MB08 AR and Human-Centered Design

7:30 AM - 8:15 AM Wednesday, June 27

California

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Johnny Hamilton

Multimedia Developer

Providence St. Joseph Health

Johnny Hamilton, a multimedia specialist at Providence St. Joseph Health, has developed multiple augmented reality experiences. He is an experienced learning content developer, manager, instructional designer, and credentialed teacher with extensive experience in online professional development and project management. Johnny is an expert in course authoring platforms and has developed style guidelines/templates, system/standardization processes, and innovative award-winning content. He holds design certifications in UX, microlearning, gamification, story-based and virtual training, and instructional design. He was a recipient of the 2016 Learning! Champions High Performer award.

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MB09 Leading Creative Teams

7:30 AM - 8:15 AM Wednesday, June 27

Valley

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Shelley Henson

Senior Director

Visa

Shelley Henson is the senior director for global learning and development for Visa, where she leads learning design for Visa corporate strategy, including payments curriculum, Visa business, data and analytics, and onboarding. She is focused on virtual reality for group learning, content curation, geographically distributed in-person learning experiences, and human-centered design. Shelley got started developing adventure-based experiential programs for adolescents with behavioral disorders. From there she moved into corporate team-building, then into higher education, and back again into instructional design for corporate training.

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MB10 Design and Development Considerations for Standalone VR

7:30 AM - 8:15 AM Wednesday, June 27

Empire

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

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.

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MB11 AR for Performance Support

7:30 AM - 8:15 AM Wednesday, June 27

Garden

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

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.

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MB12 Using AR in Training

7:30 AM - 8:15 AM Wednesday, June 27

Crystal

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

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.

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MB13 Machine Learning and L&D

7:30 AM - 8:15 AM Wednesday, June 27

Gold

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

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.

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MB14 Conversation-Based Simulations Considerations

7:30 AM - 8:15 AM Wednesday, June 27

Piedmont

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Mark Britz

Director of Event Programming

Learning Guild

Mark Britz is the director of event programming at The Learning Guild. Previously he worked for more than 15 years designing and managing learning solutions with organizations such as Smartforce, Pearson Digital Learning, the SUNY Research Foundation, Aspen Dental Management, and Systems Made Simple. Mark is also an organizational social designer, helping businesses achieve the benefits of becoming more connected and collaborative to improve learning and engagement. Mark is the author of Social By Design: How to create and scale a collaborative company, and regularly presents and writes about the use of social media for learning, collaborative networks, and organizational design.

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GS02 KEYNOTE: Dawn of the New Everything

8:30 AM - 10:00 AM Wednesday, June 27

Imperial Ballroom

Bridging the gap between tech mania and the experience of being inside the human body, Jaron Lanier’s inspiring keynote takes a look at what it means to be human at a moment of unprecedented technological possibility. Through a fascinating look back over his life in technology, Mr. Lanier exposes VR’s ability to illuminate and amplify our understanding of our species, providing a new perspective on how the brain and body connect to the world. Join us as the father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology, and discover how VR can actually make our lives richer and fuller.

Jaron Lanier

VR Pioneer, Scientist, Musician, Artist & Author

Jaron Lanier is a computer scientist, composer, artist, and author who writes on topics including high-technology business, the social impact of technology, the philosophy of consciousness and information, internet politics, and the future of humanism. A pioneer in virtual reality (a term he coined), Mr. Lanier founded VPL Research, the first company to sell VR products. He is currently an interdisciplinary scientist at Microsoft Research, and he was a founder or principal of startups acquired by Google, Adobe, Oracle, and Pfizer. His book Who Owns the Future? was awarded the 2014 Peace Prize of the German Book Trade, one of the world’s highest literary honors. Mr. Lanier’s most recent book is Dawn of the New Everything: Encounters with Reality and Virtual Reality. He also writes chamber and orchestral works, composing and performing frequently on film soundtracks, and his paintings and drawings have been exhibited in museums and galleries in the US and Europe.

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501 Creating Augmented Reality Learning Experiences on a Shoestring Budget

10:45 AM - 11:45 AM Wednesday, June 27

Crystal

Producing immersive augmented reality (iAR) learning experiences requires a skill set that many instructional designers have not yet acquired. Determining that training efficacy can benefit from iAR is one thing, but producing an effective experience can be daunting when you haven’t made one before. How does a designer get started? What tools are available to learn how? Can designers learn it on their own?

In this session, you will learn about self-teaching the basics of producing an iAR learning experience. You’ll walk through a workflow using off-the-shelf tools available at stores like Best Buy and the iOS App Store. And you will explore how to get the finished piece to work within a typical learning management system.

In this session, you will learn:

  • How to determine when an iAR activity can increase efficacy
  • How to select a 360 camera you can afford
  • What goes into making a spherical panoramic image
  • How to add interactivity with ThingLink 360
  • How a drone can add to an immersive experience

Audience:

Designers, developers, and managers.

Technology discussed in this session:

Panorama cameras (airborne and mounted), stitching software (Macintosh and Windows), mobile workflow (iPad), and ThingLink 360.

