, PhD, is president of The Gronstedt Group, which is instrumental in helping global companies like Walmart, Pfizer, Novartis, Bristol Myers Squibb, and Daikin improve performance with their custom-developed multi-player VR simulations and learning games. He is a frequent industry speaker and writer with articles appearing in the Harvard Business Review.
101 The Business Case for AI-backed AR and Lessons Learned in Building It
10:45 AM - 11:45 AM Tuesday, June 25
Empire
Artificial intelligence-backed, AR-based solutions are being sought by enterprise to close gaps in performance. These efforts require careful strategic planning, adept understanding of the business problems at hand, and expert level technical execution. It's not enough to say, "AR is great and we need to do something with it." We must use sound technology assessment and keen business acumen to determine when, where, and how to create groundbreaking, process-changing tools for the workforce.
In this case study session, you’ll discover the lessons learned from an AI-backed AR performance support experience created by Maui Jim and Float. You’ll look at the strategy side of this project and get background on how Maui Jim is using advanced computer vision and machine learning technology to help improve their organization’s performance, and provide amazing performance support solutions to the front line salespeople that drive results. You’ll then learn more about the development side and uncover the rationale for the project, the process in designing and developing it, and also lessons learned as this project moved from prototype to product.
In this session, you will learn:
- How to assess the scope and scale of a business problem in order to determine if AR could be a fit
- How to diagnose breakdowns in a process in order to create a human-centered design solution
- How to ideate and test to determine go/no-go decisions on a prototype
- What common technology challenges you may face in creating a solution like this
- How to push a product over the finish line to deliver measurable results
Audience:
Managers, senior leaders
Technology discussed in this session:
- Augmented reality
- Native application development
- Machine learning
- Human centered design
- Business analytics
Steve Richey
AR and Mobile Developer
Float
Steve Richey is a software developer at Float focusing on mobile, augmented reality, and machine learning. He was the lead developer on Cydalion, an application that uses the Tango sensors on select Android devices to provide navigational assistance to people who are blind or visually impaired. Steve has also done AR research for the US Department of Defense, crafting a holistic solution for challenges faced by users in operational environments for the Combating Terrorism Technical Support Office (CTTSO). Before joining Float, Steve was a nuclear electrician in the US Navy and earned his MBA at Illinois State University.
Quentin Young
Mobile Application Product Specialist
Maui Jim
Quentin Young is the mobile application product specialist at Maui Jim sunglasses. His main focus is supporting the company’s global sales force through intuitive mobile applications that deliver data and information that the account executive needs while servicing Maui Jim accounts. He was the lead producer for HOVR, a virtual reality experience using the Oculus Rift, and worked with NASA on the CAPSAT/SpaceIce program in collaboration with Northwestern University and the University of Illinois. Quentin has a background in interactive media and received his degree in game design from Bradley University in Illinois.
102 What’s Really Happening with Augmented Reality?
10:45 AM - 11:45 AM Tuesday, June 25
Valley
Augmented reality continues to advance and emerge in both consumer and enterprise markets. There’s also rising interest in how to use AR for learning and performance. With AR now one of the hottest buzzwords, how much is hype and how much is substance?
In this session, you will explore the current state of augmented reality in 2019. You will see examples of AR in practice in the consumer and enterprise markets. You will examine what’s working—and what’s not—and how you can apply those lessons to learning and development. You’ll also examine what’s expected to change in the AR landscape in the near future.
In this session, you will learn:
- About the critical components of a augmented reality experience
- How early adopters are using AR for L&D
- About common mistakes to avoid
- What questions to ask to determine whether AR is right for your organization
- The role of wearables in the AR landscape
David Kelly
Chairman
The Learning Guild
David Kelly is the Chairman of the Learning Guild. David has been a learning and performance consultant and training director for over 20 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community, and can frequently be found speaking at industry events. He has previously contributed to organizations including ATD, eLearn Magazine, LINGOs, and more.
103 Novelty or Necessity: Is Immersion the Right Play?
10:45 AM - 11:45 AM Tuesday, June 25
Piedmont
Immersive technology can be alluring. It is a fresh canvas waiting for you to explore. However, just because it is exciting and new doesn't mean it is the right modality for your learners, the right fit for your team, or the best outcome for your organization. Are you considering AR/VR technology because it is novel and might grab some attention? Or is this a necessary tool with which you can finally fully explore subject matter in greater depth?
In this session, you will learn methods to accurately assess your learning requirements, and weigh them against immersive technology and traditional modalities. We will explore the impacts of new technology required to move training into the virtual/augmented reality space, and evaluate the benefit versus the investment. You will be able to utilize this process to vet each new project with confidence.
In this session, you will learn:
- Which questions to ask about your target audience to ensure they are ready for immersive technology
- How to analyze your production staff and identify any skill gaps when starting out in AR/VR
- To determine if your organization is ready to support immersive technology financially, technologically, and strategically
- How to determine whether AR/VR is the right tool for your project
Technologies/platforms discussed:
- AR
- VR
- CBT/WBT
- ILT
Audience:
Designers, developers, managers, senior leaders
Steve Lee
Chief Delivery Officer
Allen Interactions
Steve Lee is an award-winning instructional designer, eLearning developer, EPSS designer and developer, project manager, and renowned "trusted advisor", assisting companies developing their own internal learning development teams. With learning industry experience spanning the last three decades, Steve has provided strategic learning and consulting services for over 400 major organizations including participation in multiple large-scale military and commercial aviation eLearning projects. As a college professor of computer science for over 14 years, Lee has developed/instructed curriculum on hardware, gaming, and information security, and is considered an expert in the use of multiple delivery platforms, "game- theory", and social networking in learning.
104 Better Than the Real Thing: VR Learning Surpassing Real-world Training
10:45 AM - 11:45 AM Tuesday, June 25
California
Imagine if your GPS took you to the wrong location once out of every 10 uses. Now imagine paying tens of thousands of dollars for this mistake. What started as a learning solution for waiters seating guests and delivering meals to wrong tables in an ultra-luxury, fine dining venue became a quest for a learning experience superior to real-world training. Could we do it?
In this session, we'll explore the challenges of deciding when VR is the best learning solution, design considerations to ensure your immersive training drives desired behavior change, how to focus end content to meet learning objectives, and tips to make your VR learning program more than a gimmick or novelty. We'll frame the presentation around the Seabourn table numbers project, and how solving these issues helped us create a learning solution superior to real-world training.
In this session, you will learn:
- The importance of developer/designer partnership, and how to leverage the expertise of both
- The kinds of questions to ask at the beginning to set up a project for success
- How you can drive both innovation and efficiency using VR
- Tips for writing VR learning objectives, and how to develop a measurement strategy that blends both the designer and developer prospective
- How to avoid "shiny object syndrome" and innovate to drive real business results (versus as a novelty or gimmick) so your program has longevity and superiority to real-world training
Technologies/platforms/devices discussed:
- Pixvana Spin Studio
- Pixvana Spin Play
- Oculus Go
Audience:
Designers, developers, managers, senior leaders
Rachel Lanham
COO
Pixvana
Rachel Lanham, COO at Pixvana, is an accomplished leader with decades of experience delivering transformation and growth in startup and Fortune 500 settings. In 1999, Rachel and her aQuantive colleagues were digital advertising pioneers driving the evolution from nascent technology, to direct marketing engine, to critical component of cross-channel growth strategies. As an agency executive, Rachel led marketing innovation and results in collaboration with marquee partners like Weight Watchers, Levi's, and MillerCoors. In 2012 she started her own digital health company, which sold in 2016. At Pixvana, she works closely with innovative companies to help them solve critical business challenges using immersive technologies. She dreams of a world where all companies leverage XR storytelling to engage employees, prospects, and fans.
