MB11 Using AR in Performance Support
7:30 AM - 8:15 AM Thursday, June 27
California
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.
MB12 Take it Back: Applying What We've Learned at Realities360
7:30 AM - 8:15 AM Thursday, June 27
Valley
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.
MB13 Client/Vendor Partnerships in Creating Great VR/AR Learning
7:30 AM - 8:15 AM Thursday, June 27
Gold
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.
MB14 Moving From 2D eLearning to 360 VR
7:30 AM - 8:15 AM Thursday, June 27
Crystal
Janelle Rosso
Senior Instructional Designer
GP Strategies
Janelle Rosso is a senior instructional designer for GP Strategies. For her entire professional career she has been involved with creating and presenting engaging training; working closely with clients to identify learning opportunities through needs assessments and learner profiles. Janelle has partnered with Facebook for a number of years, from its humble beginnings and into virtual reality. She has been on several Brandon Hall winning project teams. Janelle has a bachelor's degree in anthropology from the University of Florida (2002) and a masters certificate in online teaching and learning from California State University East Bay (2011).
MB15 How to Write a Winning Conference Speaking Proposal
7:30 AM - 8:15 AM Thursday, June 27
Empire
The Program Team
The Learning Guild
The Learning Guild Program team is dedicated to creating programs that encompass everything learning professionals need. Our staff comes from diverse backgrounds in learning and development, and bring unique perspectives to the programs and content we create.
801 Teach Key Business Functions Through Augmented Reality
8:30 AM - 9:30 AM Thursday, June 27
California
Put yourself in the shoes of a new leader joining your organization. They must successfully balance assimilating the culture, learning processes, training, financial briefings, building relationships, and other countless tasks. That is a lot to expect from an individual that needs to hit the ground running and lead their team to success. At Holiday Inn Club Vacations, many of our leaders claimed they could have been more successful from the start if they understood how all of the business units work together. This was a wake-up call for our organization to completely disrupt the way we onboard leaders, and create a new kind of experience that would show them how to lead successfully within our culture.
In this session, we will explore how Holiday Inn Club Vacations improved the leadership onboarding experience by evolving our two-day classroom workshop into a scenario-based augmented reality simulation. You will learn how we increased the confidence of our leaders by providing them with a unique challenge: fixing a fictitious failing resort. This scavenger hunt-style activity enhanced collaboration between leaders from different departments and disciplines by exposing them to realistic scenarios from each key business function. Learn how our leaders used their knowledge from the augmented reality interaction to create a proposal for a panel of executives, which enhanced their understanding of how our business works and how they add value.
In this session, you will learn:
- Why augmented reality was the most effective and engaging way to teach new leaders how our business works
- How we successfully brought together stakeholders from different areas of the business to design realistic business scenarios
- How we developed and implemented the interaction using the Unity app development engine, and tracked progress using xAPI
- How we measured success utilizing onboarding surveys, focus groups, and talent management metrics
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.)
Technology discussed in this session:
Unity App Development Platform, Simulation Proprietary App, xAPI Learning Locker, Samsung Galaxy Tablet
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.
802 Encore Session: How Real is Real Enough in AR/VR and Screen-based Simulations?
8:30 AM - 9:30 AM Thursday, June 27
Crystal
We’re giving you two opportunities to catch this popular session – at this time or on Tuesday in Session 407.
When facilitating a simulation-based activity, do you sometimes hear participants say, "Yeah, but in the real world, I would do this…"? How real do you need to get with AR, VR, and screen-based simulation activities? In our world of emergency nursing students, realism is critical to meeting the learning outcomes of the program. In order to increase competence and confidence, our emergency nursing students need to be exposed to a multitude of patient cases in simulation form. So which simulation modality (AR/VR/screen-based) provided the most realism and was the most practical—in terms of design, development, and delivery— for on-campus and distance students?