Urbano Delgado

Learning Experience Designer

Connect the Dots

Urbano Delgado is a learning experience designer at Connect the Dots. Using mostly low-cost apps and mobile devices along with a design thinking workflow, he saves time, effort, and budgets by putting ideas to work soon after they first see the light of day. Urbie holds an MSEd in instructional design and a BA in behavioral science. Since 1998, he has produced interactive learning experiences for humans in high- technology manufacturing, finance, K-12, law enforcement, and healthcare.

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502 Virtual Reality Training at Volvo

10:45 AM - 11:45 AM Wednesday, June 27

Valley

In preparation for the launch of a brand-new regional haul truck in their key markets, Volvo Trucks had both a dealer training and customer engagement challenge ahead of them. A geographically dispersed dealer base made in-person sales training within the launch timeframe challenging. Similarly, the complexity and availability of the new trucks made it unwieldy to engage customers in live product demonstrations.

In this session, you will learn how Volvo Trucks and LearningMate used a blended VR and mobile learning approach to create effective learning and customer engagement experiences. You’ll find out why Volvo chose a VR solution, hear the pitch for internal stakeholder buy-in, and learn how a successful partnership with their marketing team resulted in a holistic, cost-effective solution for both dealers and customers. You’ll also take a closer look at the development cycle, the decision-making process behind the design, the technologies used, and a proposed analytics solution to help drive business engagement in the future.

In this session, you will learn:

  • How to create a business case for the organization to embrace immersive learning methods
  • How a blended VR-mobile approach can make for more effective learning experiences
  • Key guiding principles of VR design
  • How to address deployment challenges

Audience:

Designers, developers, managers, and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

Unity 3D.

Amanda Clarida

Sales Training Development Manager

Volvo Trucks Academy

Amanda Clarida is a sales training development manager at Volvo Trucks Academy. She is proud to be part of a team that strives to consistently create quality learning solutions for their project sponsors by providing engaging learning experiences that drive business results. Amanda has worked in the training and development space for 18 years in a variety of industries, and she enjoys the interactions of the classroom environment. She has been instrumental in making virtual reality a reality for training at Volvo Trucks Academy.

Abhijit Navale

Business Head—Corporate Learning

LearningMate Solutions

Abhijit Navale is the head of corporate learning at LearningMate and has more than 15 years’ experience in the learning and development domain. Abhijit is passionate about learning design and has helped several organizations modernize their training function to embrace the digital future. His advocacy for virtual reality, games, and digital learning solutions stems from a lifelong commitment to creating meaningful and measurable learning in the workplace. Abhijit also serves as an honorary advisory board member for customer experience at Rutgers University.

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503 CANCELLED—BYOD: 3-D Coding Fundamentals with JavaScript

10:45 AM - 11:45 AM Wednesday, June 27

Empire

Both augmented reality and virtual reality technologies address a world that is 3-D, while most traditional digital learning technology addressed a flat landscape. The movement to 3-D landscapes is going to require new skill sets, including new coding skills. With many possible solutions out there for producing 3-D graphics, digital learning needs a way of producing 3-D that is congruent with tools and presentation methods in current use.

In this session, you’ll learn the fundamentals of coding 3-D graphics with JavaScript and the BabylonJS library. Babylon, with just a few lines of code, can have you producing 3-D objects that display in any contemporary web browser. You’ll code along with the instructor as you learn to leverage JavaScript coding to produce 3-D models that can be used in both education and gaming. After this hands-on session, you’ll be able to create fundamental 3-D shapes, position camera objects, and create textures. You’ll be well positioned to go on to more advanced study of JavaScript and BabylonJS.

In this session, you will learn:

  • How to use the BabylonJS library
  • How to create set shapes
  • How to create parametric shapes
  • How to use a solid particle system
  • How to apply camera behaviors
  • How to use the BabylonJS documentation
  • Where to go next to further learning

Audience:

Designers and developers.

Technology discussed in this session:

JavaScript and BabylonJS.

Technology required:

Windows or Mac with text editor and web browser. Brackets (free at Brackets.io) and Chrome are preferred.

Mark Lassoff

Founder

Dollar Design School

Over two million people have learned coding and design from Mark Lassoff. Mark and his company are pioneers in new media learning, having created the first streaming media network dedicated to learning workforce and career skills. They produce broadcast-quality learning content that focuses on digital skills such as design, coding, and digital productivity. Mark is an in-demand speaker and has traveled the world to teach. He was named to the 40 under 40 in both Austin, Texas, and Hartford, CT. In 2017, Mark was awarded the prestigious Learning Guild Guild Master Award.

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504 Virtual Reality Simulations: Building a Prototype for Firefighter Education

10:45 AM - 11:45 AM Wednesday, June 27

California

Training firefighters in the field is an expensive endeavor. Traditional field training exercises involve large teams of firefighters, their equipment, a dedicated training ground, and set-up and tear-down time for each field exercise. When training exercises are not performed frequently and with precision to shift tactical knowledge to long-term memory, lives are at stake on the fireground. Additionally, firefighters simply do not experience fires every day.

In this session, you will learn how TargetSolutions, a Vector Solutions brand, is transforming firefighter training by developing the industry’s first immersive, interactive virtual reality experience for firefighters. You will examine a prototype microcourse developed in collaboration with a fire house and a video production company on the concept of smoke reading, i.e., how to attack a fire based on what the smoke tells you. In the prototype, firefighters receive instruction on smoke types and then face several scenarios where they must decide how to best attack the fires presented.