Nicole Bunselmeyer
L&D Practice Lead
Pixvana
Nicole Bunselmeyer is a senior executive at Pixvana. Her nearly 20- year career in corporate learning and business development includes leading a boutique online training development company and working as learning consultant for innovative online learning experiences in a wide span of industries. Nicole has taught eLearning design and development at the University of Washington and Bellevue College.
105 BYOD: Using AR and VR for Active Learning
10:45 AM - 11:45 AM Tuesday, June 25
Crystal
Immersive reality is cool and mysterious, but faculty often have difficulty seeing how to tie the use of it into learning objectives. Additionally, the vast technology associated with it seems out of range for the classroom. So how do you incorporate what is often a singular experience into a classroom opportunity? More importantly, how do you engage students as content creators? This session will address the pilot experiments and result of a multidisciplinary classroom approach using virtual reality, 360-video, and Google Expedition into coursework. The results speak volumes to where this is going.
In this session, we will discuss and explore the opportunities of AR and VR for active learning. These technologies have changed the learning game, which is limited merely by our own imagination. These ideas began as student initiatives at Penn State Lehigh Valley, and are developing further because of their creative thinking. Learn how to be facilitators to the active learning that is reigniting education like never before.
In this session, you will learn:
- The pedagogical approach for developing and delivering immersive content using the Harvard Graduate School of Education model of See, Think, Wonder
- How to lead a Google Expedition
- How to create a Google Expedition
- How to develop assessments to measure outcomes
- How to develop learning objective for immersive learning
Technologies/platforms/devices that will be discussed:
- HTC Vive
- Google Expedition
- Ricoh Theta 360 Camera
- Garmin VIRB 360 Camera
Audience:
Designers, senior leaders (directors, VP, CLO, executive, etc.)
Technology required:
Cell phone, laptop, or tablet
Through the use of a cell phone, iPad, or computer, participants will openly share thoughts and questions while simultaneously learning about the academic potential of immersive experiences. Additionally, it is recommended that participants download the Google Expedition App to have the opportunity to participate in a structured or independent Google Expedition. Finally, teams will create a 360 Expedition of their own, using tools available through Google.
Kate Morgan
Director of Virtual Education
Penn State Lehigh Valley
Kate Morgan is the director of virtual education at Penn State Lehigh Valley. She has a knack for pairing technology and innovative thinking with twenty-first century learning. A veteran of the USAF, the former journalist holds a bachelor's degree in journalism and public relations from Mississippi University for Women and a master's degree in interactive design from the Savannah College of Art and Design. In 2017 she won the Academic Director's Award for Innovation and Applied Learning at Penn State Lehigh Valley.
Eileen Grodziak
Instructional Designer
Penn State Lehigh Valley
Eileen M. Grodziak has worked in the field of educational technology for over 10 years. She earned a master's of education in instructional systems from The Pennsylvania State University. As an instructional designer at the Penn State Lehigh Valley campus, Eileen works with faculty to find effective uses of technologies that improve student learning. She regularly publishes and presents at regional and national conferences.
106 BYOD: Engaging Technology: Getting Started with Augmented Reality
10:45 AM - 11:45 AM Tuesday, June 25
Gold
Augmented reality is a widely-used technology in games, marketing, and everyday apps, but what about learning and development? Where do you get started? How should you use it? Finding answers to these questions can be difficult and cause developers to overlook the potential this technology holds. We will answer these questions and more through discussion, development, and interaction.
In this session, we will demonstrate how easy it is to get started using augmented reality in learning development. You will be introduced to low cost tools and resources that will make developing an AR project simple, effective, and engaging. You will create an AR experience. You will explore interactive AR experiences. You will learn where AR fits in a design workflow and how it can enhance different types of learning scenarios. You will leave this session with the working knowledge of how to plan, build, and share an AR project with the world.
In this session, you will learn:
- The difference between augmented, mixed, and virtual reality
- About low cost tools available to create an AR projects
- What elements makes a successful AR project
- How to build an interactive AR project from start to finish
- Where you can begin incorporating AR in your learning projects
Technologies/platforms/devices that will be discussed:
- Augmented reality
- Immersive environments
- Zapworks designer
- Wearable technology
- Mobile devices
- Android
- iOS
- Google cardboard
Audience:
Designers, developers, managers
Technology required:
Laptops and a mobile device. We will use them to create an AR experience. Participants will need to create an account with Zappar.
Destery Hildenbrand
XR Solution Architect
Intellezy
Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.
107 From Prototype to Prominence: Transforming Clinical Education at Alcon
10:45 AM - 11:45 AM Tuesday, June 25
Garden
How do you go from a concept to a VR platform with global distribution and analytics that proves efficacy? Producing VR content is challenging without a long-term plan for software monitoring and iteration. Where do you start?
We will provide the roadmap, from concept to execution, of a multi-national VR training software suite and management program produced by Elara for Alcon. In this breakdown we'll guide you through both the vision of a long-term VR content network, and the individual steps we took to launch this successful interactive education platform. You’ll learn how to reveal value to key stakeholders, the best points to leverage partners during the process, and more about the various tools and techniques used. Finally, we’ll help you understand how to better define and measure success of a multi-stage rollout of VR.
In this session, you will learn:
- The importance of prototyping
- How to use content distribution to maintain compliance
- How to demonstrate value to senior leadership
- When to use strategic partners to help execute your vision
- How to take your vision for VR and turn it into actionable steps
- A breakdown of specific tools and techniques
- What constitutes a successful multi-stage rollout of VR content
Technologies/platforms/devices discussed:
- Tethered and untethered virtual reality technology
- A "VR Command Center" web-based content distribution
- Haptic devices for surgical simulation
- Integration with LMS platforms
- Playthrough video examples of deployed VR experiences
- VR analytics dashboards
Audience:
Managers, senior leaders, medical professionals
Bob Dyce
Creative Director
Elara Systems
As the creative director of Elara Systems, a strategic creative agency, Bob produces transformative scientific and medical experiences. Bob works alongside 3-D artists, technical directors, VR/AR real-time experts, and motion graphic artists. Over the last 17 years, Bob has developed crucial relationships with technology vendors through beta testing and vetting emerging technology including 3-D software, enterprise VR tools, HoloLens, Magic Leap, and Haptics. Pushing the bounds of enterprise VR, AR and 3-D animation, Bob Dyce is a pioneer of digital content creation.
Ian Berget
Lead Technical Artist
Elara Systems
Ian Berget of Elara Systems is a self-made, multidisciplinary technical artist, programmer, animator, and international karate champion. His portfolio and work ethic demonstrated at American River College lead him to an entry level position at Elara in 2015. He then shaped the company by advocating for the formation of an interactive, real time division focused primarily on extended reality. He now works as technical lead, and has proven instrumental in the conception and creation of over a dozen successfully-launched interactive projects.
ES02 Buyers Guide: What are the Opportunities and Risks of AR?
12:00 PM - 12:30 PM Tuesday, June 25
Imperial Ballroom
Betty Dannewitz
Founder, CEO, the actual Betty
ifyouaskbetty
Betty Dannewitz is an immersive experience designer with over 18 years in corporate learning and development. She is also a speaker, podcaster, and high-performance coach. Betty's passion is to help people become better humans and she advocates that innovative technology, like augmented reality, has a HUGE role in making that happen.