In this session, you'll hear about one nursing program's journey of designing, developing, and delivering three simulation modalities: AR, VR, and screen-based. You'll hear about the lessons we learned when increasing the levels of realism (something as simple as adding a blanket to a seizing patient) to 3-D characters, and the balance between realism and practicality. You'll have an opportunity to see for yourself how a nursing student is immersed in an emergency room scenario, and how the use of VR helps promote feelings of empathy towards patients and improve clinical reasoning skills. You'll leave this session with a better understanding of how realistic your simulations experiences need to be, and which modalities may work best for your situation.
In this session, you will learn:
- Which modality (AR/VR/screen-based) is best for your learning objectives
- What needs to be considered when increasing the fidelity of your simulation
- What are the deployment considerations for each of the modalities
- What are the considerations when buying or developing your own application
- What is the overall impact of each of the modalities in improving the competence and confidence of the learners
Audience:
Designers, developers, managers, senior leaders (directors, VP, CLO, executive, etc.), educators
Technology discussed in this session:
Unity, Oculus Go, 360 Video, HoloLens
Vincent Farquhar
Faculty, Specialty Nursing
British Columbia Institute of Technology
Vincent Farquhar started his emergency nursing career 21 years ago in Scotland. Since leaving Scotland he has traveled the globe, working in emergency departments in Abu Dhabi, Australia, and Saudi Arabia, which is where he completed his masters in medical education. Vincent is currently on faculty with the emergency nursing advanced specialty program at British Columbia Institute of Technology, and is the lead subject matter expert for the virtual simulation project. His work in this area contributed towards the 2018 Sim Innovator Award. When not at BCIT, Vincent works at Vancouver General Hospital as an emergency nurse.
Kathy Kennedy
Program Head, Specialty Nursing
British Columbia Institute of Technology
Kathy Kennedy has been in nursing and nursing education for over 20 years, and is currently the program head for BCIT's emergency and pediatric nursing programs. She also leads the virtual simulation and specialty nursing simulation strategy projects. Kathy is very passionate about the advancement of simulation and simulation technologies in order to create a more realistic and engaging environment for learners. Her work in this area created opportunities for government funding and contributed towards the 2018 Sim Innovator Award.
Michelle Kearns
Project Manager and Instructional Designer
British Columbia Institute of Technology
Michelle Kearns has been in education and training for over 30 years in the roles of learning specialist, facilitator, instructional technologist, project manager, and instructional designer. She is currently the project manager and instructional designer for the virtual simulation and simulation strategy projects. Her passion for games and simulations comes through in the courses she develops and facilitates. Michelle was the instructional designer and project manager for projects awarded the AMTEC's Award of Excellence for Instructional Interactive Media, WebCT's Exemplary Course Award, and the 2018 Sim Innovator Award.
803 Encore Session: Preparing Your Company for an Augmented Reality Learning Program
8:30 AM - 9:30 AM Thursday, June 27
Valley
We’re giving you two opportunities to catch this popular session – at this time or on Wednesday in Session 702.
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.
804 Getting Inside the Machine: Using VIAR360 to Create a 360 Experience
8:30 AM - 9:30 AM Thursday, June 27
Empire
New technology can take time to learn, and can be especially challenging without hands-on experience. At our organization, new slot machine cabinets and components were continuously being introduced, and it was a priority to make sure technicians felt confident in their knowledge when installing them at a casino property. But it was quite pricey to fly field service technicians out to Las Vegas for training each time something new came out.
In this session we’ll share how we helped our techs to get a deeper look inside our new technology with 360 training experiences, and how you can begin designing your own. You’ll explore the various tools and opportunities available for training with 360 panoramic images and video, and learn from our experiences. You’ll leave the session knowing how to provide your learners with a holistic training experience they can access on their desktops or from their mobile devices.