In this session, you will learn:

  • About the benefits and challenges of using VR for firefighting simulation
  • How to implement decision-making into your VR project
  • How to manage a large-scale VR project

Audience:

Designers, developers, managers, and senior leaders (directors, VP, CLO, executives, etc.).

Technology discussed in this session:

Virtual reality with 360-degree video.

Michael Schreiner

Senior Director of Content

Vector Solutions

Michael Schreiner, a senior director of content at Vector Solutions, is a learning and human performance improvement professional with over 20 years of experience managing and directing the functional and strategic activities of learning and development teams. His core strengths are in human performance improvement; instructional design; and people, project, and change management. As a project management professional (PMP) certified by the Project Management Institute (PMI), Michael is intensely focused on delivering quality learning solutions on time, within budget, and within scope. He is adept at aligning performance improvement solutions to a company’s long-term goals and value proposition.

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505 Case Study: Using Social VR Simulations for Global Executive Education

10:45 AM - 11:45 AM Wednesday, June 27

Garden

Social VR has the opportunity to bring learners from all over the world into a shared environment for collaboration, simulations, and serious games. While the potential is immense, broad-scale adoption of VR hardware will take some time. This session will describe how companies are accommodating this adoption life cycle by offering social learning experiences that people can log in to on mobile (2-D), desktop, and fully immersive VR.

In this session, you will learn how you can deliver education through a social virtual reality platform. You’ll learn about the issue of VR hardware adoption and how it is possible to bring learners together, whether they’re on a mobile device (non-VR), on a desktop computer, or inside a head-mounted VR device. There will be examples and demonstrations, including from the Stanford Graduate School of Business and eXp Realty.

In this session, you will learn:

  • About the benefits of social VR for learning
  • How companies can offer a shared distance learning experience via mobile, desktop, and fully immersive VR
  • About examples of return on investment from a social virtual reality platform
  • About the current state-of-the-art social VR platforms and where they are headed
  • About opportunities for new approaches to learning assessment via VR

Audience:

Designers, developers, managers, and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

iOS, Android, PC, Mac, Oculus, HTC Vive, AltspaceVR, VirBELA, High Fidelity, and Engage.

Alex Howland

President & Founder

VirBELA

Alex Howland, PhD, is president and founder of VirBELA, an immersive technology platform that's redefining the future of business, events, and education. Howland has a bachelor of science in organizational psychology from Providence College, and his PhD from Alliant International University, San Diego Scripps Ranch. His expertise in organizational psychology gives him a unique perspective on creating virtual work and education spaces. He designed VirBELA specifically to create a unique virtual experience, where users feel psychologically safe and are more likely to collaborate, brainstorm, and succeed.

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506 Multi-User VR: Collaborate and Corroborate in Context

10:45 AM - 11:45 AM Wednesday, June 27

Gold

For millennia learning has been a social experience, and this critical factor has not been supported well in first-generation eLearning solutions. Until now, it was difficult to replicate the power of the live experience online in a scalable, replicable, and affordable way. However, multi-user VR opens the door to truly immersive collaboration and social learning.

In this session, the Sinespace Learning team will build and publish a unique, multi-user virtual learning environment before your eyes. VR has exponentially more value in a multi-user scanario. Learning is social, and the most complicated part is how people behave and react, and how they contribute to the overall experience. Bringing people together to collaborate and explore makes learning more contextual, effective, and engaging.  We’ll show how easy it is to create a multi-user environment using the Sinespace platform. Attendees will participate in the creation of the environment in an exciting improv session and leave with access to it.

In this session, you will learn:

  • How easy and scalable creating muti-user VR environments can be
  • Best practices for building engaging multi-user training scenarios
  • Ways to create a replicable environment that can be used across projects and initiatives
  • Tips for affordable approaches to VR development

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Sinespace Learning VR headsets, multi-user VR.

Rohan Freeman

Chairman

Sinespace Learning

Rohan Freeman is the chairman of Sine Wave Entertainment, the parent company of Sinespace Learning. Before founding Sine Wave Entertainment, Rohan was a director of Europe’s largest media investment company, Ingenious Media. He has written extensively on the economics of media and entertainment for the Financial Times, Deloitte Consulting, and Forrester Research.

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507 Closing the Gap: How AR and VR Meet Unmet Needs in the Life Sciences

10:45 AM - 11:45 AM Wednesday, June 27

Piedmont

Training professionals in many organizations face similar challenges: how to ensure training is engaging, meaningful, and applied on the job. VR and AR can help ensure learner engagement, but how can they be leveraged to create meaningful experiences that are transferred to the job? We will consider these challenges in this session and view examples of VR and AR that create meaningful engagements that have immediate application to the job.

During this session we will examine these questions through a broad range of case studies developed for the life sciences for diverse audiences, including physicians, sales leadership, sales personnel, caregivers, and patients. These case studies illustrate how augmented reality (AR) and virtual reality (VR) can be used to build skills and knowledge, create empathy, and engage learners at the highest levels of their professions in learning that has immediate transfer to the business.

In this session, you will learn:

  • How VR can be used to build skills and knowledge in a wide range of areas
  • How VR is changing our approach to patient education and patient advocacy
  • How to communicate the value of AR and VR to gain buy-in from stakeholders
  • How to develop AR and VR experiences that have immediate transfer of learning to the job.