201 CANCELLED: Real World Case Studies in AR and Machine Learning
12:45 PM - 1:45 PM Tuesday, June 25
Valley
We've talked theory and design for years regarding machine learning-powered AR products. It's time to share business-focused case studies that will illustrate the process, warts and all, of bringing advanced AR to the front lines of businesses.
In this session, we will share project challenges and successes from the field. Detailing several projects we've completed over the years, we'll discuss the ideation and design process, development steps, and roadblocks. We will share some tips you can use to make your advanced AR projects go a little more smoothly.
In this session, you will learn:
- AR and ML ideation processes
- Business case and software design alignment strategies
- Common pitfalls in integrating ML and mobile apps
- Iterating and testing a product from PoC to production
Technologies/platforms/devices that will be discussed:
- AR
- ML
- CV
- Mobile apps
- Smart glasses
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Chad Udell
Chief Strategy Officer
Float and SparkLearn
Chad Udell is the award-winning managing partner, strategy and new product development, at Float and SparkLearn. He has worked with Fortune 500 companies and government agencies to create experiences for 20 years. Chad is an expert in mobile design and development, and speaks at events on related topics. He is author of Learning Everywhere: How Mobile Content Strategies Are Transforming Training and co-editor/author, with Gary Woodill, of Mastering Mobile Learning: Tips and Techniques for Success and Shock of the New.
202 Transforming Learning with Digital Reality
12:45 PM - 1:45 PM Tuesday, June 25
Gold
How does the largest employer on the planet, Walmart, attract and develop a new generation of managers who have spent more time playing games than they have in the classroom? How does Fortune 200 healthcare leader DaVita train a global organization to see the world through the customers’ eyes? How do some of the world's largest companies create realistic rehearsal environments to teach technical skills? How do you deploy VR solutions at scale in a large enterprise, safely integrated with legacy LMSs and LRSs?
In this session, learn how industries are unlocking business value with virtual and augmented reality, games, and immersive simulations. Live VR demos will take you inside of digital rehearsal spaces where learners feel a visceral sense of "presence" of actually being in the situation they're practicing. This session will also give you the inside scoop on how a 3-D mobile game teaches associates of the world's largest employer, Walmart, to run their departments like small businesses. Get inspired by industry leaders who are ushering in a new era of immersive learning at scale.
In this session, you will learn:
- How full-body VR offers a digital rehearsal space of such convincing verisimilitude that trainees feel they are actually there
- How mobile games reinforce new skills and concepts, multiplying "reps and sets" of skill rehearsals while having fun
- How transformational technologies like AR, VR, and mobile gaming are on a converging trajectory squarely aimed at disrupting the learning industry
- How to deploy VR solutions at scale in a large enterprise, safely integrated with legacy LMSs and LRSs
- How industry leaders are ushering in a new era of experiential and visceral learning with immersive learning and gaming
Technologies/platforms/devices that will be discussed:
- HTC Vive Focus
- Oculus Quest
- Magic Leap
- Samsung HMD Odyssey Windows Mixed Reality
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Anders Gronstedt
President
The Gronstedt Group
Anders Gronstedt, PhD, is president of The Gronstedt Group, which is instrumental in helping global companies like Walmart, Pfizer, Novartis, Bristol Myers Squibb, and Daikin improve performance with their custom-developed multi-player VR simulations and learning games. He is a frequent industry speaker and writer with articles appearing in the Harvard Business Review.
203 Hardware Matters! How Different Levels of VR Gear Impact the Experience
12:45 PM - 1:45 PM Tuesday, June 25
Piedmont
Virtual reality hardware, and the computers that are needed to run higher quality headsets, are changing all the time. What difference does it make, and how will that impact learning?
In this session, you'll see firsthand examples of what different mobility, graphics, and computer power can do for the experience. We'll explore when using the highest-level available makes sense.
In this session, you will learn:
- Different quality levels in VR, and their impacts on experience
- Mobile vs. tethered, and when to use each
- How 6DoF impacts experience
- What to look for in computer/graphics hardware
- What's coming in VR hardware
Technologies/platforms/devices that will be discussed:
- Oculus Go
- Tethered VR
- Oculus Quest
- High level graphics cards
- 5K VR headset
- Intel chipsets
Audience:
Designers, developers, managers
Hugh Seaton
GM
Adept Reality
Hugh Seaton is GM of Adept Reality, a software company focused on using VR/AR in adult learning. Prior to Adept, Hugh founded AquinasVR, a VR/AR software company which he sold to the Glimpse Group, parent of Adept. Hugh’s focus, whether in immersive technologies, IoT or artificial intelligence, is on the intersection of learning science, creativity, and the cutting edge technologies that can bring learning to new levels of effectiveness.
Lyron Bentovim
President & CEO
The Glimpse Group
Lyron Bentovim is the president & CEO of The Glimpse Group, a virtual reality and augmented reality platform company. Lyron has over 25 years of experience in executive management, technology investing, and entrepreneurship. Prior to co-founding The Glimpse Group in 2016, he served as CFO and COO for several technology companies including Top Image Systems (a SAAS software company), NIT Health (a healthcare IT company), and Sunrise Telecom, Inc. (a test and measurement solutions for telecom, wireless, and cable networks). He also founded Darklight Partners, a strategic advisory to small and mid-cap companies. Between 2002 and 2008, he was a co-founder and managing director of Skiritai Capital LLC, a San Francisco-based hedge fund focused on small cap technology investing. He holds an MBA from Yale School of Management and a law degree from the Hebrew University.
204 How to Successfully Implement VR Training at Scale
12:45 PM - 1:45 PM Tuesday, June 25
California
We've all heard about the power of VR for learning and the benefits it's providing some early adopters. But many companies are still scratching the surface with how VR can be used to boost learning outcomes and transform business operations. Pilots and PoCs have been deployed and then the question arises: "OK, this was great. But now what?" How does an organization move from a successful VR pilot to a wider-scale deployment?
In this session, you will learn how to deploy VR for training at a wide scale across your organization. You will learn from successful broad deployments like those at Walmart, Verizon, and Fidelity, and learn how these companies approached implementation. You will develop a framework for how to think about VR for training, as well as how to think about deploying VR training at multiple locations, benefiting thousands of employees. Finally, you will learn about data and metrics that have driven large organizations to integrate VR as an everyday offering for employee training.
In this session, you will learn:
- About a few organizations’ wide-scale deployments of VR for training
- How to think about going big with VR across your organization
- Why it makes business sense to deploy VR at scale
- Results and data around large-scale deployments
- Mistakes made and what to avoid when deploying VR at scale
Technologies/platforms/devices that will be discussed:
- Oculus
- Unity
- HTC
- VR
Audience:
Developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Derek Belch
Founder and CEO
STRIVR
As founder and CEO, Derek Belch leads the vision and strategy behind STRIVR’s mission to elevate performance through immersive experience. Derek incubated the company with co-founder Jeremy Bailenson in Stanford’s Virtual Human Interaction Lab while pursuing his master's in virtual reality and serving as a graduate assistant football coach. Using sports as his proving ground, Derek’s vision quickly expanded from the athlete to the enterprise. Derek is driven by a competitive passion for impacting performance, and with STRIVR is pushing everyone to train like an athlete.
