MB07 How and Why to Use VR for Empathy

7:30 AM - 8:15 AM Thursday, July 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.

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.

<  Back to session list Top ^

 

MB08 The Pros and Cons of Voice Interfaces and Augmented Intelligence

7:30 AM - 8:15 AM Thursday, July 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.

Kenneth Hubbell

Sr. Mgr. Instructional Design Strategy & Innovation, SVP

Wells Fargo Bank

Kenneth Hubbell is a senior manager of instructional design at Wells Fargo. He is an award-winning instructional design professional with over two decades of experience creating and producing engaging learning experiences. An animator for the EPA at the forefront of digital technology in the 1980s, he became a multimedia pioneer, including a pivotal role on the team developing Shockwave 3D in 2000. Ken holds a bachelor’s degree in industrial design and an MS in instructional technology. He is an accomplished learning strategist, designer, programmer, and videographer. He currently researches advanced techniques for business and education, leveraging games and video to promote learning innovation.

<  Back to session list Top ^

 

MB09 How Do AR and VR Change the Training Department?

7:30 AM - 8:15 AM Thursday, July 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.

Jason Marian

Senior Instructional Design Media Manager

VCA

Jason Marian, a senior instructional design media manager for VCA, has managed the development of instructional design and training materials and services since 2000, developing virtual world scenario-based trainings, advanced gaming-based lessons, and engaging online courses that drive measurable business results. Jason specializes in adult learning theory, gamification/edutainment, and eLearning and mLearning, targeting Generation X and Y in the workplace. He has managed award-winning teams that have researched new ways to integrate technology to enhance learning, reinforce content, and improve efficiency in business operations. He joined VCA in 2012 to develop and deliver cutting-edge training to the veterinary industry. Jason holds an MS degree in educational/instructional technology.

<  Back to session list Top ^

 

MB10 VR Design: What Works?

7:30 AM - 8:15 AM Thursday, July 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.

Kate Pasterfield

Chief Innovation Officer

Sponge

With 15 years' of learning experience, Kate Pasterfield is committed to driving innovation. Her pioneering work harnessing the latest technologies such as data analytics, VR, and games to deliver bespoke training solutions has received industry-wide recognition. Kate was awarded Learning Technologies Designer of the Year 2016 and now works as chief innovation officer at Sponge, Learning Provider of the Year 2019. Kate combines her passion for creativity and learning to help organizations such as AstraZeneca, Toyota, and Tesco improve people performance to address serious business challenges. With a focus on human-centered design, Kate encourages L&D teams to inspire learners through creativity.

<  Back to session list Top ^

 

GS02 KEYNOTE: What Does the Future Hold for AR, VR, and Mixed Realities?

8:30 AM - 10:00 AM Thursday, July 27

Regency Ballroom

There’s a great deal of buzz surrounding virtual reality, augmented reality, and similar technologies in our industry. And with good reason; the possibilities they pose for learning and training are endless. But these technologies are only in their infancy, and they are sure to shift and evolve over the next few years. As such, if you want to understand the opportunities for learning and education that are emerging from these technologies, you need to follow their evolution in the consumer landscape. This session will explore the fast-moving worlds of AR and VR technologies by examining one of the primary drivers fueling their growth: funding. Barry Downes is a managing partner of a venture capital fund specializing in AR, VR, financial technology, and the Internet of Things. Mr. Downes will share how he sees these technologies evolving and emerging, and he’ll discuss where their short- and long-term evolutions will take us.

Barry Downes

Managing Partner

Suir Valley Ventures

Barry Downes is a managing partner of Suir Valley Ventures, which invests in early-stage startups powered by deep technology in the AR/VR, financial technologies (FinTech), and Internet of Things (IoT) sectors and is part of the Shard Capital Partners group. Mr. Downes also chairs the Telecommunications Software and Systems Group (TSSG), a research institute that specializes in AR/VR, AI, and communication technology research and development. Previously, he was CEO of TSSG and the center director of the Mobile Services Technology Gateway. Mr. Downes founded FeedHenry, a leading cloud-based mobile applications platform that was acquired by Red Hat in 2014. He is currently a board member of Immersive VR Education, which develops the award-winning Apollo 11 VR experience, of which he is an executive producer. Mr. Downes has also worked extensively in Silicon Valley as a partner of SVG Partners, a Los Gatos–based investment and advisory firm.