Technology discussed in this session:

Oculus, HTC Vive, iOS, Android.

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.

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601 BYOD: EZ360: Using Blender to Create Custom 360 Video

1:00 PM - 2:00 PM Wednesday, June 27

Gold

While YouTube and others make viewing online 360 video easy, creating these videos requires special cameras, equipment, setup, and forethought. But did you know that you can simulate this same look and feel using Blender, the open-source 3-D editing software, to create 360 video?

In this session, you will learn how to create 360 videos leveraging the power of Blender. While you can certainly insert video captured with a specialized 360 video camera, this session will focus on how to create, simulate, and edit 360 video using Blender’s animation and compositing tools. The final product will be rendered using Blender’s equirectangular camera to facilitate the 360-degree viewable perspective, then uploaded to YouTube.

In this session, you will learn:

  • How to create 360 video using Blender
  • How to animate, composite, and render video in Blender
  • The basics of 3-D image mapping, and what HDRI maps are
  • How to prepare and upload 360 video for YouTube

Audience:

Designers and developers.

Technology discussed in this session:

YouTube, 360 video, Blender, animation, keyframes, compositing, rendering, equirectangular camera, Python (code snippet), video codecs (AVI, MP4, etc.), audio files (WAV, MP3, etc.), 3-D image mapping, spherical mapping, HDRI maps.

Technology Required:

Participants should have Blender installed on a laptop or mobile device that meets the minimum requirements for running this software. Download Blender from https://www.blender.org/download/ prior to the session. Be advised that, while not mandatory, the Blender user interface typically works best with a three-button mouse with scroll wheel. This session will also likely make use of HDRI maps. Thus, it is recommended that at least one open-source HDRI map be downloaded from https://hdrihaven.com/hdris/ (or similar “CC0” source) prior to the session.

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.

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602 Cardboard: Inside a Rapid VR for Learning Project

1:00 PM - 2:00 PM Wednesday, June 27

Crystal

Virtual reality (VR) has been a hot topic in the L&D space. Its use in the field is growing, and now you can move past theory and explore real examples of VR as a learning solution. You can see the real-world experience that incorporates VR, and find out what exactly you need to create a meaningful learning experience.

In this session, you’ll get an inside look at a real VR project from idea to launch. You’ll learn how a team planned out the VR solution, what design and development processes they used, what obstacles they encountered, how they tested and implemented the final project, and what feedback they received. This behind-the-scenes look will give you insights on the lessons learned from this project and show you what you’ll need to think about as you start your own VR project.

People with laptops, tablets, or smartphones will be able to follow along with creation of assets, but it is not required for the session.

In this session, you will learn:

  • About the technical requirements for building a VR learning solution
  • How to develop a visual, detailed design document for a VR learning solution
  • About the various components used to create a 3-D VR solution
  • Best practices for creating a VR learning solution

Audience:

Designers and developers.

Technology discussed in this session:

Google Cardboard, 3-D graphics, and VR environments.

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.

Myra Roldan

Program Manager, Technical Curriculum

Amazon Web Services

Myra is an L&D thought leader who brings a unique mix of technical, business, and adult education expertise to the game. She is a TEDx speaker, author, and technical designer who has won awards for her learning designs. Her superpower is her natural ability to make complex technical subjects easy to understand by breaking them down in a way that makes it easy to consume and move forward with action. She strives to evoke transformation by doing her part to decolonize technology. Myra works at Amazon and she has earned a Bachelor of Computer Science, MSEd, and an MBA.

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603 A Simulation Makeover: The Make-It-Work Moments

1:00 PM - 2:00 PM Wednesday, June 27

Piedmont

It’s that herculean challenge, the digital makeover. Take a bi-weekly face-to-face simulation, costing the firm millions of dollars in travel expenses and staffing, and turn it into a rich digital experience. Prepare learners with tools, resources, and training to begin their careers. Also, make sure they feel welcomed, understand expectations, and are grounded in the company structure, priorities, and methodologies. Oh, you have four months to do it!

In this case study session, find out how a large professional services firm transformed an in-person consulting simulation for experienced hires from face-to-face into a virtual experience by using design thinking and agile project management approaches to the development. You’ll explore creating simulations, including when not to use them. You’ll learn how to develop an engaging and competitive experience to promote team building, relationship development and collaboration in a virtual environment. You’ll also practice identifying opportunities for phased development that sometimes leads to a faster, less expensive way to engage learners.

In this session, you will learn:

  • How to use design thinking for the challenges of converting face-to-face activities to digital
  • How to design and structure branching scenarios to meet learning objectives in differing competencies
  • How to implement a phased approach to asset creation to meet any development timeline
  • How to increase engagement with competitive simulations
  • How to leverage web-based tools to foster collaboration and networking

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.),

Technology discussed in this session:

Branchtrack, WebEx, Training Center, Articulate Storyline, Cornerstone on Demand, PowerPoint.

DeVane Cheney

Senior Manager—Digital Learning Design and Development

PwC

DeVane Cheney is a senior manager of digital learning design and development at PwC, and an L&D leader, instructional designer, learner experience champion, and project manager with over 12 years of experience supporting learning with technology. DeVane creates learning experiences to meet career growth and performance needs that lead to knowledge retention and business results. After earning a MA in curriculum and instruction, he began his career as a classroom teacher and instructional technologist before joining Georgia Tech to design online graduate programs for working professionals. He has spent the last six years supporting professional consultants in a variety of digital training initiatives.