205 Multiplayer VR Escape Room: Design and Development of Shared Experiences
12:45 PM - 1:45 PM Tuesday, June 25
Empire
While virtual reality has been rapidly growing as an innovative method to deliver immersive and engaging training, current implementations are commonly isolated and singular experiences. As VR evolves to be more cost-friendly and the release of tetherless headsets (e.g., Oculus Quest) makes it more mobile, there is real potential now for VR training to also be leveraged for multi-user, shared experiences while still keeping engagement levels high.
In this session, you'll learn about the benefits of shared experiences in virtual reality and the approaches you can use to create them. First, explore the "why" by looking at various scenarios on how shared VR experiences can be used and the benefits these solutions bring. Then, discover the "how" by learning about what it takes to create a multiplayer VR solution. You’ll find out how to bring one of the most popular teambuilding exercises into the virtual world—an escape room—and then examine the three major building blocks in the creation of a multiplayer VR escape room: design considerations, the development process, and planning of ROI tracking.
In this session, you will learn:
- The benefits of implementing shared virtual reality experiences in training
- How multiplayer VR experiences can be cost-effective and achieve global reach
- Why a multiplayer virtual reality escape room can be used as an effective team-building training tool
- How to design a multiplayer VR escape room
- What design considerations need to be made when designing a shared VR experience
- What 3-D production and programming tools and considerations need to be made when creating a VR escape room
- What the 3-D production and development process looks like when creating a VR escape room
- How to build a tracking plan for ROI of a shared VR experience
Audience:
Designers, developers, managers
Technology discussed:
Unity, Oculus Rift, Oculus Quest, Photon Unity Networking
William Garner
President & Chief Creative Officer
Tipping Point Media
William Garner, the founder, president, and chief creative officer of Tipping Point Media, is an award-winning creative strategist, technical innovator, motivating tactician, and collaborator. He leads a team of digital artists, web engineers, medical writers, 3-D/VR simulation developers, gamification designers, and educators.
Brittany Gilbert
Senior Digital Project Manager
Tipping Point Media
Brittany Gilbert is a senior digital project manager at Tipping Point Media who specializes in virtual reality, augmented reality, mixed reality, and gamification. She has shipped a multitude of award- winning interactive applications, including mobile gaming, interactive video, and VR/AR/MR training and marketing. With a background in game art and production, Brittany's hands-on technical experience allow her a unique, in-depth perspective of what is involved in building digital products from start to finish.
206 BYOD: Creating Branching VR Training Scenarios Using Motive.io
12:45 PM - 1:45 PM Tuesday, June 25
Crystal
Virtual reality is the next frontier for scenario-based training, but producing branching scenarios for VR is time consuming, expensive, and requires extensive technical expertise. Each scenario must be programmed by developers using a tool like Unity 3D, leaving instructional designers with little or no direct control over the content. For VR training to meet its full potential, instructional designers must be able to construct complex branching training scenarios themselves. The training content must be easy to author, maintain, and share with your team.
In this session you'll create a multi-step branching scenario for VR using the Motive.io authoring system. You'll explore how to capture the decisions that your trainees make using xAPI. You'll learn best practices for creating complex branching scenarios that are easy to understand and maintain. You'll leave the session with a new tool in your toolbox for engaging your audience with personalized and effective interactive content.
In this session, you will learn:
- How to create branching VR scenarios using the Motive.io authoring system
- How to use xAPI to track learner decisions and actions in VR
- How to manage a VR project that can be shared with co-workers
- Best practices for constructing branching VR scenarios that can be supported over time
Technologies/platforms/devices that will be discussed:
- Motive.io
- VR headsets
- Google Cardboard
- Oculus Go
- Unity 3D
Audience:
Designers, developers
Technology required:
Attendees will require a laptop with an internet connection to use the web-based Motive authoring system. Attendees with Google Cardboard and a supported phone or Oculus Go will be able to test the experience they develop in VR. Otherwise, attendees can use the Motive simulator on their Windows or Mac laptop to test the experience without a headset.
Ryan Chapman
CEO
Motive.io
Ryan Chapman, CEO of Motive.io, is an engineer and technology executive with a passion for creating software tools that empower people to make the most out of technology. Ryan has a degree in engineering physics and a master's degree in computer science from the University of British Columbia. He has over 20 years of experience in the software industry, working on a variety of different platforms and systems and in a diverse array of workplaces, from start-up companies to Microsoft.
207 The Science of Presence: Improving Emotional Intelligence Through VR
12:45 PM - 1:45 PM Tuesday, June 25
Garden
The soft skills gap is real, according to Bersin, LinkedIn, and McKinsey. Employers reported leadership, communication, and collaboration as the most crucial skills to learn from L&D programs. However, when it comes to developing these complex skills, many current offerings teach what to do but don’t provide opportunities to practice and apply them. Learners may try games, role-plays or pre-recorded simulations, but are you truly moving the needle on performance? In light of shrinking budgets, limited time, and lack of effectiveness, how can you demonstrate impactful gains at scale?
With immersive VR simulations, it's now possible to deliver intelligent soft skills training at scale. Powered by a blend of AI and live human interaction, mixed reality VR has become the ideal way to gain essential skills in the workplace. By using trained specialists who orchestrate the interactions between learners and avatar-based characters, such simulations can achieve the realism needed to deliver measurable, high-impact results.
In this session, you will learn:
- The science of "presence" at work in VR
- How organizations are leveraging VR in areas like leadership development, sales enablement, and customer service
- How cost savings are realized for soft skills training
Audience:
Managers, senior leaders
Technology discussed in this session:
VR platform, mixed reality platform
Christina Yu
Chief Marketing Officer
NovoEd
Christina Yu is a marketing executive focused on transformational learning technologies that unlock workforce potential and productivity. She is the chief marketing officer at NovoEd, the ultimate social and collaborative learning platform. She previously built the brand identity and growth strategy at Mursion, a virtual reality company for human skills at work. Christina was on the founding team of a new PaaS business unit at McGraw-Hill at the forefront of the company's transformation from publisher to software and services provider. She began her technology career at Knewton, a pioneer in adaptive learning, and held multiple product and business roles there.
ES03 Buyers Guide: What do You Need to Know about VR Hardware and Development?
1:55 PM - 2:25 PM Tuesday, June 25
Imperial Ballroom
Ryan Chapman
CEO
Motive.io
Ryan Chapman, CEO of Motive.io, is an engineer and technology executive with a passion for creating software tools that empower people to make the most out of technology. Ryan has a degree in engineering physics and a master's degree in computer science from the University of British Columbia. He has over 20 years of experience in the software industry, working on a variety of different platforms and systems and in a diverse array of workplaces, from start-up companies to Microsoft.
301 Enhancing the Sales Experience with Augmented Reality
2:30 PM - 3:30 PM Tuesday, June 25
Garden
Employees need relevant, just-in-time product and service information on the sales floor. Many sales fail because employees don't know the correct information, they cannot access relevant information, or cannot position it in a way that makes sense to the customer. But what if there was a way to deliver just-in-time, relevant, media-rich product/service information directly to the device in your hand?
In this session you will begin to understand how to deliver media-rich, just-in-time information directly to your learners and customers in a way that will resonate with them. You'll look at the entire process of developing an augmented reality experience— everything from the initial design document to figuring out the best device to deliver it on. You'll leave this session with a deeper understanding of how to design, implement, and execute augmented reality with your learners immediately. Not only will this session lay out how to use AR on the sales floor, but we will also touch on how you can integrate AR into your classroom learnings.
