MB06 Immersive Technologies and Analytics
7:30 AM - 8:15 AM Wednesday, June 26
California
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.
MB07 Immersive Solutions for Behavior Change
7:30 AM - 8:15 AM Wednesday, June 26
Valley
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.
MB08 VR for Enterprise Training
7:30 AM - 8:15 AM Wednesday, June 26
Gold
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.
MB09 360 Video for Training
7:30 AM - 8:15 AM Wednesday, June 26
Crystal
Ann Rollins
VP, Custom Solutions and Chief Solutions Architect
The Ken Blanchard Companies
Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.
MB10 Games as Inspiration for Immersive Learning
7:30 AM - 8:15 AM Wednesday, June 26
Empire
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.
GS02 The Future of Immersive Storytelling
8:30 AM - 10:00 AM Wednesday, June 26
Imperial Ballroom
The emergence of virtual reality, augmented reality, and other immersive technologies opens exciting new possibilities for the types of experiences we can create, and the types of stories we can tell. But to truly harness the storytelling potential of these new platforms, we need to overcome an important challenge: Discovering what we know about storytelling that transfers to AR and VR, and what we must relearn.
Graham Roberts know this challenge well. In his role as director of immersive platforms storytelling at The New York Times, Graham faces the unique challenge of taking the core competencies that The New York Times has for written and video-based journalism, and extending and expanding that storytelling ability via immersive technologies. Using examples of The Times’ pioneering work in immersive journalism, Graham will share how he and his team expanded how The Times could share stories with the world, all while maintaining and increasing the reputation The New York Times has as one of the most respected news sources in the world.
Graham Roberts
Director of Immersive Platforms Storytelling
The New York Times
Graham Roberts is a journalist at The New York Times, focusing on innovation in visual communication. As director of immersive platforms storytelling, he leads a team that explores new approaches in video, motion graphics, and virtual/augmented reality. Recently Graham led an initiative that brought together teams from product, design, and the newsroom to introduce augmented reality to the core New York Times apps.
ES05 Buyers Guide: What Problem is Your Organization Looking to Solve?
10:10 AM - 10:40 AM Wednesday, June 26
Imperial Ballroom
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.
501 Framing Your Stakeholder Conversation: Devices, Public Content, and Free Apps
10:45 AM - 11:45 AM Wednesday, June 26
Garden
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?
In this session, you’ll discover how L&D professionals can use AR by leveraging employees' personal devices, content that is publicly available, markers that "are" the brand, and apps that are freely available and easy to use. You’ll explore several real case studies to uncover how large corporations are using AR today as performance support and customer/employee education. You’ll also work through a template that can help you get started with planning and budgeting an AR project.
In this session, you will learn:
- How AR can pose challenges to corporations around content, brand, and mobile devices for employees
- How AR can be designed, developed, and deployed with public content, employee-owned devices, and freely-available apps
- How to overcome objections while having an AR conversation with a stakeholder
- Actual ways in which AR is used for delivering performance support to employees
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Layar, Zappar
Ann Rollins
VP, Custom Solutions and Chief Solutions Architect
The Ken Blanchard Companies
Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.
502 The Future of AR and its Implications for Learning and Development
10:45 AM - 11:45 AM Wednesday, June 26
Gold
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?
In this session, you’ll explore how AR is already proving to be a powerful tool for capturing the learner's attention, creating an emotional connection, and hardwiring messages more effectively into long-term memory. You'll also be learning about its greater potential to help you—the L&D community—backed up by findings from the new Layered report and case studies from companies around the world. You’ll also get practical advice on the uses of AR in learning (from energizing face-to-face training sessions to onboarding new staff) and how to get started. You'll leave with a thorough understanding of how AR can become a core component of your L&D programs.
In this session, you will learn:
- How augmented reality can improve the learning experience
- The research behind learning and AR
- About helpful use cases of AR in learning
- How to get started with implementing AR in learning and development
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Augmented reality, smartphones
Jeff Ridgeway
SVP of Business Development - North America
Zappar
As SVP of Business Development - North America, Jeff heads up Zappar's US market. He is responsible for building on and accelerating the company's growth. Jeff has almost 20 years of business development and sales experience. He previously worked at music discovery app Shazam as director of sales, and has also held roles at Pandora and CafePress.
503 Building a Business Case for Immersive Technologies in Education & Training
10:45 AM - 11:45 AM Wednesday, June 26
Valley
While 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?