Mary Daly

Director—Learner Experience

PwC

Mary Daly, the director of learning experience for PwC, has over 20 years’ experience working with client stakeholders to design, develop, and deliver learning solutions that build skills to enable business strategy. She currently leads a team responsible for the learner’s experience at formal learning events. Mary has delivered learning solutions in a variety of modalities, including eLearning, virtual classroom, traditional classroom, conference, and virtual conference.

Elizabeth Hanna

Digital Lead Producer

PwC

Elizabeth Hanna is a digital lead producer at PwC. She is an instructional designer with over 10 years’ experience creating and producing engaging learning experiences. Having started her career in marketing, she incorporates storytelling and design thinking to develop user-centered content. An active prototyper, she creates content to be able to communicate her vision to her clients and improve the development experience. Elizabeth holds a bachelor’s degree in business and a master’s degree in instructional design and technology.

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604 Considering Cybersickness in VR for Learning

1:00 PM - 2:00 PM Wednesday, June 27

California

Cybersickness is a term for motion sickness that you feel in a virtual environment. The potential for experiencing cybersickness often prevents learners from engaging in VR experiences, and experiencing it can decrease learners’ motivation and possibly leave them with negative after-effects that hinder learning. Understanding how cybersickness can impact learners, and how to prevent it, is critical as VR gains broader use.

In this session, you will learn why cybersickness occurs and what impact it has on the learner. You will learn how elements of the VR equipment, the simulation environment, and the activities that learners engage in in that environment can impact the onset or experience of cybersickness. Finally, you will learn different techniques for assessing learners’ susceptibility to cybersickness; how to mitigate the symptoms if someone begins to feel the effects; and what guidelines to follow to create experiences that have the best chance of avoiding cybersickness.

In this session, you will learn:

  • What cybersickness is
  • What elements of VR environments can lead to cybersickness
  • What impact cybersickness can have on a learner
  • How to assess a learner’s susceptibility to cybersickness
  • How to mitigate the potential for cybersickness in a VR learning environment

Audience:

Designers and developers.

Technology discussed in this session:

General VR environments and equipment.

Alexander Walker

Senior Director, Learning Research and Design

MedStar Health Simulation Training and Education Lab

Alexander Walker is a senior director of learning research and design at MedStar Health Simulation Training and Education Lab, which is the educational development organization of one of the largest healthcare systems in the mid-Atlantic. He holds a PhD in human factors psychology from Clemson University. Early in his career, Alex engaged in research examining the effects of learning in different simulation environments on the impacts of performance and the development of motion sickness. His other research experience includes the investigation of team performance, the psychophysiological assessment of the workload and performance of individuals and teams.

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605 Overcoming Barriers to Simulations

1:00 PM - 2:00 PM Wednesday, June 27

Empire

Moving your organization forward with new approaches to learning and development can be challenging—especially when the new approaches involve nontraditional ideas or technologies. Our Overcoming Barriers sessions bring together people who have already walked this path to share what they have learned. Join our panel of experts as they discuss how you can overcome the most common barriers to incorporating simulations into your training and development programs.

Audience:

Novice to advanced designers, developers, managers, and executives.

Technology discussed in this session:

Simulations platforms, including multiple types of hardware and software.

Mark Britz

Director of Event Programming

Learning Guild

Mark Britz is the director of event programming at The Learning Guild. Previously he worked for more than 15 years designing and managing learning solutions with organizations such as Smartforce, Pearson Digital Learning, the SUNY Research Foundation, Aspen Dental Management, and Systems Made Simple. Mark is also an organizational social designer, helping businesses achieve the benefits of becoming more connected and collaborative to improve learning and engagement. Mark is the author of Social By Design: How to create and scale a collaborative company, and regularly presents and writes about the use of social media for learning, collaborative networks, and organizational design.

Britney Cole

VP, Innovation

Blanchard

As vice president of innovation and the head of the Blanchard Innovation Lab and Experience Center, Britney Cole is a visionary leader who positively impacts lives through cutting-edge solutions that drive personal, professional, and organizational growth. With nearly 20 years of experience in corporate training and leadership development, Britney is a highly sought-after consultant, speaker, and thought leader. Her mission is to help employees learn new skills, enable managers to lead their teams effectively, and assist executives in running their businesses.

Derek Brezette

Instructional Designer

RPA

Derek Brezette has 10 years' experience as both a secondary and post- secondary English teacher, where he worked with underserved student populations. As an instructional designer, Derek has created web-based instructional content for a variety of learner populations including online college students, commercial airline pilots, and automotive sales consultants.

Elena Dozortsev

Senior Manager, Digital Learning Design & Development

PwC

Elena Dozortsev is a senior manager of digital learning design and development at PwC. As a learning and development professional with over 15 years’ experience, she is passionate about helping individuals and teams reach their full potential through innovative digital, experiential, blended, and classroom approaches to technical, leadership, and professional skills training.