In this session, you will learn:
- How to create a quick 360 training
- How to reach remote employees with more immersive training
- Ways to incorporate 360 learning on a mobile device
- How to make an interactive 360 experience
Audience:
Designers, developers, managers
Technology discussed in this session:
VIAR360, iPhone, Axonify, 360 camera
Cherie Cornelius
Senior Curriculum Developer
Aristocrat Technologies
Cherie Cornelius is a senior curriculum developer with Aristocrat Technologies. Several years ago, she shifted from technical support to the realm of training. A year into her training role, Cherie’s artistic flair in a PowerPoint presentation caught the eye of management, who suggested she join the curriculum development team. Cherie had no formal training in this field, but she was eager to learn and has since gone back to school for a master’s degree in instructional design.
805 BYOD: Getting Started with Augmented Reality Using Spark AR by Facebook
8:30 AM - 9:30 AM Thursday, June 27
Gold
Augmented reality allows you to enhance your current environment, recognize objects, and add additional experiences to help learners learn and explore more of the world around them. This is great, but how do you get started and do you need to be a coder to create these kind of experiences?
Facebook has created Spark AR, which allows you to create interactive augmented reality experiences without having to know code. In this hands-on session you’ll learn how to use Spark AR to create drag and drop custom animations and logic without code. You can also take advantage of face tracking and sync effects with movement, as well as connect effects with real objects and places to extend learning in the real world. We will cover what you need to know to get started with Spark AR, and explore what it takes to create engaging augmented reality experiences.
In this session, you will learn:
- An overview of Spark AR
- How to import 3-D assets from other locations
- How to build AR effects & animations
- How to add custom interactivity to your AR objects
Audience:
Designers, developers, managers
Technology discussed in this session:
Spark AR
Technology required:
Spark AR, laptop (PC or Mac), mobile device (phone or iPad)
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.
901 Case Study: How a Small Part of Ally is Using AR in a BIG Way
10:00 AM - 11:00 AM Thursday, June 27
Valley
As a small department at Ally Insurance, it would be easy to rely on the old standby of instructor-led classroom facilitation for all topics— especially the boring ones. But we know that instructor-led classroom facilitation is not always the best, most efficient, or even most innovative way to communicate content to learners. What if a small but mighty department could create and implement a whole new way to learn and retain information? What if they could quickly be the leader in L&D for their entire company with this new way of learning? And what if that new way was radically fun and techy?
In this case study session, you'll learn about how Ally Insurance Operations’ L&D team implemented AR to create a fun and effective way to learn about insurance. You'll find out how this small team of four created an AR scavenger hunt to teach employees about the different lines of business and what they need to know to partner effectively; how they used AR combined with gaming to make an interactive and competitive skill check; and how they used AR to showcase products and services to external customers. You'll leave the session with lessons learned from how Ally Insurance Operations uses AR to enhance learning for internal and external customers, and ideas for how you can use AR at your own organization.
In this session, you will learn:
- How Ally Insurance Operations’ L&D team implemented new and emerging technology to create a fun and effective way to learn about insurance
- How Ally used AR combined with gaming to make an interactive and competitive skill check
- How this small team of four created an AR scavenger hunt to teach employees about the different lines of business, and what they need to know to partner effectively
- How Ally used AR to showcase products and services to external customers
Audience:
Designers, developers, managers
Technology discussed in this session:
Zappar, PowerPoint, Adobe Presenter, Board Games
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.
902 AR and VR in K-12: What L&D Can Learn
10:00 AM - 11:00 AM Thursday, June 27
Empire
In California, a fifth grade teacher encourages his students to roam a museum freely. No problem: it's an augmented reality learning experience. In Texas, a teacher creates an undersea environment where students move through schools of fish identifying flora and fauna, without getting wet. Students do this without buses or chaperones or brown bag lunches. Augmented and virtual reality is already a part of K-12 education. What can we learn from what they’re doing now?
In this session you'll learn how K-12 educators have begun using augmented and virtual reality in their classrooms. Armed with this awareness you will be able to rethink adult learning with AR and VR. You’ll learn how K-12 teachers apply augmented and virtual reality to support their pedagogy. You’ll also be able to compare and contrast how adult audiences might be served by the approaches to teaching and learning kids use increasingly in schools.