In this session, you will get an overview of how to build a business case for investing in immersive technologies for education and training. You’ll start with an overview of what's happening in different segments of those fields regarding VR and AR. You’ll then walk through the factors you’ll want to cover when building your own business case for these technologies. You will also get a chance to practice your skills by working on building two business cases: one for education and the other one for training. You will walk away from this session with a better understanding of what makes a strong AR and/or VR business case, and how to customize this approach to meet your organization’s needs.
In this session, you will learn:
- Concepts for building business cases for immersive technologies in education/training
- What real business cases for AR and/or VR can look like, and strategies you can use to build them yourself
- What resources can help you build an AR and/or VR business case for education or training
- How to connect to community resources focused on VR and AR in education/training
Audience:
Designers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Pradeep Khanna
Asia Pacific Executive Director & Global Co-Chair Education & Sydney President
VR AR Association (VRARA)
Pradeep Khanna is executive director, Asia Pacific, Sydney chapter president, and global co- chair education for the Virtual Reality Augmented Reality Association (VRARA). Pradeep is also founding member of IEEE ICICLE X-Reality for Learning and Performance Augmentation SIG, and the CEO of Global Mindset. He has 30+ years of executive experience, has been a leader for IBM GBS Australia/NZ, and is adjunct professor at a number of institutions in Australia, Singapore, and India. He has an MBA from AGSM, a MSc (Computer Science) from UTS, and B Tech from IIT Delhi.
504 Designing Instructionally-Effective Virtual Experiences
10:45 AM - 11:45 AM Wednesday, June 26
Crystal
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.
In this session, you will gain an understanding of the instructional design principles that work in a VR environment. You'll learn the techniques that are instructionally effective in VR, and how to blend VR learning experiences with other instructional modalities. You'll learn how to create scenarios and activities that leverage the full 3-D world within VR. You'll learn techniques for scripting and storyboarding the learning experience. You'll learn when to mix video with CGI in the virtual space to enable practice and rehearsal that reinforce learning. You'll leave this session with an instructional framework that was specifically crafted to leverage the potential of VR.
In this session, you will learn:
- How to design an instructionally-effective VR experience
- What interactive techniques are effective in VR
- What limitations of VR prevent learning
- How to identify best and worst practices in VR design
- How to produce an instructional model, scripts, and storyboards
- How to mix VR with other instructional modalities for a blended solution
Audience:
Designers, developers, managers
Technology discussed in this session:
VR headsets (Oculus, VIVE, others), VR examples, scripting tools
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.
505 Getting Started with Virtual Reality
10:45 AM - 11:45 AM Wednesday, June 26
Empire
Virtual 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.
In this session you'll be introduced to several free, open source, and low-cost tools to build effective VR learning experiences. We'll cover best practices and common pitfalls of developing VR. You'll build an interactive VR experience from scratch using an open source tool and 360 images, and we'll talk about what's necessary to create your own 360 photos and 3-D-modeled worlds. You will leave this session well-equipped to build your own immersive VR learning experiences on a budget.
In this session, you will learn:
- To identify the software and hardware necessary to build VR
- How to evaluate a variety of software to build VR learning experiences
- How to overcome common obstacles in VR development
- To develop a VR learning experience using open source software and 360 media
Audience:
Designers, developers, managers
Technology discussed in this session:
Vizor.io, H5P.org, Patches.vizor.io, 360 cameras (dual lens cameras)
Lindsay O’Neill
Principal
Lindsay O’Neill Consulting
Lindsay O'Neill is faculty in the master of science in instructional design and technology program at California State University-Fullerton. An instructional designer and elearning developer, she regularly consults on effective pedagogy, educational technology, open licensing, and accessibility. Lindsay holds a master’s degree in education, specializing in educational technology/instructional design, as well as a master’s degree in library and information science.
506 BYOD: Using 360 Images and Captivate 2019 to Create an Interactive Virtual Tour
10:45 AM - 11:45 AM Wednesday, June 26
California
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.
In this hands-on session you will learn how you can use a series of simple 360 photos to create an impactful virtual tour. We will explore the tools required to create 360 images with some quick tips and tricks for getting that perfect 360 picture. Together we will import 360 images into Captivate 2019 and create navigation between the series of 360 images. For added interactivity we will create hotspots in the images on our tour. You will leave this session empowered with the ability to create your own virtual interactive tour using 360 images in Captivate 2019.