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606 Leveraging Computer Vision for Superior Performance Support Solutions

1:00 PM - 2:00 PM Wednesday, June 27

Garden

A key technology component of augmented reality that enables devices to “see” and make sense of the world around them is computer vision (CV). CV by itself is a powerful tool for creating useful performance support solutions for your audience. Understanding the tech’s pitfalls and then designing scalable, easy-to-use tools for your organization isn’t something widely shared or discussed in the learning industry at this point.

Join Steve Richey, a mobile, augmented reality and computer vision expert from Float in a session focused on illustrating the value proposition of performance support that utilizes computer vision. Over the course of the session he will uncover issues that may arise during design and development, highlight testing, and quality assurance processes you should consider, and give you practical technical tips that your developers can implement immediately to unlock this amazing technology in your organization.

In this session, you will learn:

  • What computer vision is and why it is important
  • Key components needed for computer vision
  • Some example use cases where computer vision excels at delivering great performance support
  • Where issues may arise when you embark on a computer vision project
  • High-level design and development tips for implementing great CV-powered performance support
  • Understanding the value in eschewing training in favor of smart, powerful performance support

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Computer vision, text detection, optical character recognition, iOS, CoreVision, mobile design and development.

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.

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607 Unlocking Human Potential with VR Simulation

1:00 PM - 2:00 PM Wednesday, June 27

Valley

Strong interpersonal skills are essential now more than ever as impending disruptive technologies like artificial intelligence and machine learning change the workplace. However, interpersonal skills can be hard to find and a challenge to develop quickly at scale. Most learning programs may do a good job teaching what to do, but rarely give opportunities for learners to practice doing it, especially in “true-to-life” situations.

This session will address the challenges of soft skills training and how VR simulation provides a safe practice space to learn from mistakes and improve day-to-day performance quickly, resulting in lasting behavior change. Once only used in aviation and military sectors, virtual simulation is becoming a prominent and scalable tool in a multitude of sectors for different learning needs. This session will focus on why and how virtual simulation is being integrated into learning programs as a tool to improve and assess complex interpersonal skills.

In this session, you will learn:

  • How virtual simulations for soft skills can be delivered at the scale and speed of business today
  • Strategies to incorporate virtual simulations into current programs
  • The facts on where artificial intelligence stands today, and what it means for soft skills training
  • Why VR simulation is a necessary adult learning tool

Audience:

Designers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Mursion’s VR simulation platform, Oculus rift, browser-based software.

Brentt Brown

Director of Business Strategy

Mursion

Brentt Brown is a director of business strategy at Mursion. He is responsible for helping the company expand its groundbreaking training platform to new verticals, secure partnerships to fund R&D efforts, and raise awareness about the power of virtual simulation for occupations that require complex interpersonal skills. Brentt has a master’s in public policy from the University of California–Berkeley, and has published numerous articles and research reports.

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701 BYOD: Make and Take 5 Innovative Microlearning AR Experiences

2:30 PM - 3:30 PM Wednesday, June 27

Crystal

You’ve seen some amazing augmented reality experiences, and you want to get started right now on a project of your own. But designing, developing, and delivering an AR experience often takes months and cost thousands of dollars. Wouldn’t it be wonderful if you could do it for free? And do it today? What if you could make and test your own AR experiences to share with your stakeholders right now?

In this session, you’ll create five innovative microlearning AR experiences. You’ll use a fully functional trial version of an online authoring tool to create your experiences. You’ll make a “get-to-know-me” contact trigger and add your professional contact info, LinkedIn profile, and conversation starters/interests. This trigger can be added to your conference badge to facilitate conversations. You’ll also make a book launchpad trigger, where you can add author videos, summaries, digital versions, and more to a trigger of your favorite book. You’ll make three more AR experiences, plus access many more ideas, samples, and even source files that you can modify for your own projects.

In this session, you will learn:

  • How to create an AR experience of your own in minutes
  • How to make a great learning and user experience
  • Three design principles you should use when designing microlearning AR experiences
  • The easiest and fastest ways to get people excited about AR

Audience:

Designers and developers.

Technology discussed in this session:

Primarily Zappar. We’ll also use PowerPoint to create a saved image

Technology Required:

Laptop (Mac/Windows) with internet access, mobile device with Zappar app installed (use free trial ZapWorks account).

Johnny Hamilton

Multimedia Developer

Providence St. Joseph Health

Johnny Hamilton, a multimedia specialist at Providence St. Joseph Health, has developed multiple augmented reality experiences. He is an experienced learning content developer, manager, instructional designer, and credentialed teacher with extensive experience in online professional development and project management. Johnny is an expert in course authoring platforms and has developed style guidelines/templates, system/standardization processes, and innovative award-winning content. He holds design certifications in UX, microlearning, gamification, story-based and virtual training, and instructional design. He was a recipient of the 2016 Learning! Champions High Performer award.

Joshua Ratliff

Sr. Learning Designer

Providence St. Joseph Health

Joshua Ratliff, a senior learning designer at Providence St. Joseph Health, is a seasoned instructional designer, technology specialist, and content developer with more than eight years of experience in the corporate learning field. Joshua specializes in multimodality learning concepts and holds certifications in several areas, including adult learning, storytelling for designers, advanced instructional design, UX, and prototyping. He currently works to design fun, innovative learning experiences through technologies like augmented reality, microlearning, or video that directly impacts the work of healthcare providers and in turn helps raise the bar in making healthy communities and best patient care a reality.