<  Back to session list Top ^

 

501 What Training Can Learn from VR Games

10:45 AM - 11:45 AM Thursday, July 27

After years of existing mostly in the world of science fiction, virtual reality is finally ready for its close-up. With VR normalizing itself within the consumer culture, the interest in using these technologies for learning and performance is growing. But where can curious learning professionals go to learn more about the power and potential of VR? The answer is simple: gaming.

In this session, you will explore how the world of VR gaming is shaping VR’s use for training. You will examine not only how VR gaming is creating new types of experiences, but also how it is transforming existing game paradigms. You will look at multiple examples of VR in gaming, and examine lessons for the training world in each example. You will also learn some of the questions to ask to determine whether VR is right for your organization.

In this session, you will learn:

  • How the gaming world is blazing a path for VR
  • About the lessons for trainers that are present in VR gaming
  • How to determine whether VR is right for your organization
  • How early adopters are using VR for L&D

Audience:
Novice to advanced designers, project managers, managers, and directors.

Technology discussed in this session:
Oculus Rift, HTC Vive, and PlayStation VR.

David Kelly

Chairman

The Learning Guild

David Kelly is the Chairman of the Learning Guild. David has been a learning and performance consultant and training director for over 20 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community, and can frequently be found speaking at industry events. He has previously contributed to organizations including ATD, eLearn Magazine, LINGOs, and more.

<  Back to session list Top ^

 

502 Teaching Game Engines in VR: Lessons Learned

10:45 AM - 11:45 AM Thursday, July 27

California

Virtual reality platforms for learning are being popularized across all industries, from healthcare to automotive. But learning how to create VR content in VR remains an under-explored area.

In this session, you will explore a VR learning framework that was conceived to teach the Unity game engine in VR. You will see various demos from an upcoming product, the VR Entertainment Badge. The session will cover evaluation approaches used to determine the effectiveness of a VR framework, as well as a closer look at the differences and advantages of teaching VR in VR.

In this session, you will learn:

  • How to evaluate a VR learning framework
  • What constitutes a VR learning product
  • What it means to teach VR in VR
  • A better understanding of opportunities in the VR learning and educational space

Audience:
Novice to advanced managers and directors.

Technology discussed in this session:
Virtual reality; room-scale VR (HTC Vive).

Diana Ford

Global Research Lead

Unity

Diana Ford is a global research lead at Unity. She is creating a course on game engines in VR. Previously, Diana founded the games program in computer science at the University of California–Los Angeles, and successfully created and ran eight gaming courses on topics including AR, VR, AI, and virtual economies.

<  Back to session list Top ^

 

503 Usable Tips for Creating Great UI/UX in AR

10:45 AM - 11:45 AM Thursday, July 27

Gold

Are you interested in what it takes to create great augmented reality experiences? Do you need useful, practical tips on what makes (or breaks) an interface and user experience for AR? If so, then this session is for you.

In this session, you’ll learn how Float uses human-centered design processes to create dynamic, approachable AR experiences for users of all skill levels. You’ll get an introduction to the current state of AR design, see why AR designs fail, and find out how to make yours more successful. You’ll go beyond theory and dive deep into real-world AR examples and case studies. No technical acumen is needed—just come with an interest in AR and enthusiasm for what could be the biggest thing in learning technologies since mobile first burst onto the scene years ago.

In this session, you will learn:

  • Usable tips on how to create great AR designs
  • What not to do when designing UI/UX for AR
  • About examples of well-designed AR
  • How to use human-centered design in AR creation

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
AR and human-centered design.

Chad Udell

Chief Strategy Officer

Float and SparkLearn

Chad Udell is the award-winning managing partner, strategy and new product development, at Float and SparkLearn. He has worked with Fortune 500 companies and government agencies to create experiences for 20 years. Chad is an expert in mobile design and development, and speaks at events on related topics. He is author of Learning Everywhere: How Mobile Content Strategies Are Transforming Training and co-editor/author, with Gary Woodill, of Mastering Mobile Learning: Tips and Techniques for Success and Shock of the New.

<  Back to session list Top ^

 

504 Enhance Your VR Learning Journey with Gesture Control

10:45 AM - 11:45 AM Thursday, July 27

Valley

As you begin to develop VR and AR experiences for L&D, it’s important to consider how people interact with the content in your digital world. And as these mediums continue to grow and evolve, so too will your options for interfacing with them. If you’re developing VR or AR content and looking to take your learning experiences to another level, it’s worth investigating an unexpected way to interact with your content: gesture control devices.