In this session, you will learn:
- What tools are required to create a 360 image
- Tips and tricks for capturing a good 360 image
- How to link a series of 360 photos to create navigation for a tour
- How to create interactive information hotspots within your 360 photos
- How to publish the series of 360 photos to create a virtual interactive 360 tour
Audience:
Designers, developers, managers
Technology discussed in this session:
Virtual reality, Captivate 2019, 360 video
Technology required:
A laptop with a full or demo copy of Captivate 2019
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.
Mackenzie Moyer
eLearning Instructional Designer and Developer
Baycrest Health Sciences
Mackenzie Moyer is an eLearning instructional designer and developer at Baycrest Health Sciences. Before working as an instructional designer, he taught English as a second language for five years. Mackenzie has been instrumental in the launch of the Baycrest core curriculum. In addition to his full-time position at Baycrest, he is currently working on a master’s degree in educational technology from the University of British Columbia.
507 Bridging the Gap: How to Work With Developers to Realize Your VR Vision
10:45 AM - 11:45 AM Wednesday, June 26
Piedmont
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.
In this session, you'll learn about the processes that can make this partnership run smoothly via a case study story about how Motive.io successfully worked with a correctional facility to develop procedural VR training. You'll explore how the teams evolved their ideas from the whiteboard to the headset, and find out more about the process that was used to capture and refine the scenarios, how they branched, and how the user's interactions were brought to life. You'll hear about pitfalls, missteps, and ultimately the resolutions that resulted in a final product that exceeded everyone's expectations. You'll also learn common terminology that's used for VR development to give you a head start as you launch into the exciting world of VR training yourself.
In this session, you will learn:
- What processes can take a VR simulation idea from concept to launch (and the tools you can use to get there)
- Common terminology that's used by VR developers that will help streamline your communication with development teams
- How to capture and express branching scenarios in a way that everyone can understand
- Common pitfalls that you will undoubtedly encounter during your project and how to work through them
Audience:
Designers, managers, senior leaders
Technology discussed in this session:
- VR
- Oculus Go
- Windows MR
- Motive.io
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.
Sara Johnston
COO
Motive.io
Sara Johnston is COO of Motive.io, the company behind the Motive XR training platform. Following a career teaching mathematics and computer science, Sara moved to design and development. Before joining Motive, Sara ran a boutique design firm. She oversees the product management, marketing, and business strategy, as well as day-to-day operations at the company.
ES06 Buyers Guide: What are the Opportunities and Risks of VR?
12:00 PM - 12:30 PM Wednesday, June 26
Imperial Ballroom
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.
601 Behavioral Change Through Multimedia-Enhanced Augmented Reality
12:45 PM - 1:45 PM Wednesday, June 26
Crystal
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?
In this session, you'll learn how Six Flags provides experiential learning for point of sale associates. Through the use of augmented reality and multimedia, Six Flags is able to provide a safe end easily-replicable environment where associates can learn the technical skills of point of sale training, while simultaneously being placed into customer service scenarios. You'll leave this session with best practices for incorporating multimedia branched learning with augmented reality experiences. Designers and developers will learn how to incorporate multimedia with AR experiences, and the obstacles and solutions associated with it. Managers and CEOs will learn about the costs and ROI associated with this type of training.
In this session, you will learn:
- How to implement multimedia with augmented reality
- Best practices for green screen video and Unity
- How to design branched learning for AR experiences
- Applications for augmented reality and multimedia for behavioral change
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Augmented reality, Unity, After Effects, Vuforia, ARCore, iOS/Android
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.
602 Case Study: Developing an AR/VR Learning Strategy at Kaiser Permanente
12:45 PM - 1:45 PM Wednesday, June 26
California
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?
In this case study session you'll learn how Kaiser Permanente's HPWD group developed an AR/VR learning strategy that focused their initial development efforts, familiarized stakeholders with the possibilities of AR and VR, and guided solution priorities over the next five years. You'll explore their strategy components— Vision, Audiences and Learning Needs, Delivery Methods, Procurement, Technology and Infrastructure, Assessment and Evaluation, Organizational Structure, and Implementation Plan— and discover the role each plays in a cohesive strategy. Finally, you'll see how HPWD has executed its strategy during its first six months, and the results it has produced so far.