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702 Web Conferencing Reimagined: Virtual Reality and Immersive Learning

2:30 PM - 3:30 PM Wednesday, June 27

Garden

Immersive learning platforms use virtual reality headsets to enable new kinds of teaching and learning. Unlike traditional web conferencing tools, these new platforms transport users into a shared virtual space that allows them to use their hands to build and manipulate 3-D objects, become immersed together inside a 360 video, and investigate 3-D models.

In this session, you will experience the virtual reality equivalent of Zoom, WebEx, and Collaborate and glimpse the future of web conferencing and immersive learning for online courses. You will be introduced to two platforms—Vizible and Mursion—and learn how they can be used to transform the online course experience, including career and technical education, auto repair programs in community colleges, and nursing and teacher education programs. Finally, you will be invited to brainstorm use cases and applications of the technology.

In this session, you will learn:

  • About new opportunities in online education
  • About the VR collaboration platforms Vizible and Mursion
  • How these platforms enable new kinds of teaching and learning
  • How instructional design practices can enable hands-on learning

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

VR headsets and controllers and the Mursion and Vizible platforms.

Peter Campbell

Founder & CEO

xpereal

Peter Campbell, the founder and CEO of xpereal, is a leading innovator and evangelist for the transformative use of educational technology. For the past 22 years, Peter has led large-scale ed tech projects at major corporations, academic institutions, and startups. A thought leader with experience in sales, product management, and instructional design, he served as director of solutions management for Blackboard, director of academic technology for Montclair State University, and director of immersive learning solutions for Pearson, the world’s largest educational content company.

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703 Training Simulations and xAPI: Using Data for Learner Improvement

2:30 PM - 3:30 PM Wednesday, June 27

Valley

Simulated scenarios are a key part of learning, but too often you may walk away with only a “gist” of what went right or wrong. There hasn’t been a good way to apply quantitative analysis to performance, lessons, and improvement.

Virtual reality provides the ability to track every action, every word, and even subtler measures like heart rate variability. xAPI, in turn, allows you to aggregate and analyze this. In this session, you will look at how to handle gestures, eye gaze, and other hard-to-track measures to provide both immediate and longitudinal feedback for learners.

In this session, you will learn:

  • How simulations can improve managerial skills over time
  • How to design interactions for xAPI outputs
  • How to adapt rubrics for xAPI outputs
  • How to handle “messy” behaviors like gestures
  • How to use xAPI in a WebVR setting

Audience:

Designers, developers, and 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.

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704 CANCELLED—Challenges and Actions: Ideas to Fix the VR Market

2:30 PM - 3:30 PM Wednesday, June 27

Piedmont

The VR market is broken. The initial hype bubble has burst. Public interest is still vague and inconsistent. Those killer applications haven’t hit yet. Hardware is still in its infancy. Funding across the industry is still fairly limited. Where are the anchor features and applications and experiences that will herald the emergence of VR? More importantly, what steps must those in the industry take to get there?

In this session, you will learn about many of the key challenges facing the mixed reality industry today. You will also learn about some of the root causes of these challenges, as well as actions you can take to encourage the growth and adoption of mixed reality hardware and software. If you’re passionate about the possibilities that mixed reality presents, this session will leave you even more excited about what the future holds.

In this session, you will learn:

  • Why the VR industry is struggling
  • About root causes of VR challenges
  • About specific actions you can take to evangelize mixed reality
  • How the VR industry growth path mirrors other past industries

Audience:

Designers, developers, managers, and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

Viewers (Google Cardboard and Daydream, HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR, Windows Mixed Reality); cameras (GoPro, Facebook Surround, NextVR, Orah, Ozo); and Birdly.

Andrea Bell

Executive Director and Co-Founder

VRX Media

Andrea Bell is the executive director and co-founder of VRX media. Andrea has spent the last 25 years working as a brand strategist and marketing development expert in media; she has worked to build international brands by staying ahead of trend forecasting. Andrea aims to build a bridge between where the VR and AR community is currently and where it needs to position itself for the future.

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705 Business Simulations for Learning: Strategy, Design, and Serious Play

2:30 PM - 3:30 PM Wednesday, June 27

Empire

Today’s networked businesses must contend with unprecedented levels of complexity and variety. Business simulations provide active, dynamic learning solutions where learners can replicate realistic businesses environments as safe-to-fail spaces where learners can authentically model complex, long-term challenges and improve their performance without any real risk. Managing the conceptual and technical load of creating gamified simulations can be its own challenge—but this session will show you how it’s done.

In this case study session, find out how British firm Diageo used a data-driven bar simulation to redefine best practices and make their highly complex net revenue management content easy to understand and enjoyable to learn. You’ll discover how digital simulations derived from real business data close the organizational feedback loop and drive positive behavior change to make a real difference to bottom-line priorities. Explore the theory and practice of how immersive, credible learning experiences provided by this gamified simulation improved decision making and strategy execution across all levels of a leading global organization, and how it can work for you.

In this session, you will learn:

  • The difference between data-driven and scenario-driven simulations
  • All about examples of learning simulations making a real impact on business revenue and outcomes
  • The nuts and bolts of designing and planning a business simulation, and how to make the lessons stick
  • The key takeaways from the development and roll-out of complex simulation projects

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Diageo NRM (a gamified bar simulation solution displayed via PC).