In this session, you’ll learn about three technologies for incorporating gesture control into your VR and AR experiences: the Myo armband, the Bird wearable by MUV Interactive, and the Oculus Touch motion tracked controllers. You’ll take a closer look at the functionality and features of these technologies, discuss how gesture control can enhance your AR and VR content, and explore the possibilities for integrating them into the learning experiences you design and develop.

In this session, you will learn:

  • The primary functions and features of Myo, Bird, and Oculus Touch
  • About real-world examples of gesture control devices used in learning solutions
  • How to identify opportunities for incorporating gesture control devices into your learning solutions
  • What impacts the feasibility for implementing gesture control devices

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Myo armband, Bird by MUV Interactive, and Oculus Touch.

Sherry Larson

Owner, President

Learning IDeologies

Sherry Nolan Larson, the owner and president of Learning IDeologies, is a senior learning and development professional with broad-based skills designing, developing, managing, and delivering eLearning, instructor- led learning, and blended-learning solutions for large-scale projects in the healthcare, industrial automation and services, retail, government, airlines, financial services, and telecommunications industries. Her specialties include team leadership, instructional design, business and process analysis, project management, and customer relationship management. She is a past-president of PACT and was also on the board for Fifty Lanterns International. She holds an MEd degree.

<  Back to session list Top ^

 

505 Augmented and Virtual Reality Reach Full Bloom

10:45 AM - 11:45 AM Thursday, July 27

Crystal

Over the past two years, augmented reality and virtual reality have started to bloom in the consumer marketplace. These technologies enable all types of learning and education experiences across all of the outcomes in Bloom’s Taxonomy. In other words, AR and VR are poised to break into the mainstream of education and learning.

In this session, you will explore the key reasons that virtual reality and augmented reality have value for learning and performance. You will learn why an enterprise-wide approach to AR and VR maximizes the value and benefits of investing in these technologies. You will also discover the unique ways in which AR and VR can improve learner outcomes compared to other technologies.

Mike Mathews

VR Evangelist

TalentQuest

Michael L. Mathews is a VR evangelist for TalentQuest and CIO of Oral Roberts University. He has 25 years of experience as a senior-level IT executive bringing creative solutions that value the end users of technology and business process management. Mike has held positions as a chief information officer, general manager of CIOs, chief strategist for innovation, business development officer, trainer, teacher, and vice president of academic services for leading corporations and higher education. In 2012 and 2013, he led a major national initiative that earned him invitations to the White House, national educational conferences, and a summit on US academic policy.

Jeff Baumohl

Vice President of Product Marketing & Alliances

TalentQuest

Jeff Baumohl is a vice president of product marketing and alliances at TalentQuest. He has over 20 years of experience in human capital management (HCM) and talent management, driving strategic growth in organizations ranging from startups to Fortune 500 companies. Driven by the desire to disrupt markets with innovative products and solutions, he has held leadership roles spanning product management, product marketing, and strategic alliances. Jeff has a strong track record leading product strategy and innovation and launching new solutions. He holds a bachelor of science degree from the University of Delaware and is an active participant in the HCM community.

<  Back to session list Top ^

 

601 BYOL: The Augmented Reality Amazing Race

1:00 PM - 2:00 PM Thursday, July 27

Crystal

Are you looking to infuse some excitement into exploring and discovering your organization, but concerned that the only budget you have is simply the time and skills of the people in your department? Don’t let that stop you from considering augmented reality experiences. There are ways to leverage AR to encourage your staff to self-discover your organization and have a more engaging multimedia experience—all without breaking the bank!

In this BYOL session, you’ll learn how to leverage the free version of the Aurasma AR web development software to create an “Augmented Reality Amazing Race.” In this approach, already tested in a hospital new-staff orientation, employee teams travel across their organization using the Aurasma app on iPads to discover hidden treasures and learn more about the organization where they work! This session will teach you how to use the Aurasma tool and app to turn objects, images, and places into surprising AR interactions, and how to easily build your own AR mini-race experience.

In this session, you will learn:

  • How you can use AR in your organization for practical learning
  • What kind of AR experiences Aurasma can provide
  • How to use the free version of Aurasma to create a simple AR experience
  • How to design and develop an AR Amazing Race

Audience:
Novice to intermediate designers, developers, and managers.

Technology discussed in this session:
Aurasma AR web development platform and app.