In this session, you will learn:
- How devices learners already own can be used in and out of a classroom to increase efficacy
- How to create augmented reality activities outside an LMS
- The budget you will need to get started creating AR and VR activities
- AR and VR evaluation methods to assess efficacy
- How to determine if your audience is ready for AR and VR training
Audience:
Designers, developers, managers
Technology discussed in this session:
Google Expeditions, Merge Cube, PearDeck, Oculus Go, Google Cardboard, Wakelet, 360 cameras, smartphone apps
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.
903 Optimizing the Virtual Reality Experience
10:00 AM - 11:00 AM Thursday, June 27
California
There is often a divide in many virtual reality products. There are the products that have detailed graphics that are not very interactive, and there are those that have a lot of interactivity with low quality graphics. However, what if there was a way to have both, without having to worry about the frame rate of the VR device dropping?
In this session, you will learn how simple changes in your virtual reality project in Unity can prevent you from having to choose between interactivity and the graphic quality. Find out what type of lighting is the best to use for the fastest rendering. You'll explore common coding processes to avoid, and the simple ways around them. You'll look at different techniques to allow high quality graphics to be shown in an environment filled with interactivity. But, most importantly, you'll leave this session with the knowledge to not only enhance your virtual reality experience, but also prevent the mistakes that I have made.
In this session, you will learn:
- Why there is a big gap between graphics and interactivity in virtual reality
- What the main causes are for frame-rate losses
- Coding techniques to avoid in Unity C# (can be applied to any engine used)
- What the best lighting techniques are for virtual reality in Unity
- How to set up the camera to best support the graphics in virtual reality
- Which render settings to use
- How to create the best virtual reality experience for your users
Audience:
Designers, developers
Technology discussed in this session:
HTC Vive/Vive Pro, Oculus Rift, Unity, C#, Mixamo
Nick Pinero
Software Engineer
Zebra Technologies
In the spring of 2018, I graduated magna cum laude from Quinnipiac University with dual majors in computer science and game design & development. During my last two years, I developed a VR simulation to teach health science students how to transfer a patient using the Xbox Kinect and Oculus Rift. Now I work for Zebra Technologies as the main virtual reality programmer and one of the in-house Unity experts. One of my main tasks is to ensure that the experience is optimized for the user.
Milan Marecek
Senior Multimedia Specialist
Zebra Technologies
Milan Marecek is a senior media specialist at Zebra Technologies. He is an expert in photography and bitmap graphics. Milan is a designer, developer, and project manager of interactive training solutions in Unity, focusing on both VR and non-VR solutions. He is knowledgeable about 3-D modelling and texturing, and has experience coding using PHP, MySQL, C# - unity. He has more than five years of experience in multimedia doing video postproduction, mainly focused on 3-D graphics, and has more than six years of experience as a trainer.
904 Using VR to Train in High-Risk Spaces
10:00 AM - 11:00 AM Thursday, June 27
Crystal
Virtual reality is becoming more mainstream every day. However, use cases can sometimes be theoretical or hyperbole so that when you peel back the layers, it isn't practical, cost-effective, or the right way to best deliver the learning. This, combined with the fact that most instructional designers are very new to how to design an effective VR experience, poses a costly risk for L&D organizations.
In this session, we'll explore how Facebook, owner of the Oculus VR platform, examined a variety of use cases to determine its place and use in their learning ecosystem at their data centers across the globe. We will talk you through key considerations and pull apart the various assets and deliverables required, as well as talk about the various technical skills you will need on the team to pull it off well. We'll also share the lessons we learned in our higher-stakes pilot with Facebook.