Colin Welch

Director of Product Development

Brightwave Group

Colin Welch is a director of product development at Brightwave. Colin has over 15 years’ experience managing the design and development of bespoke training solutions that have a measurable impact on key business objectives. He has been responsible for managing both classroom-based training and eLearning projects and has a track record of delivering projects that meet learners’ needs with a high level of customer satisfaction.

Temitope Ibiyemi

Global Learning Specialist

Diageo

Temitope Ibiyemi, the global learning specialist at Diageo, has over nine years of experience in the delivery of profitable business growth through the creation and execution of sales and customer marketing strategies across diverse markets. She’s currently responsible for managing the development of global learning solutions targeted at customer marketing teams across Diageo to drive a step-change in business performance.

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706 When and How to Use VR Simulations, and When Not To...

2:30 PM - 3:30 PM Wednesday, June 27

California

It can be expensive and time consuming to jump on the VR bandwagon. So how do you determine if, when, and how to utilize AR, VR, and MR in your training strategy? If the time is right, how do you get started?

In this session, you’ll explore the topic through case studies and a group discussion. You’ll uncover some of the pitfalls of these new technologies, how to avoid them, and how to determine when the time is right to use enhanced reality training.

In this session, you will learn:

  • When to use VR/AR/MR
  • How to maximize bang for your buck
  • One way to create your first VR experience today
  • What not to do
  • How to design with the audience and outcome in mind

Audience:

Designers, developers, managers, and senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Trivantis CenarioVR, NAWMAL, Oculus Go, Mobile Devices.

Laura Silver

VP, Products

Trivantis

Laura Silver, the vice president of products for Trivantis, architects and oversees the product roadmap for all Trivantis software solutions. She designs and directs product strategy across the entire Trivantis product suite, including both incremental release improvements as well as the long-term innovation pipeline. Laura serves as Trivantis’s internal voice of the customer, ensuring a user-centric perspective across all Trivantis products and services. She has been with Trivantis for 10 years, having previously served as product manager of Trivantis’s flagship product Lectora as well as director of QA.

Steve Moody

Chief Possibility Officer

Interactive Learning Experience

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707 The Neuroscience of VR Training, and Why It Works

2:30 PM - 3:30 PM Wednesday, June 27

Gold

Why is VR effective for training, and how can you identify the best ways to leverage VR to improve training within your organization?

In this session, you’ll review previous research on the use of VR for training purposes and discuss how companies can leverage the growing potential of VR technology to revolutionize training within their organizations. You’ll look at existing research that confirms what types of training VR is effective for, along with how VR can lead to training that is more memorable than video content, is a safe alternative to real-world training, is easily repeatable and scalable, and can provide isolation from distractions.

In this session, you will learn:

  • Why VR training is effective
  • The neuroscience of VR
  • Which types of training work best in VR
  • How to identify effective types of training to use VR for
  • How to scale a VR training strategy
  • How to implement VR training at your organization

Audience:

Designers, developers, managers, senior leaders (directors, VPs, CLOs, executives, etc.).

Technology discussed in this session:

Virtual reality.

Alejandro Dinsmore

CEO

eevo

Alejandro Dinsmore is the CEO of eevo, a VR company that has raised over $2 million in venture funding to build a platform that makes it easier for companies to author, manage, and scale their VR training experiences. Alejandro has worked on building enterprise b2b software companies for the last six years. Prior to working with startups, Alejandro studied neuroscience with a focus on VR research.

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GS03 KEYNOTE: How Augmented Reality Is Driving Enterprise Transformation

4:00 PM - 5:00 PM Wednesday, June 27

Imperial Ballroom

The past couple of years have been exciting, frustrating, and inspiring for augmented reality developers. On the one hand, a record number of investments have been plowed into AR, and announcements continue to come from the giants—e.g., Facebook and Google—around mobile-enabling AR. On the other hand, we have yet to see the killer apps that will drive consumer use of AR into the mainstream. The one area that has continued to demonstrate great potential and signs of clear ROI via AR is within the enterprise. In this keynote, we’ll explore that world with one of the leaders in the space—Rika Nakazawa of Atheer. We’ll examine the pilots that have been launched across the landscape and the perspectives on the key challenges, and determine when and how the AR traction in enterprise will really take hold. Along the journey, we’ll discover why AR in enterprise isn’t just a step change in technology disruption, but the early days of what will be a profound and unprecedented workforce transformation.

Rika Nakazawa

Vice-President of Strategy and Partnerships

Atheer

Rika Nakazawa is the vice-president of strategy and partnerships at Atheer. Ms. Nakazawa, a technology industry veteran and advisor to ventures in the extended reality (VR/AR) ecosystem, forges go-to-market programs with technology, OEM/ODM, and solution integration partners that build and deliver the best-of-class solutions. Having held executive strategy and business development positions at hardware, software, and services enterprises globally—from NVIDIA and AMEX to Accenture and Sony— she embraces the opportunity we have to shape the next 50 years of computing, and the way we move from interfacing to integrating with all things digital. Ms. Nakazawa strives to illuminate how to drive leading experiences where the human, digital, and physical intersect, and how we can re-invent ways people come together to create, consume, and celebrate the digital experiences that constitute life as we know it, feel it, see it, and immerse in it.

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