Technology required:
You will need a laptop that can access the Internet to use the Aurasma cloud-based software. You should have the Aurasma app installed on a mobile device in advance.

Cindy Plunkett

Director, Learning Design & Development

PointClickCare

With over 20 years' experience in instructional design, development, and project management Cindy Plunkett is the Canadian eLearning Conference Executive Director, part-time professor in the faculty of education at Ontario Tech University, and co-creator of the Educational Technology for Health Practitioner Education course at the University of Toronto's department of Family and Community Medicine. Cindy has worked with three of the largest academic teaching hospitals in Canada on high profile projects like the SEME program, and has experience speaking and facilitating both nationally and internationally.

<  Back to session list Top ^

 

602 Overcoming Barriers in Virtual Reality

1:00 PM - 2:00 PM Thursday, July 27

Valley

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 virtual reality into your training and development programs.

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

Technology discussed in this session:
Virtual reality platforms, including multiple types of hardware and software.

Mark Britz (Host)

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.

Wendy Farrell

Manager, Content Solutions

Lionbridge

Wendy Farrell is a manager of content solutions at Lionbridge, where she helps define client learning programs and prepare teams to implement content projects. Wendy is a leader in corporate global training, documentation, support, and media solutions. She has presented at numerous conferences, and her award-winning work includes two Brandon Hall gold medals. Most recently, Wendy has focused on the use of 3-D, AR, and VR for customer support and training; this work, in conjunction with HP, won a Brandon Hall gold medal. Wendy has a master’s in instructional design and educational technology and over 25 years of industry experience.

Ann Rollins

VP, Custom Solutions and Chief Solutions Architect

The Ken Blanchard Companies

Ann Rollins is a modern learning champion with nearly 30 years of industry experience helping form and execute learning and leadership development strategy for Fortune and Global 500 companies. Unintimidated by global scale, she always has her eyes on the technology horizon and helps clients consider how the technology in our hands outside of work today may have a place inside the learning ecosystem tomorrow. She takes a practical, design thinking approach to support clients as they transform what leadership development (and learning in general) happens in their organizations, and help drive plans to innovate to prepare for what's next.

Destery Hildenbrand

XR Solution Architect

Intellezy

Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.

<  Back to session list Top ^

 

603 Lessons Learned from a Decade of Virtual Training

1:00 PM - 2:00 PM Thursday, July 27

California

Virtual training is not new. It has been evolving since the beginning of the century, and much has been learned over the years about what works, what doesn’t work, and what skills are required to succeed in both design and development. The advent of AR and VR technology adds a new layer that L&D professionals need to understand.

This session will provide the key lessons learned from over a decade of 3-D simulation and virtual training development, and you will explore them in the context of VR development in 2017. You will learn from one company’s experiences over the last 12 years and how these are applicable to training delivery in VR. You’ll also learn about the critical skills your team needs in order to develop various realities, and how to design models with the future in mind.

In this session, you will learn:

  • How your team can gain the skills they need to develop VR, AR, or MR training
  • Valuable insights into the 3-D for VR production pipeline
  • How to “future-proof” your 3-D modeling
  • Why it’s important to deeply integrate instructional design at a technical level

Audience:
Novice to advanced designers, developers, project managers, and managers.

Technology discussed in this session:
3-D modeling software (3ds Max, Navisworks, Simulate), real-time game engines (Unity, Unreal, CryEngine, Stingray), point cloud scanning, CAD data, Oculus Rift, HTC Vive, and Microsoft HoloLens.

Chris Foster

Team Manager, Technical and Multimedia

KBR Training Solutions

Chris Foster is a technical and multimedia team manager at KBR Training Solutions. He has over 20 years of experience as a front-end web developer, including more than 10 years in the eLearning industry and 10 years as a manager of technical teams. Chris has excellent technical and communication skills, and he is an expert in integration and delivery of digital media and applications.

<  Back to session list Top ^

 

604 Exploring the Psychology of Mixed Realities for Learning

1:00 PM - 2:00 PM Thursday, July 27

Gold

Technology with the potential to transform learning is here: Virtual realities, augmented realities, and mixed realities are not just bleeding-edge tools anymore. Much of the pioneering work that came from early adopters and the military is now having mainstream impact. When L&D professionals contemplate using these new realities for learning, they often focus on the technical side of how to create these experiences. But what about the psychological considerations you should take into account when designing content for these new mediums?