In this session, you will learn:
- The key topics to cover in an AR/VR learning strategy
- The importance of sequencing the topics so one informs the next
- How to align AR and VR with performance support and training
- How to pick which tools and hardware to use to develop an AR/VR solution
Audience:
Managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Augmented reality and virtual reality development tools and headsets/devices
Matt Kurtin
Senior Director, Technology and Visual Design
Innovative Learning Group
Matt Kurtin, Innovative Learning Group's senior director of technology and visual design, provides leadership for ILG's programmers and graphic designers. For over 20 years, he has advised client organizations on their overall technology strategy for learning and performance improvement. Matt provides insight into leading best practices for use of mobile solutions, learning portals, and learning management systems. He consistently applies the latest advances in digital capability, such as augmented and virtual reality, to practical application in learning. Matt has a bachelor's and master's degree in electrical engineering from Virginia Polytechnic Institute and State University.
David Livingston
Executive Director
Kaiser Permanente
David Livingston, PhD is the executive director for health plan workforce development, serving Kaiser Foundation Health Plan, Inc. David's areas of expertise are sales, sales leadership, marketing, and learning and development. During his 15+ years of experience, he has successfully led sales organizations, launched new products worldwide, and managed corporate learning and development organizations. He is an author of Influence of E-Learning on Sales Productivity. He holds a BS degree in marketing from the University of Maryland, a MS degree in information systems management from The American University, and a PhD in education from Capella University.
603 Lessons from a Year of Cost-Effective Immersive Strategies in Higher Ed
12:45 PM - 1:45 PM Wednesday, June 26
Gold
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.
This session will explore a faculty member and instructional designer's process to continuously and successfully incorporate VR in online courses and face-to-face labs at a public institution. You will learn how to get started collecting resources; utilizing free and open source technologies, and low-cost VR tools. You will be presented with common missteps and solutions when re-imagining budget-friendly and interactive immersive assignments for various subject matters. At the end of the session, you will have effectual guidelines for designing interactive 360-degree videos, as well as a proven method to integrate these immersive experiences in learning activities.
In this session, you will learn:
- Which VR experiences are most likely to create sticky learning
- The potential of interactive 360-degree videos and Google Cardboard for effective instruction
- How to locate and curate affordable VR tools and software
- Which tools and software you can use to design interactive 360-degree videos
Audience:
Designers, developers, managers
Technology discussed in this session:
Ricoh Theta, Samsung Gear, SeekBeak, OculusGo, Google Cardboard, Smartphone, Cenario VR
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.
Rodolfo Rego
Senior Instructor
Florida International University
Rodolfo Rego is a senior instructor in the Department of Earth and Environment at Florida International University, with an emphasis on STEM online course development and teaching. He is a geologist and an environmental scientist who specializes in the geology of South Florida and groundwater issues associated with petroleum contamination. He received his BS in geology in 1997 from FIU and his MS in geology in 2002 from FIU. He is also a member of the eLearning Guild and the faculty advisor to the Geology Club.
604 What's Your Reality? AR and VR for Learning
12:45 PM - 1:45 PM Wednesday, June 26
Valley
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.
In this session, you will learn:
- Ideas for implementing real-world uses of AR and VR in the workplace
- A model for thinking through behavior change interventions
- Research-based strategies for matching instructional approaches of AR/VR with desired outcomes
Audience:
Designers, developers, managers
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.
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.
605 AR/VR Case Study Showcase
12:45 PM - 1:45 PM Wednesday, June 26
Garden
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.
In this session you will explore four different case studies of XR technologies being deployed to support learning and development. For each project, you will learn why an XR solution was chosen and the impacts the effort provided. Each example will examine the why, what, and how of their story, providing context and lessons that you can apply to your own projects.
The four case studies to be discussed include:
- HoloDiesel: 0 to 60 in Ten Minutes. Presented by Josh Janikowski and Kristina Wilson
- Flipping the Classroom from Inside to Out There! Presented by Marco Madrazo
- Simulating Practical Conversation Skills with VR . Presented by Jeff Meador and Dan Schneider
- Virtual Reality-based Training Program for Wellsite Operations. Presented by Susan Spark
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.