In this session, you will learn:
- How to design and develop for augmented reality
- How to solve a current learning/knowledge gap with augmented reality
- How to show ROI/benefit of AR on the sales floor
- How to choose what AR vendor/SDK would be right for you
- How to integrate AR into classroom training
Technologies/platforms/devices that will be discussed:
- Augmented reality
- Vidinoti/V-Director
- iPad
- iPhone
- Samsung Galaxy S8
Audience:
Designers, developers, managers, senior leaders
Dan Williams
Immersive Solutions Designer
Sprint
Dan Williams is an immersive solutions designer at Sprint. He holds a bachelor's degree in business administration and information systems from Emporia State University. His passion is developing augmented reality/virtual reality solutions to make learning more immersive and engaging for both employees and customers. Dan developed the first use of augmented reality in-store and in the classroom for training purposes for any wireless company in the US. He has robust experience with different learning management systems, eLearning development tools, multi-media creation software, and wireless technologies.
302 Immersive Technologies Playbook: Lessons from Enterprise Deployment
2:30 PM - 3:30 PM Tuesday, June 25
Piedmont
Enterprise adoption of virtual reality is gaining traction. This is particularly true for L&D organizations tasked to provide training for complex, large-scale operations, often in remote locations. However, the cost, timeline, and deployment challenges may hinder implementation, and the speed of development in the immersive technology sector can overwhelm those looking to take the first steps. Where do you begin?
In this session, you will learn about a variety of immersive technologies being developed for training and performance support within Schlumberger. By sharing in our early journey and lessons learned, you'll acquire key takeaways to consider as you look to implement and advance these technologies in your organization.
In this session, you will learn:
- About IT considerations for deploying VR in the enterprise
- How developing an internal 3-D asset library can facilitate prototyping of virtual reality training
- The key role of instructional design in VR training development
- About the potential for using VR simulations for competency assessment
Technologies/platforms/devices that will be discussed:
- Interactive VR
- 3-D rendering software
- Unity
- HTC Vive
- 360 Content/Cameras
- Google Cardboard
Audience:
Designers, developers, managers, senior leaders
Susan Spark
Learning Technology Manager
Schlumberger
Susan Spark is the learning technology manager at Schlumberger. Along with her exceptional team, she is focused on bringing L&D into the fold of the corporate strategy toward digital platforms, big data, and innovative technologies. Susan is responsible for the development of emerging learning technologies such as virtual and augmented reality, as well as implementation of a modern, adaptable, learning ecosystem. She effectively integrates 14 years of Schlumberger experience across diverse roles in data management, recruiting, HR compliance, and training center management.
303 Making the Case for Virtual Reality in Learning and Development
2:30 PM - 3:30 PM Tuesday, June 25
Crystal
Virtual reality is gaining traction in learning settings, but implementing it is resource intensive. Convincing your leadership to invest in virtual reality can be challenging unless you can speak to its impact on organizational outcomes. How do you know you're getting your learning bang for the buck? And how do you know if you really need it?
In this session, we'll take a research-based approach to discussing when and where virtual reality is most effective for learning. We'll review case studies from the military, government, and educational sectors where virtual reality has not just worked, but proven to be worth the investment. You'll understand the resources required to implement virtual reality; the situations in which it's most appropriate; and just as importantly, when it's not. At the end of this session you should understand how to make the case for virtual reality in your organization's L&D strategy.
In this session, you will learn:
- What resources are needed to implement VR for learning
- What situations are most effectively addressed by VR
- What research says about VR for learning
- How to make a case for VR in your organization
Technologies that will be discussed:
- Virtual reality
Audience:
Designers, managers, senior leaders
Jennifer Solberg
CEO
Quantum Improvements Consulting
Jennifer Solberg, PhD, is the founder and CEO of Quantum Improvements Consulting (QIC), an Orlando-based firm specializing in the application of emerging technology to training for complex skills. A cognitive psychologist by trade, her work focuses on how to design, develop, implement, and evaluate training technology for the Department of Defense and other clients. At QIC, she leads a growing team of learning science professionals. In addition to her many peer-reviewed publications, her work has been featured in The New York Times, the Pentagon Channel, and Signal Magazine.
304 The Actual Reality of VR and AR: Cognition and Experiences
2:30 PM - 3:30 PM Tuesday, June 25
Empire
VR and AR have been around for a while, and the good news is they’re getting easier to do. The bad news is that it’s easier to do the wrong things! Remember PowerPoint presentations in Second Life? Don’t be that person. While there are some compelling examples now showing us the way, we want to make sure we’re doing what makes sense and not missing any opportunities.
In this session we’ll review the fundamentals of how we learn, with a particular focus on our interactions with reality. Then we’ll look at the core capabilities that are offered by virtual and augmented reality technology. Finally, we’ll derive prescriptions for what makes sense in each environment, and what doesn’t. We’ll look both at what we can do now, and what’s coming. So if you’re merely exploring the idea of immersive technologies for learning, have just began your work in this space, or you’re looking to assess your direction thus far, come learn more about the real power of realities for accelerating organizational success.
In this session, you will learn:
- How what we perceive becomes what we know
- The cognitive elements that make reality-based learning successful
- How to design reality-altering experiences that lead to learning (and how not to)
Audience:
Designers, developers, managers, project managers, directors
Clark Quinn
Chief Learning Strategist
Upside Learning
Clark Quinn, PhD is the executive director of Quinnovation, co-director of the Learning Development Accelerator, and chief learning strategist for Upside Learning. With more than four decades of experience at the cutting edge of learning, Dr. Quinn is an internationally known speaker, consultant, and author of seven books. He combines a deep knowledge of cognitive science and broad experience with technology into strategic design solutions that achieve innovative yet practical outcomes for corporations, higher-education, not-for-profit, and government organizations.
305 Top 10 Tips to Create an Effective VR User Experience/Interface Design
2:30 PM - 3:30 PM Tuesday, June 25
Gold
A VR experience can be exciting and rewarding if designed well. It can also be nauseating and short-lived if it's designed poorly. VR introduces a new realm of possibilities and an equal barrage of obstacles. Traditional elearning is designed in a flat, 2-D space. The 3-D space of VR is entirely different. We'll walk through the top 10 techniques to design an effective VR environment (and the common mistakes designers make). You'll learn about uncanny valley, detective mode, toddler mode, the fourth plane, and other popular terms used around VR/UX design. We'll introduce some recent tools on the market, and techniques that can help produce early prototypes and UX testing. We'll also show some of our favorite VR experiences and share secrets to their UX success.
In this session, you will gain an understanding of the user experience design principles that work in a VR environment. You'll learn the layout and interactivity techniques that are effective in VR and how to blend VR modalities, including 3DOF and 6DOF. You'll learn how to create arenas and activities that leverage the full 3-D world within VR. You'll learn techniques for wire framing and storyboarding the learning experience. You'll learn how to mix 360-video with CGI in the virtual space to enable practice. You'll leave this session with an UX framework that was specifically crafted to leverage the potential of VR.
In this session, you will learn:
- How to design a visually effective VR program
- What interactive techniques are effective in VR
- About the limitations of VR user experiences
- How to identify best practices and worst practices
- How to produce a UX model, wireframes, and storyboards
Technologies/platforms/devices that will be discussed:
- VR headsets: Oculus, VIVE, others
- VR examples
- Scripting tools
- Branchtracker
- 3-D wireframe tools
- Authoring tools
Target audience:
Designers, developers
Bill West
President & Founder
RegattaVR
Bill West is the founder of Regatta VR and vice president of Immersive Learning Solutions at NIIT Limited. His career spans Accenture, EY, GP Strategies, Xerox, LEO, Sea Salt Learning, and eLearning Brothers. He founded one of the world's first elearning companies in 2001 and has led the adoption of new technologies for the last 20 years. His expansive client list includes over 100 global companies and his teams have won more than 50 industry awards. He has presented many times at training industry events, on topics ranging from learning methods and game design to virtual reality and xAPI. He's also written two highly-acclaimed books on successful vendor partnerships. His teams have adapted the strongest ID methods into a cohesive methodology for VR design and development, including VR user experience design and xAPI data management.