In this session, you’ll consider the technology, the psychology, and the learner experience as you explore how these new realities are helping people learn better (if, indeed, they are). You’ll examine how these new realities affect the learning experience from the point of psychology and neurology. You’ll then look at the capabilities and use cases of these new technologies and investigate how they align with the psychology of how people learn. Finally, you’ll investigate what you can do to utilize these new realities effectively in your organization, leveraging your understanding of the neurology and hard experience of others.

In this session, you will learn:

  • How new realities affect learning experience
  • About the psychological and neurological aspects of new realities in learning
  • How organizations can utilize new realities for learning
  • How this new technology has the potential to transform learning

Audience:
Novice to advanced designers, developers, managers, directors, and senior leaders (VP, CLO, executive, etc.).

Technology discussed in this session:
Virtual reality, augmented reality, and constructive simulations.

Julian Stodd

Author and Founder

Sea Salt Learning

Julian Stodd is an author and founder of Sea Salt Learning, a global learning consultancy helping organizations adapt and thrive in the social age. Much of his consultancy work is around the need for social leadership, the design of scaffolded social learning, planning for organizational change, and the impacts of social collaborative technology. Julian comes from an academic background in communication theory, psychology and neurophysiology, learning design, educational psychology, museum education, and philosophy. He is a proud global mentor with the Cherie Blair Foundation for Women, and a Trustee of Drake Music, a charity that works to break down disabling barriers to music through education and research. He was awarded the Learning Performance Institute’s Colin Corder Award for Services to Learning in 2016. He has written 10 books, including The Social Leadership Handbook, Exploring the World of Social Learning, and A Mindset for Mobile Learning.

<  Back to session list Top ^

 

605 Left Brain, Right Brain: A Conversation Between Technology and Instructional Design

1:00 PM - 2:00 PM Thursday, July 27

Crystal

Effective instructional design maximizes learner motivation, cognitive capacity for information processing, and learning transfer. For any given training, the most appropriate design should be informed by a careful consideration of training context characteristics as well as the strengths and limitations of the technology.

This session will examine an organizing framework to help facilitate these critical conversations and construct motivating, attention-grabbing learning events.

In this session, you will learn:

  • How learner, organizational, and technology characteristics jointly influence design choices
  • About tools to help organize design considerations and stimulate productive conversations among designers and developers of immersive learning programs

Audience:
Novice to advanced project managers, managers, and directors.

Technology discussed in this session:
Augmented reality and virtual reality.

Brian Whitaker

Director of Immersive Learning

Mutual Mobile

Brian Whitaker, a director of immersive learning for Mutual Mobile, has extensive experience designing and delivering large-scale learning and performance solutions for Fortune 500 companies across the transportation, oil and gas, and healthcare industries. Prior to leading the award-winning instructional design team at Mutual Mobile, his academic career included teaching graduate coursework in employee development, staffing, performance management, and leadership. Brian holds a PhD in industrial-organizational psychology from the University of Akron, is a frequent speaker at international conferences, and has published in numerous top-tier, peer-reviewed outlets including Journal of Management, Human Performance, and Journal of Safety Research.

Shane Stearns

Director of Innovation

Mutual Mobile

Shane Stearns is a director of innovation at Mutual Mobile and group director of the company’s VR team. An accomplished strategist and consultant with more than a decade of experience, he has led global clients in the creation of industry-defining experiences with emerging technology. Shane has aided in the technological advancement of many Fortune 500 companies, including Walmart, Nestlé, Salesforce, and Lego, across mobile, IoT, wearables, VR, and AR.

<  Back to session list Top ^

 

701 BYOL: Improving VR Images with Photoshop

2:30 PM - 3:30 PM Thursday, July 27

Valley

There are more and more tools entering the marketplace that allow you to quickly create 360-degree virtual reality images. However, the final results aren’t always what you’d like: The stitching of VR images in these tools, unfortunately, is not always perfect. Also, there are often inconsistencies both above and below the VR image. These flaws can take away from the immersiveness of the experience you’re creating and even get in the way of learning.

In this session, you’ll discover how to use Photoshop to fix some of the common problems that can happen in the VR images you capture. You’ll learn how to fix the top and bottom of the image to make it look more professional. You’ll also get tips on how to add content within the image to enhance the VR experience. Finally, you’ll learn tricks that can help you capture better VR images in the first place, which will then require less post-production work to fix.