Marco Madrazo
Head of Learning Experience Design
Holiday Inn Club Vacations
Marco Madrazo is the head of learning experience design at Holiday Inn Club Vacations. In this role, he has been a key partner in the creation of innovative talent development initiatives, including the newly formed EXPANSIONS Leadership Development Series. Prior to joining HCV, Marco was the program manager for US retail training at Microsoft. In this role, he supported the launch of flagship products such as Office 365 and Xbox One. Throughout his 16-year career in learning and development, Marco has crafted numerous award-winning programs that have increased competence, confidence, and advocacy.
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.
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.
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.
606 BYOD: Augmented Reality 101
12:45 PM - 1:45 PM Wednesday, June 26
Empire
Augmented 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?
In this session you'll learn how to leverage budget-friendly tools to develop your own simple augmented reality applications. This session will enable you to create AR applications and give you a jumping-off point for building your AR development skills even further. Together we’ll use the ADDEDD model to design, create, and deploy an augmented reality project. You’ll leave this session with the knowledge to plan, build, and share your project with your co-workers.
In this session, you will learn:
- To review existing AR applications and apply their best practices/techniques to your training programs
- Plan a successful AR application for use in your existing training programs
- Explore the necessary components of a successful AR project
- Review tools and applications for creating simple to complex AR projects
- Build an AR application without any time or money investments up front
Audience:
Designers, developers, managers
Technology discussed in this session:
Augmented Reality, Zap Works, Metaverse, Vuforia, HP Reveal, Namal, Microsoft Dynamics 365, Wearables for AR
Technology requirements:
Smartphone or tablet to view demos, laptop to create AR application with Zappar Design
Debbie Richards
President
Creative Interactive Ideas
Debbie Richards, president of Creative Interactive Ideas, is a learning architect, self-proclaimed geek, and early adopter of learning technologies. For over 30 years, she has helped enterprise teams design, develop, and deliver immersive learning programs with measurable impact. Passionate about working with and mentoring other learning professionals, Debbie is a director at L&D Cares. The nonprofit group provides talent development professionals with no-cost coaching, mentoring, and resources to help them thrive and flourish in their careers. She is the past president of the Association of Talent Development, Houston chapter, and a past national advisor for chapters. Debbie has authored two TD at Work guides, Seeing the Possibilities With Augmented Reality and Preparing Your Organization for New Technologies.
607 Thinking Outside the Goggles: Mixed Reality in the Wild
12:45 PM - 1:45 PM Wednesday, June 26
Piedmont
When 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!
In this session, we’ll be talking through the spectrum of mixed reality using cutting edge examples from the defense industry. Full disclosure: If you’re looking for examples of practical technology you can buy at your favorite electronics store, this session will not be helpful. If you want to have a better understanding of mixed reality, what it looks like applied across a broad spectrum of technologies, and what it could look like for you in 5-10 years, then this is the session for you!
In this session, you will learn:
- How AR and VR relate to each other on the spectrum of mixed reality
- How the technology behind AR and VR can be applied outside of the headset form factor
- How the DoD is applying MR to solve a variety of problems for warfighters
- The DoD’s vision for how advances in AR and VR will transform training in the future
Technologies/platforms/devices discussed:
AR, VR, simulators, holograms
Audience:
Designers, developers, managers
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.
ES07 Buyers Guide: Where do AR and VR Fit Within Your Learning Ecosystem?
1:55 PM - 2:25 PM Wednesday, June 26
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.
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.
701 Case Study: Head-Up, Hands-Free Training with Mixed Reality
2:30 PM - 3:30 PM Wednesday, June 26
Piedmont
Global 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.
In this case study session, you will learn how a mixed reality, head-up and hands-free interactive hologram helped us guide technicians through the disassembly and reassembly of a critical component, enabling them to perform the job without formal classroom training. We will share the challenges of the project from day one, including working around not having CAD drawings, the applications required, and a "hands on" demonstration of the final product.
In this session, you will learn:
- The difference between augmented and mixed reality
- Where the voice-actuated, head-up, hands free features of the HoloLens make the most difference
- Why you don't always need CAD data to create effective 3-D assets
- How to break down steps in a critical procedure to work well in mixed reality
- Where we see the future of mixed reality going, and how you can get involved
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc)
Technology discussed in this session:
Microsoft HoloLens, Unity, 3D StudioMax, C#
Thomas Pratt
President
CraneMorley
Thomas Pratt has led the instructional design and technology team at CraneMorley for more than 20 years, earning more than 100 national awards, serving global enterprise clients. As a mixed reality program partner with Microsoft, the CM team has used its pre-release access to the hardware and software applications to innovate learning solutions not previously possible. Its work was shared at last year's Realities360 conference and at the company's monthly Lunch and Learns and other events. Thomas believes in the two-way exchange of best practices in the spirit of advancing learning technology for the entire professional community.