Julie Havill
Senior Instructional Designer
RegattaVR
Julie Havill, a senior instructional designer with RegattaVR, focuses on the immersive design of VR learning solutions. She has worked in L&D for over 15 years and holds a master of science degree in adult education. Her work in the field of VR/ID is deeply rooted in supportive research and constructivist methodologies. Her experience spans the spectrum from traditional solutions, to those that are cutting-edge. Her award-winning work has benefited learners across industries and around the globe.
306 BYOD: Creating Augmented Reality Experiences with Wikitude Studio
2:30 PM - 3:30 PM Tuesday, June 25
California
Getting started with augmented reality can be hard and require complex code. What if you are not a coder and still want to build some level of augmented reality for your learners? Luckily, Wikitude Studio makes it easy to build augmented reality experiences.
In this hands-on session you will gain the experience of what it takes to get started with Wikitude Studio. You will learn how to build markers and content that shows when those markers are visible, and how to publish your content for your learners. In the end, you will walk away with your own AR app.
In this session, you will learn:
- How to get started using Wikitude Studio
- How to create markers
- How to create content that shows up when markers are visible
- How to recognize 3-D objects
- How to publish your content for your learners
Technologies/platforms/devices that will be discussed:
- Augmented reality
- Wikitude Studio
- Wikitude Studio App
Audience:
Designers, developers, managers
Technology required:
- Any modern browser will work
- Laptop (PC or Mac)
- Mobile device (phone or tablet)
Jeff Batt
Founder
Learning Dojo
Jeff Batt has 15+ years of experience in the digital learning and media industry. Currently, Jeff Batt is a Learning Experience Designer for Amazon. He is the founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in various eLearning, web, and mobile-related software applications. He was also the program manager of DevLearn for The Learning Guild. Jeff often speaks on developmental technologies such as xAPI, HTML5, augmented reality, mobile development, eLearning development tools, and more.
307 How to Enhance Your Existing eLearning with Virtual Reality
2:30 PM - 3:30 PM Tuesday, June 25
Valley
More companies are realizing the effectiveness of virtual reality for training. Getting excited about virtual reality doesn't mean you have to reinvent your entire training program. Chances are, you've already developed great learning content, eLearning courses, and even ILT sessions. But how do you incorporate virtual reality into your existing learning program?
In this session, we'll cover how you can implement augmented or virtual reality into your existing learning program to see even better results. We'll walk you through a case study on how a beverage distribution company built upon existing videos and eLearning courses to incorporate virtual reality into a blended learning strategy. You will learn how to identify which components of your current curriculum can be applied to 6dof/3dof VR environments or 360 video. We will examine different categories of learning, delivered as either eLearning courses or ILT, pertaining to onboarding, safety and compliance, and soft and technical skills training. We will then show you how to choose the best VR modalities to fit those learning objectives and enhance your blended learning strategy.
In this session, you will learn:
- How to examine your current learning program and recognize which portions are best suited for virtual reality
- Strategies for implementing VR in an instructor-led environment with large class sizes
- Best practices for developing an immersive learning program that combines eLearning/ILT courses with VR
- How a beverage distributor incorporated VR into a blended learning strategy
Technologies discussed:
Virtual reality, Unity, HTC Vive
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Scott Stachiw
Multimedia Director
Roundtable Learning
Scott Stachiw is the multimedia director for Roundtable Learning. He has over 15 years of experience in the multimedia and digital design field. He has produced training and promotional content for organizations of all sizes, including Nike, Gatorade, and Adidas. Scott currently leads the immersive technology team at Roundtable Learning, and enjoys incorporating his passion for digital storytelling with the technology of AR and VR.
Nick Day
Senior Learning Advisor
Roundtable Learning
Nick is a senior learning advisor at Roundtable Learning and has experience working in various roles for large financial institutions. Nick is passionate about helping others and being part of a growing company. In his role, Nick helps customers solve challenges by identifying their learning needs and building the best possible solutions.
ES04 Buyers Guide: What Capabilities Will Your Team Need to Support AR and VR?
3:40 PM - 4:10 PM Tuesday, June 25
Imperial Ballroom
Building 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.
Hugh Seaton
GM
Adept Reality
Hugh Seaton is GM of Adept Reality, a software company focused on using VR/AR in adult learning. Prior to Adept, Hugh founded AquinasVR, a VR/AR software company which he sold to the Glimpse Group, parent of Adept. Hugh’s focus, whether in immersive technologies, IoT or artificial intelligence, is on the intersection of learning science, creativity, and the cutting edge technologies that can bring learning to new levels of effectiveness.
401 Learning Under the Hood: Creating an AR Diesel Engine for Students
4:15 PM - 5:15 PM Tuesday, June 25
Garden
Pop the hood on any car or truck and you see the engine. What you can't see is how the engine works. You can't look at it while it's running, you can't easily teach this in a lecture or by telling students to read their textbooks, and there aren't many diesel resources available for instructors. Many industries face similar problems how to teach what the learner can't see. Additionally, the diesel technician industry faces a shortage of workers and those who are entering the profession have less mechanical know-how than previous students. We were faced with the challenge: How can you give students a realistic view of how an engine works and help them rapidly build skills?
In this session, you'll learn how AR models can solve problems in engineering, industry, and mechanical professions. You'll experience our FVTC HoloDiesel Microsoft HoloLens AR Diesel Engine, learn from our dilemmas, and have an opportunity to discuss how the project impacted our diesel students. We'll explain how we brought a Cummins engine into an augmented environment, how we designed the user commands, and what type of experience we wanted our students to have. The holographic engine brings an instructor-led augmented experience into the classroom so students can experience what isn't possible in the physical world.
In this session, you will learn:
- About the design and development of a Microsoft HoloLens AR Diesel Engine
- How an AR solution improved student performance
- What we learned along the way and how we overcame challenges
- The process of taking a mechanical concept from textbook to AR
Technologies/platforms/devices that will be discussed:
- Microsoft HoloLens
- Unity
- Autodesk Maya
- VR
Audience:
Designers, developers
Josh Janikowski
Software Engineer
Fox Valley Technical College
Josh Janikowski is a software developer at Fox Valley Technical College, specializing in VR and AR development. As a member of the learning innovations team since 2005, Josh has a passion for using new technology to create mobile games, mobile applications, HoloLens programs, and websites. He has created hundreds of interactive learning objects and experiences for faculty and private industry. Currently, he is exploring how to use VR and AR to improve knowledge retention in education. Josh enjoys teaching others and has shared his work with students learning about STEM, manufacturing executives, and other AR/VR developers.
Kristina Wilson
Learning and Development Designer
Fox Valley Technical College
Kristina Wilson is the learning and development designer at Fox Valley Technical College. She brings over 10 years of experience in creating, writing, and editing training materials and eLearning, in addition to a bachelor's degree in professional communications and emerging media from UW Stout. In her current role, she helps instructors and private industry teams determine training/learning needs, write engaging and learner-focused content, and verify training effectiveness. She enjoys creating new and exciting types of content, including AR/VR simulations, scenarios, eLearning, SOPs, and manuals. Kris has presented at conferences for the National Communication Association, the Wisconsin Library Services, and the Correctional Education Association.