In this session, you will learn:

  • How to fix skewed objects in your VR images
  • How to improve flaws found at the top and bottom of your VR images
  • How to add content within a VR image to enhance the view
  • How to shoot better VR images

Audience:
Novice to intermediate designers and developers.

Technology discussed in this session:
Adobe Photoshop; Google Cardboard viewer and app.

Technology required:
Laptop running Adobe Photoshop CC or newer; Google Cardboard viewer (to see results); Google Cardboard app (on phone or tablet).

Phil Cowcill

Senior eLearning Specialist

PJ Rules

Phil Cowcill is senior eLearning specialist at PJ Rules. He started his career in 1983 when he was hired as a technologist at a local college. In 1985 he joined a team to develop Canada's first Interactive Videodisc. He started teaching part-time in 1989, moving to full-time in 1995. He led his class to build one of the first news websites that streamed video in 1996. In 2011 he launched the very first dedicated mobile application development program. Phil retired from full-time teaching in 2015 and moved to working as a contractor with the Department of National Defence as a senior eLearning specialist.

<  Back to session list Top ^

 

702 A Year with 360-Degree Video: Tips for Getting Started

2:30 PM - 3:30 PM Thursday, July 27

California

You’ve decided that 360-degree video looks promising and you want to try it out, but you have questions: What do you need to get started? What should you watch out for? Do you have the skill set to do it? What are the benefits? What is it going to cost? And probably more.

This session will explore a company’s year-one journey into using 360-degree video. You will learn what you need to get started shooting, editing, and sharing 360-degree video content. You will identify the common and not-so-common issues faced while shooting 360-degree video, including equipment, talent, technique, and organization. You will see three short 360-degree videos and find out how they impacted the development team and learners throughout the process. Overall, you will get a firsthand account of an organization that went all-in on this new technology and how it’s worked out so far.

In this session, you will learn:

  • About the different types of equipment, the techniques, and the time needed to shoot 360-degree video
  • About three types of 360-degree video projects developed for manufacturing and corporate audiences
  • About common and less-common issues faced while shooting in 360 degrees
  • Lessons from throughout the process

Audience:
Novice to advanced designers, developers, project managers, and managers.

Technology discussed in this session:
Git2 Action camera, 360-degree camera rigs, Kolor, AutoStitch, Ricoh Theta S camera, 360fly 4K camera.

Destery Hildenbrand

XR Solution Architect

Intellezy

Destery Hildenbrand is an XR solution architect with Intellezy. Destery has over 17 years of experience in training and development and seven years focusing on immersive technologies. Destery has spent time in corporate environments and higher education. Destery's primary focus is helping organizations plan, design, and develop engaging learning experiences through Immersive technology.

<  Back to session list Top ^

 

703 Creating Presence in Virtual Reality

2:30 PM - 3:30 PM Thursday, July 27

Gold

For virtual reality to achieve its goals, instructors need to create presence—the feeling of being in the virtual scene. Presence is what differentiates VR from video, and it’s what gives VR its unique power to affect learners. Virtual reality content doesn’t always do this well, leaving users less immersed than instructors intended, and creating weaker experiences and learning impact.

This session will outline both theory and application of presence, providing you with a clear checklist and understanding of what presence is, how to create it, and how to enhance it during learning sessions. You will review studies of presence and its impact, and discuss some of the areas still being worked out. The session will also touch on related concepts like narrative transportation and the role of content vs. instructions vs. tech in creating presence. Examples of low presence and high presence will be discussed.

In this session, you will learn:

  • What presence is
  • How presence is created
  • How presence is broken
  • How presence is enhanced
  • About the limits of presence in certain platforms
  • How presence correlates to impact

Audience:
Novice designers, project managers, managers, and directors.

Technology discussed in this session:
Virtual reality, HTC Vive, Samsung Gear VR, and Google Cardboard.

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.

<  Back to session list Top ^

 

704 Planning Your Realities: Increasing AR/VR Effectiveness with Context Analysis

2:30 PM - 3:30 PM Thursday, July 27

Crystal

When any technology is used for training or performance support, you want to make sure it’s actually effective. That’s why the impact needs to be examined through a performance lens to determine whether the technology really enables people to do their work better. This analysis of the context is increasingly important to the development and deployment of AR and VR.