702 Preparing Your Company for an Augmented Reality Learning Program
2:30 PM - 3:30 PM Wednesday, June 26
Crystal
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.
In this session, you’ll explore the steps you’ll want to take in order to successfully launch an AR program at your organization, including how to get buy-in and acceptance by business units. You’ll find out about creating a solid business case as a reason to use AR, and how a business partner proposing to use AR to solve a particular challenge can make it easier to implement AR solutions. You’ll then look at how to match the AR use case with your business' core values to make sure people understand how specifically this new technology is going to impact the organization. You’ll discover strategies for finding appropriate business cases and how to work with an internal team to plan, build, implement, and maintain an AR project.
In this session, you will learn:
- A step-by-step process for designing successful AR learning
- Why launching a pilot is a great idea to get started
- How to identify key players and successfully work with them on an AR project
- Ways to measure your results and iterate
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Augmented reality
Debbie Richards
President
Creative Interactive Ideas
Debbie Richards, president of Creative Interactive Ideas, is a learning architect, self-proclaimed geek, and early adopter of learning technologies. For over 30 years, she has helped enterprise teams design, develop, and deliver immersive learning programs with measurable impact. Passionate about working with and mentoring other learning professionals, Debbie is a director at L&D Cares. The nonprofit group provides talent development professionals with no-cost coaching, mentoring, and resources to help them thrive and flourish in their careers. She is the past president of the Association of Talent Development, Houston chapter, and a past national advisor for chapters. Debbie has authored two TD at Work guides, Seeing the Possibilities With Augmented Reality and Preparing Your Organization for New Technologies.
703 Case Study: The Care Story App: Improving Care, One Scan at a Time
2:30 PM - 3:30 PM Wednesday, June 26
Empire
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?
In this session you'll learn how a simple AR solution can solve a large performance problem. Find out how the app leverages augmented reality on mobile devices to provide personalized care for clients, and just-in-time performance support for staff. You'll look at the process for the alpha pilot, and how to gather staff feedback to refine the AR tool and the user experience before a larger beta test and research project. You'll leave this session with some tools and ideas for how to create, pilot, and evaluate your own AR solution.
In this session, you will learn:
- How the use of simple AR experiences can have immense impact on performance support
- Why early user feedback through a pilot or other means is important for informing your design and increasing adoption
- Why mobile AR can be an effective tool for just-in-time support
- How creating meaningful partnerships can help you accomplish your custom AR goals
Technologies/platforms discussed:
- Augmented reality
- Encrypted QR codes
- Mobile devices, iOS & Android
Audience:
Designers, developers, managers
Kataryna Nemethy
eLearning Developer/Instructional Designer
Baycrest Health Sciences
Kataryna Nemethy is an eLearning developer and instructional designer at Baycrest Health Sciences with years of experience in eLearning, instructional design, and educational technologies. As a formally trained biomedical illustrator and animator, she is passionate about the interface between education, technology, and design—particularly when they come together to produce a simple, effective, and good-looking product.
Bill Dai
President and Founder
EmerseWell
Bill Dai is the president and founder of EmerseWell, focusing on breaking down barriers within the healthcare industry and bridging the gap between the traditional and immersive learning experiences. Bill also co-founded VNovus/VRPlayin, Canada's most diverse and user-friendly VR experience center. He was previously an innovative and fearless project manager at a digital marketing agency, managing Fortune 500 pharmaceutical clients and internal teams. Bill is proficient at planning, executing, and monitoring projects and tasks to ensure continuous alignment of project scope with strategic business objectives. Bill has an MBA from Rotman School of Management, and a computer engineering undergraduate degree from University of Toronto.
704 Moving Forward Faster with AR
2:30 PM - 3:30 PM Wednesday, June 26
Garden
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.
In this panel discussion you will learn from early AR adopters and explore the possibilities of AR both today and in the future. You will examine what we can do to move from AR speculation to application as individuals and organizations. You will also explore strategies to prepare yourself for how this technology will continue to evolve and refine over time.