402 Connecting the Dots: Tracking Data from the Headset to the LMS & LRS
4:15 PM - 5:15 PM Tuesday, June 25
Crystal
Imagine designing a VR experience that enables the learner to explore a 3-D world; practicing, succeeding, failing, and learning along the way. Imagine also that this passes your IT department’s security requirements and produces tons of data that is all nicely organized and presented in analytical charts that actually provide meaningful results. Designing an engaging VR experience in the headset is the "easiest" part of the solution. How do you implement and deploy in your corporate environment? How do you safely deploy content behind the firewall? Moreover, how do you connect the data from a learner's experience in the headset to the LMS? How do you implement xAPI and a LRS to gain the full spectrum of data? We'll outline how to do so.
In this session you'll learn how global companies are safely and effectively introducing VR. You will learn how data is stored in the VR devices, how to capture it in an LRS, and how to synchronize with your LMS. You'll learn how to effectively present VR data, and how companies are interpreting that data. You'll learn how standard firewalls are configured, and the advantages/risks of private cloud solutions. You'll learn about organizations that have effectively introduced VR on a global level. You'll leave this session with a broad understanding of the secrets to success and the challenges of implementing VR at an enterprise level.
In this session, you will learn:
- How to diagram your technical ecosystem
- How to design the ecosystem for VR
- How to select the tools best for your company
- How to create ROI models for VR implementation
- How to analyze VR data
- What VR technology is optimal for your environment
Technologies/platforms/devices that will be discussed:
- Headsets: Oculus, VIVE, and others
- Learning Record Store (LRS) platforms
- xAPI scripts
- Public clouds
- CGI development
- VR authoring tools
Audience:
Designers, developers, managers, senior leaders
Michael Hruska
President/CEO
Problem Solutions
Michael Hruska is a technologist and design thinking (DT) practitioner with experiences spanning across standards, emerging technologies, learning, and science. As a former researcher at the National Institute of Standards and Technology (NIST), Hruska provides technology, business model, and innovation solutions to Fortune 500, government, and startup companies. Hruska speaks at industry events, conferences, and webinars on topics spanning the continuum between advanced research on adaptive learning ecosystems and emerging technology solution/product design in a variety of industries. Hruska is an advisor/mentor to Ed Tech startups for GSV Capital, along with mentoring local and regional entrepreneurs. He is on the advisory board of a number of companies that support entrepreneurship and early- stage companies, as well as being recognized at industry events internationally.
Bill West
President & Founder
RegattaVR
Bill West is the founder of Regatta VR and vice president of Immersive Learning Solutions at NIIT Limited. His career spans Accenture, EY, GP Strategies, Xerox, LEO, Sea Salt Learning, and eLearning Brothers. He founded one of the world's first elearning companies in 2001 and has led the adoption of new technologies for the last 20 years. His expansive client list includes over 100 global companies and his teams have won more than 50 industry awards. He has presented many times at training industry events, on topics ranging from learning methods and game design to virtual reality and xAPI. He's also written two highly-acclaimed books on successful vendor partnerships. His teams have adapted the strongest ID methods into a cohesive methodology for VR design and development, including VR user experience design and xAPI data management.
403 Soft Skills in Virtual Reality: Creating an Inclusive Workplace
4:15 PM - 5:15 PM Tuesday, June 25
California
HP has been successful in teaching the concepts of an inclusive workplace to its employees. However, after sessions were over much of the feedback centered around how best to put those concepts in action. HP needed a learning solution that reinforced key concepts covered during traditional classroom sessions, and also illustrated practical application of those skills. Because this topic relies heavily on soft skills, HP wanted to prepare employees with practical conversational skills that promote inclusion. HP required a self-contained solution that learners could engage with on their own time. They turned to virtual reality as way to model and simulate office discussions in a way that integrated the classroom lessons into scalable, interactive, and highly-engaging modules.
In this session, you will learn how HP successfully extended its traditional classes on workplace inclusion with interactive learning modules in virtual reality. You'll explore the creative design process behind this training, and see how VR enhances traditional soft skill training. You'll look at how the key interactive elements of this VR training translate to application in the workplace. This presentation will also cover the science behind the feedback approach included in the module, and how you can structure your VR modules to maximize learner retention.
In this session, you will learn:
- How to use VR as a tool for both passive and active learning
- How soft skills can be taught, practiced, and developed in VR
- How to identify and quantify results of VR training
- Why virtual reality is an effective medium for soft skill development
Technologies that will be discussed:
- Virtual reality
- Natural language processing
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Jeff Meador
Principal
JMXR.pro
Jeff Meador is the founder of JMXR and also serves as the co-chair the VR/AR Association's training committee. He began his career working with Stanford's Multimedia Laboratory in the 1990s, developing some of the first online interactive experiences for classrooms. He has maintained his passion for leveraging and extending technology to create effective and engaging methods of learning. In recent years, his focus has turned to immersive media such as virtual and augmented realities. He works directly with both enterprise and start up clients, providing a clear, straightforward path to successful implementation and adoption of immersive reality technology.
Dan Schneider
VR Evangelist
HP Americas
Dan Schneider is the virtual reality evangelist for HP Americas. He is a 10-year veteran of HP, with a long-time focus on virtual experiences. Dan regularly speaks about commercial VR emphasizing key verticals, training and simulation, product visualization, location-based entertainment, and healthcare. Dan has a passion for helping companies find great VR solutions for every industry. Prior to HP, Dan was an IT consultant for six years. He is a graduate of Western Illinois University.
404 Moving Forward Faster with VR
4:15 PM - 5:15 PM Tuesday, June 25
Empire
The frequency with which virtual reality is being deployed continues to grow in both enterprise and academic environments. However, there are still barriers that need to be overcome in implementing and expanding the use of these technologies in the context of learning and development.
In this panel discussion you will learn from individuals and organizations that have encountered and overcome these challenges. You will learn how we can accelerate the usage of VR by having productive introductory conversations about using the technology, and by taking our initial efforts and scaling them for greater organizational impact.
Audience:
Designers, developers, managers, directors
Bianca Woods
Customer Advocacy Manager
Articulate
Bianca Woods is a customer advocacy manager at Articulate. Her past experience includes working on the community and event programming for the Learning Guild, learning and communications roles at BMO Financial Group, and teaching art. Bianca is passionate about how visual design and multimedia can help people learn, loves test-driving new technology, and collects photos of bizarre warning signs.
Cindy Plunkett
Director, Learning Design & Development
PointClickCare
With over 20 years' experience in instructional design, development, and project management Cindy Plunkett is the Canadian eLearning Conference Executive Director, part-time professor in the faculty of education at Ontario Tech University, and co-creator of the Educational Technology for Health Practitioner Education course at the University of Toronto's department of Family and Community Medicine. Cindy has worked with three of the largest academic teaching hospitals in Canada on high profile projects like the SEME program, and has experience speaking and facilitating both nationally and internationally.
Maikel Right
Associate Director of Instructional Learning Technologies
FIU Online
Maikel Right is the associate director of instructional learning technology with FIU Online. With degrees from the UF and FIU in the fields of cultural anthropology, healthcare, and business; his main research interests and publications are in cardiovascular molecular biology, aging, social media, anthropology, and online pedagogy. Maikel is also a faculty fellow at FIU's Honors College where he teaches online and in-person upper division courses, the CDO for a digital consulting company based in Miami, and serves on the board of VirtueCo, which provides art programs and resources for underserved youth in South Florida, the Caribbean, and throughout Latin America.