In this session, you will learn:
- The different scenarios that are best suited for a virtual reality solution
- Best practices to approach a VR learning project
- What changes you’ll want to make to your instructional design approach, including new types of deliverables that instructional designers need to create
- How to integrate assessments into VR experiences
- How the different tools and technologies were used to deploy a live VR experience for Facebook
Audience:
Designers, developers, managers
Technology discussed in this session:
Unity, Instamax360 Pro, Oculus Go
Tom Pizer
Director, Learning Technologies
GP Strategies
Tom Pizer is a director of learning technologies for GP’s Learning Solutions Group and has over 20 years of experience in the technical digital-media field. He leads an exceptional team of developers who create unique learning solutions in response to atypical client challenges. During his career, Tom has created, specified, directed, and/or managed hundreds of hours of educational, instructional, and entertainment-based media for a variety of clients in both the public and private sectors. A key aspect of Tom’s responsibilities is staying abreast of emerging technologies and in tune with the latest development methodologies, standards, and practices.
Janelle Rosso
Senior Instructional Designer
GP Strategies
Janelle Rosso is a senior instructional designer for GP Strategies. For her entire professional career she has been involved with creating and presenting engaging training; working closely with clients to identify learning opportunities through needs assessments and learner profiles. Janelle has partnered with Facebook for a number of years, from its humble beginnings and into virtual reality. She has been on several Brandon Hall winning project teams. Janelle has a bachelor's degree in anthropology from the University of Florida (2002) and a masters certificate in online teaching and learning from California State University East Bay (2011).
905 BYOD: How to Build a Simple Machine Learning Model from Virtual Reality xAPI Data
10:00 AM - 11:00 AM Thursday, June 27
Gold
VR and AR can generate a great deal of data, and that includes data in the xAPI format. One promise of this data is that it can be used to create predictive models that can classify learners; helping L&D departments to better serve them with appropriate content.
In this session, you will get your feet wet combining xAPI data from VR experiences and a machine learning model to gain new insights about learners. You’ll start with a guided tutorial for how to build a simple machine learning model using Google's Tensorflow. You’ll then use this example, with pre-supplied data, to understand how xAPI can be used to create predictive models. You’ll also investigate how best to generate xAPI so that it works well for model creation.
In this session, you will learn:
- How machine learning really works
- How machine learning can add value to learning in VR
- How to build a simple machine learning model in Tensorflow
- How to design and prep xAPI data for machine learning
- An introduction to different kinds of AI models (e.g., supervised learning, CNN's, RNN's, etc.)
- An intuitive understanding of how to use AI in the future
Audience:
Designers, developers, managers
Technology discussed in this session:
xAPI, Tensorflow, AWS Sagemaker, IBM Watson, Unity, artificial intelligence, machine learning
Technology Required (BYOD only):
Laptop
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.
GS04 Mirrorworld: How AR Will Transform Learning and Life
11:15 AM - 12:30 PM Thursday, June 27
Imperial Ballroom
'Mirrorworld' is the term Kevin Kelly (a well-known futurist) uses to describe augmented reality as the next great technology platform. It represents a fundamental shift in how our society will consume, engage with, and interact with our digital duplicates. But what does this shift mean for training and education? In order to understand augmented reality in the context of learning, we first must understand what has held AR back, what this future vision looks like, what must be overcome, and what milestones to look out for.
In this closing keynote, Reuben Tozman will explore the near and long-term impacts of augmented reality on the future of life, work, and learning. Using his unique experience in both the learning and AR technology industries, Tozman will share examples of how augmented reality is being used by organizations today, and how organizations will transform themselves via AR in the future. This closing keynote will help you discover the possibilities AR can open up for you and your organization.
Reuben Tozman
COO
NexTech AR Solutions
Reuben Tozman, COO of NexTech AR Solutions, previously held executive positions in some of Toronto's fastest growing startups, including VP of product for Flashstock and vice president of global client services and customer success at ScribbleLive. Reuben was the founder and chief learning officer for edCetra Training, an eLearning software company. He is the author of Learning on Demand: How the Evolution of Technology is Shaping the Future of Learning. His work includes innovating products, participating in open standards committees for online learning and technology, working in the digital content marketing space, and bringing original ideas to market.