In this session, you’ll examine the analysis and behind-the-scenes planning you’ll want to do for your AR and VR solutions. Based on work done in the fields of episodic context and human factors engineering, you’ll look at how these technologies can help or hinder people’s work, and how episodic context analysis can help you focus on configuring technology so that it blends with their work instead of getting in the way of it. You’ll also find out where AR and VR big data can be employed to provide more information about how the experience impacts the worker within their context. If you want a technology planning approach that helps people perform better and reduces risk, this session is for you.

In this session, you will learn:

  • How AR and VR can either inhibit work or help users perform work
  • What the research on situational awareness says about preparing AR and VR solutions
  • How to perform an analysis of the moving context in which work is done, and how this impacts the information provided in an AR or VR experience
  • How mobile collection of big data can provide designers important information about the impacts of VR and AR on work

Audience:
Intermediate to advanced designers, developers, and managers.

Technology discussed in this session:
The session will show examples of how tiles, mobile simulations, QR codes, and mobile AR applications have been structured using episodic context analysis.

Diana Carl

Consultant

Diana R Carl, LLC

Diana R. Carl, a consultant, has worked and published in human performance technology for 40 years in government, private enterprise, foreign agencies, and academic institutions. She has been responsible for the introduction of technology-based systems domestically and internationally for post-secondary, continuing education, and microlearning at the point of performance. She has planned and evaluated EPSS and simulation technologies to support US Coast Guard personnel. She led the US Department of Transportation pilot for mobile learning and EPSSs. Diana’s juried publications cover the evaluation and impacts of technology-based adult learning on corporations and academic institutions. She holds an EdD degree.

<  Back to session list Top ^

 

705 Closing the Gap Between Potential and Reality

2:30 PM - 3:30 PM Thursday, July 27

There is enormous potential for what L&D professionals can achieve by harnessing the levels of engagement available with virtual reality and augmented reality. Hardware and infrastructure suppliers continue to push the capabilities of these technologies forward. However, there is an enormous gap between those advancing technologies and the realities of today’s learning landscape.

In this session, you will explore the pioneering use of artificial intelligence–enabled avatars to host, accompany, guide, and instruct learners in the unfamiliar world of an immersive experience. You will examine case studies exploring the where, when, and how of using affordable, accessible immersion in VR to benefit learning processes. You will explore tools and tips available today that can help you harness the power of VR for your organization.

In this session, you will learn:

  • Why using a virtual “host” in the virtual experience is beneficial to the learner
  • About the engagement advantages of VR and why they are realistically achievable today
  • How hybrid training can benefit your organization right now

Audience:
Novice to advanced designers, developers, project managers, managers, and directors.

Technology discussed in this session:
Virtual reality.

Brian Brereton

Sales Director

nawmal technologies

Brian Brereton is a sales director with nawmal technologies. Brian has more than two decades of learning industry experience, and he has been involved in building corporate training programs as well as helping organizations use training more effectively. His engaging style and passion for learning have kept him at the forefront of the industry.

Paul Nightingale

CEO / Founder

nawmal technologies

Paul Nightingale, the CEO and founder of nawmal technologies, brings experience, tools, and techniques from a career creating animation and visual effects for the film and television industry. Paul founded nawmal with the idea of making some of the technology used in Hollywood accessible to anyone who wants to create a video. The initial versions of these tools were used to create more than 10 million videos. Now, the goal is to make creating immersive experiences accessible to everyone.

<  Back to session list Top ^

 

GS03 Building the Future Together

4:00 PM - 5:00 PM Thursday, July 27

Regency Ballroom

Augmented, virtual, and other enhanced reality technologies are in their infancy; the world is only beginning to explore the potential of these technologies. This presents our industry with a unique opportunity: Instead of just reacting to the available technologies, we can provide input that helps shape them. During this general session, we will engage in a discussion exploring how the worlds of AR, VR, and other enhanced realities can integrate with learning and development. We will explore what the opportunities are and what barriers limit our ability to harness the potential of these technologies. We will examine what we need these technologies to do and what resources we need in order to utilize them in our work. The discussions in this session will help drive a Guild Research report that summarizes the state of VR, AR, and enhanced realities within our industry—and, more importantly, what our industry needs from the technologies going forward.

David Kelly

Chairman

The Learning Guild

David Kelly is the Chairman of the Learning Guild. David has been a learning and performance consultant and training director for over 20 years. He is a leading voice exploring how technology can be used to enhance training, education, learning, and organizational performance. David is an active member of the learning community, and can frequently be found speaking at industry events. He has previously contributed to organizations including ATD, eLearn Magazine, LINGOs, and more.

<  Back to session list Top ^