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.
Ann Rollins
VP, Custom Solutions and Chief Solutions Architect
The Ken Blanchard Companies
Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.
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.
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.
705 Building VR Learning Experiences in Three Popular Tools
2:30 PM - 3:30 PM Wednesday, June 26
Gold
Confused 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?
Trivantis Cenario VR, Modest3D, and Adobe Captivate 2019 are three tools that provide you with exciting ways to develop immersive learning solutions. Each of these tools differ greatly in the capabilities they offer and in how to use them to create immersive VR experiences. In this session you will be presented with a quick summary of the advantages and disadvantages of each tool, and see a demonstration of how to build a VR experience in each tool.
In this session, you will learn:
- To determine the level of VR and 3-D capabilities you need for your project
- How to create VR and 3-D learning using a variety of tools
- To choose the right tool or tools to accomplish your project goals
Technologies/platforms/devices discussed:
- Trivantis Cenario VR
- Modest3D
- Adobe Captivate 2019
Audience:
Designers, developers
Joe Ganci
President
eLearning Joe
Joe Ganci is the owner and president of eLearning Joe, a custom learning company. Since 1983, he has been involved in every aspect of multimedia and learning development. Joe holds a computer science degree, writes books and articles about eLearning, and is widely considered an eLearning development guru. He consults worldwide and also teaches at conferences and client sites. Joe writes tool reviews and has received several awards for his work in eLearning, including a Lifetime Achievement Award in 1999 and an eLearning Guild Master Award in 2013. His mission is to improve the quality of eLearning with practical approaches that work.
706 Encore Session: BYOD: Using AR and VR for Active Learning
2:30 PM - 3:30 PM Wednesday, June 26
California
We’re giving you two opportunities to catch this popular session – at this time or on Tuesday in Session 105.
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.
707 3-D Clearance Rack: Add Affordable 3-D Content to eLearning Simulations, AR, and VR
2:30 PM - 3:30 PM Wednesday, June 26
Valley
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.
This session will discuss tools, software, and online sites that allow you to create, edit, customize, and display 3-D models—all available to use right now. You’ll explore what’s out there, what each tool does, and possible ways to use the elements within your existing content. These resources are free or “near-free,” requiring little in up-front costs. You’ll also learn how to use 3-D content in photos, images, animations, vignettes, and even VR demos and full-blown simulations. Finally, you’ll explore real-world solutions and possible ways to use 3-D: reusable characters with editable facial expressions and poses, customized 3-D objects and backgrounds, and embedded real-time 3-D object viewers.
In this session, you will learn:
- About available tools, software, and resources to create 3-D content
- About the basics of 3-D character creation
- What rigging/posing is
- What blendshapes are
- About various open-source 3-D tools
- How to easily add 3-D to eLearning
Audience:
Designers, developers, and managers.
Technology discussed in this session:
Mixamo, TurboSquid, and Sketchfab. Participants may download the following solutions prior to the session, though they are not required: Blender, Adobe Fuse CC, and MakeHuman.
Michael Sheyahshe
Founder and Technologist
aNm
Michael Sheyahshe, a founder and technologist at aNm, has a vast breadth of experience in information technology, eLearning, and innovation spanning two decades and several industries. His extensive career encompasses design and development of various eLearning and training content, specializing in animation, simulations, and interactive content. Michael is an expert in numerous 3-D software tools, game engines, programming languages, mobile devices, platforms, and coding frameworks. He holds two bachelor of arts degrees from the University of Oklahoma in film and Native American studies, and a master of fine arts degree in 3-D modeling from the Academy of Art University.
GS03 Panel: VR for Enterprise, Is Your Company Ready?
4:00 PM - 5:00 PM Wednesday, June 26
Imperial Ballroom
While many companies and institutions understand the need to investigate AR/VR (XR), the path to success is a long one. In many cases, there are several disparate teams at a single company looking at ways to leverage this technology, for internal processes as well as customer- and consumer-facing solutions. What is often missing is a cohesive strategy to deploy XR solutions at scale.
This panel discussion will explore ways to effectively bring this vision to fruition, including:
- Identifying the right use cases
- Getting internal buy-in and budget
- Finding development resources and platform partners
- Developing economies of scale across multiple business lines
- Rolling out new AR/VR processes and products
- Integrating into legacy systems
David Kelly (Host)
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.
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.
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.
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.