Susan Spark
Learning Technology Manager
Schlumberger
Susan Spark is the learning technology manager at Schlumberger. Along with her exceptional team, she is focused on bringing L&D into the fold of the corporate strategy toward digital platforms, big data, and innovative technologies. Susan is responsible for the development of emerging learning technologies such as virtual and augmented reality, as well as implementation of a modern, adaptable, learning ecosystem. She effectively integrates 14 years of Schlumberger experience across diverse roles in data management, recruiting, HR compliance, and training center management.
405 Immersive Tech Strategy for the Retail Environment
4:15 PM - 5:15 PM Tuesday, June 25
Piedmont
Corporations invested $87.6 billion on training in 2018, according to Training magazine. Current technology and design in the industry makes learning dull, costly, and restricts the ability to learn in an effective way. Investing in AR/VR/MR can help solve all of these problems, while helping learners increase knowledge retention and speed up their time to competency.
Although a study by Harvard Business Review indicates that training and educating employees using AR, VR, and MR shows great potential, many retail companies have not implemented or even put this technology on their roadmaps. In this session, you will gain an overview of Sprint’s immersive learning strategy, and through various use cases gain a first hand look at how Sprint has expanded its organizational learning offerings and impact.
In this session, you will learn:
- About unique use cases for retail employees
- How Sprint is using VR and AR to improve employee performance
- About Sprint’s immersive retail learning roadmap
Audience:
Designers, developers, managers, directors
Technology discussed:
Augmented reality, virtual reality
Dan Williams
Immersive Solutions Designer
Sprint
Dan Williams is an immersive solutions designer at Sprint. He holds a bachelor's degree in business administration and information systems from Emporia State University. His passion is developing augmented reality/virtual reality solutions to make learning more immersive and engaging for both employees and customers. Dan developed the first use of augmented reality in-store and in the classroom for training purposes for any wireless company in the US. He has robust experience with different learning management systems, eLearning development tools, multi-media creation software, and wireless technologies.
Surnish Nirula
VP of Business Development
Studio216
Surnish Nirula is VP, business development for Studio216. They're helping businesses transform their learning & development programs with Altoura XR, Studio216's multi-user, device agnostic, immersive XR platform. They're building their product in a manner that makes deploying existing training content super simple, and empowering their customers to do so themselves.
406 BYOD: Creating Virtual Reality Projects Using Adobe Captivate 2019
4:15 PM - 5:15 PM Tuesday, June 25
Gold
Organizations are currently experimenting with virtual reality that creates presence and provides an immersive, firsthand experience for multi-generational employees to improve their hands-on skills at work. Instructional designers can now use Adobe Captivate 2019 to create virtual reality projects.
In this session, you will create a virtual reality project using Adobe Captivate 2019. You will explore the significance of Adobe Captivate 2019 as an effective tool to create a VR project, how to add 360-degree images and videos to a virtual reality project, and how to add hotspots, labels, and questions to create interactivity in a virtual reality project.
In this session, you will learn:
- Why Adobe Captivate 2019 is an effective tool to create a virtual reality project
- How to add 360-degree images and videos to a virtual reality project
- How to add hotspots, labels, and questions to create interactivity in a virtual reality project
- How to choose the best option among the guided and exploratory options available to create a VR project
- How to choose the best option among those available to preview and publish a VR project
Technologies/platforms/devices that will be discussed:
- Virtual reality
- Adobe Captivate 2019
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology required:
Laptops with Adobe Captivate 2019 installed on it to create a VR project
Sujatha Jagdeep
Virtual Human Performance Improvement Consultant
Huformance Tech Consulting, LLC
Sujatha Jagdeep is a learning & development professional who has worked as an educator for nine years, both in India and the US. She has three years of experience as a virtual human performance improvement consultant, working with global client organizations to assist them obtain ROI. She obtained an MS degree in organizational performance and workplace learning, and a graduate certificate in workplace eLearning and performance support from Boise State University. She is a certified Adobe Captivate Specialist (2019). She has earned a professional certificate in AR and VR from Columbia College Chicago Online. She is pursuing VR Nanodegrees from Udacity.
407 How Real is Real Enough in AR/VR and Screen-based Simulations?
4:15 PM - 5:15 PM Tuesday, June 25
Valley
When facilitating a simulation-based activity, do you sometimes hear participants say, "Yeah, but in the real world, I would do this…"? How real do you need to get with AR, VR, and screen-based simulation activities? In our world of emergency nursing students, realism is critical to meeting the learning outcomes of the program. In order to increase competence and confidence, our emergency nursing students need to be exposed to a multitude of patient cases in simulation form. So which simulation modality (AR/VR/screen-based) provided the most realism and was the most practical—in terms of design, development, and delivery— for on-campus and distance students?
In this session, you'll hear about one nursing program's journey of designing, developing, and delivering three simulation modalities: AR, VR, and screen-based. You'll hear about the lessons we learned when increasing the levels of realism (something as simple as adding a blanket to a seizing patient) to 3-D characters, and the balance between realism and practicality. You'll have an opportunity to see for yourself how a nursing student is immersed in an emergency room scenario, and how the use of VR helps promote feelings of empathy towards patients and improve clinical reasoning skills. You'll leave this session with a better understanding of how realistic your simulations experiences need to be, and which modalities may work best for your situation.
In this session, you will learn:
- Which modality (AR/VR/screen-based) is best for your learning objectives
- What needs to be considered when increasing the fidelity of your simulation
- What are the deployment considerations for each of the modalities
- What are the considerations when buying or developing your own application
- What is the overall impact of each of the modalities in improving the competence and confidence of the learners
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.), educators
Technology discussed in this session:
Unity, Oculus Go, 360 Video, HoloLens
Vincent Farquhar
Faculty, Specialty Nursing
British Columbia Institute of Technology
Vincent Farquhar started his emergency nursing career 21 years ago in Scotland. Since leaving Scotland he has traveled the globe, working in emergency departments in Abu Dhabi, Australia, and Saudi Arabia, which is where he completed his masters in medical education. Vincent is currently on faculty with the emergency nursing advanced specialty program at British Columbia Institute of Technology, and is the lead subject matter expert for the virtual simulation project. His work in this area contributed towards the 2018 Sim Innovator Award. When not at BCIT, Vincent works at Vancouver General Hospital as an emergency nurse.
Kathy Kennedy
Program Head, Specialty Nursing
British Columbia Institute of Technology
Kathy Kennedy has been in nursing and nursing education for over 20 years, and is currently the program head for BCIT's emergency and pediatric nursing programs. She also leads the virtual simulation and specialty nursing simulation strategy projects. Kathy is very passionate about the advancement of simulation and simulation technologies in order to create a more realistic and engaging environment for learners. Her work in this area created opportunities for government funding and contributed towards the 2018 Sim Innovator Award.
Michelle Kearns
Project Manager and Instructional Designer
British Columbia Institute of Technology
Michelle Kearns has been in education and training for over 30 years in the roles of learning specialist, facilitator, instructional technologist, project manager, and instructional designer. She is currently the project manager and instructional designer for the virtual simulation and simulation strategy projects. Her passion for games and simulations comes through in the courses she develops and facilitates. Michelle was the instructional designer and project manager for projects awarded the AMTEC's Award of Excellence for Instructional Interactive Media, WebCT's Exemplary Course Award, and the 2018 Sim Innovator Award.