MB01 VR for Simulated Personal Connection

7:30 AM - 8:15 AM Tuesday, June 26

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.

Merritt Chandler

Senior Instructional Designer

Vanderbilt University School of Medicine

Merritt Chandler, a senior instructional designer for Vanderbilt University School of Medicine, has over 10 years of experience in higher education, seven of those as an instructional designer for Vanderbilt University. Merritt has spent the past four years as the senior instructional designer for the Vanderbilt School of Medicine, implementing and innovating the competency-based curriculum known as Curriculum 2.0. Additionally, Merritt is the educational and technological lead for the Vanderbilt University School of Medicine renovation project, creating a state-of-the-art medical education facility, which will be completed in Fall 2018.

<  Back to session list Top ^

 

MB02 VR Production Team Challenges

7:30 AM - 8:15 AM Tuesday, June 26

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.

Kevin Barrett

Executive Director—Studio Operations

Serious Labs

Kevin Barrett is an executive director of studio operations at Serious Labs, based in Edmonton, Alberta, Canada. Kevin’s career has spanned 30 years of design, marketing, team assembly, and project and studio management. Previous corporate affiliations have included Echo Advertising & Marketing, Wizkids Games, and Electronic Arts.

<  Back to session list Top ^

 

MB03 AR Campaigns

7:30 AM - 8:15 AM Tuesday, June 26

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.

Maya Georgieva

Co-Founder

Digital Bodies

Maya Georgieva, the co-founder of Digital Bodies, is an experienced education strategist and futurist. As the director of digital learning at The New School, Maya leads innovation in the design of digital learning, VR/AR and mixed reality initiatives; at the school’s XReality Center, she leads in the areas of immersive learning and research. Maya has written on the future of education and is the co-author of the EDUCAUSE ELI series VR & AR: Stepping into the New Frontier of Learning. She has written on the future of education and facilitated master classes and talks on immersive storytelling, VR/AR/MR at major conferences, universities, and corporate campuses.

<  Back to session list Top ^

 

MB04 CANCELLED—Tools for AR and VR Development

7:30 AM - 8:15 AM Tuesday, June 26

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.

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.

<  Back to session list Top ^

 

MB05 Getting Started with AR

7:30 AM - 8:15 AM Tuesday, June 26

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.

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 ^

 

MB06 360 Video in Simulations

7:30 AM - 8:15 AM Tuesday, June 26

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.

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.

<  Back to session list Top ^

 

MB07 Social VR Challenges and Opportunities

7:30 AM - 8:15 AM Tuesday, June 26

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.

Emory Craig

Director, eLearning

The College of New Rochelle

Emory Craig is a director of eLearning at the College of New Rochelle, where he is responsible for instructional technology initiatives, professional development, and the emerging technologies. An Educause Frye Institute Fellow, he has written extensively on innovation in education and the impact of the digital revolution on contemporary culture. Emory’s research focuses on the cognitive and ethical implications of augmented and virtual reality. He is a co-founder and partner at Digital Bodies, a consulting group working with organizations on VR/AR/MR initiatives. He is currently teaching an interdisciplinary course on new media and society.

<  Back to session list Top ^

 

GS01 KEYNOTE: Exploring the Immersive Technology Landscape

8:30 AM - 10:00 AM Tuesday, June 26

Imperial Ballroom

The immersive technology market continues to evolve at a rapid pace. Over $6 billion has been invested in AR, VR, and related technologies since 2012; this has fueled a transformation in how we will interact with media. The changes will open up huge opportunities for education and training, but they will also introduce new questions and challenges. It’s critical that we understand this evolving landscape before we take our first steps.

In this opening keynote, you will explore research from ARtillry, SuperData, and The eLearning Guild that will shed light on the growing landscape of immersive technology. Starting with the adage of “follow the money,” you will examine investments into these technologies and then dig deeper to see how actual platforms are evolving in both the consumer and enterprise spaces. You will also be exposed to information including hardware sales figures and survey data to gain an understanding of what the short-term and long-term opportunities are for learning and development. 

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 ^

 

101 An Augmented Reality Cookbook for Interactive Learning

10:45 AM - 11:45 AM Tuesday, June 26

Gold

In a highly technical or complex classroom, trainers struggle to pass knowledge to learners in a manner that is both impactful and engaging. Technical classrooms include elaborate and costly pieces of equipment that are not easily shared among all learners in the classroom at the same time. Technical classes may also include diverse learners of varying technical ability and comprehension. How can AR help in this environment?

This session will explore the use of AR in Aristocrat Technologies’ innovative teaching experience for casino games repair. You will be shown step-by-step how AR was used to turn a technical “Games 101” class into a learner-focused, interactive experience modeled directly after the employees’ daily work responsibilities. You will explore scenarios in which AR worked well or presented challenges to trainers and learners. Finally, you will learn how AR became a cost-saving tool for the learning solutions department.

In this session, you will learn:

  • How to utilize AR to engage learners of varying technical skills and technical backgrounds
  • How to cut technical classroom costs using AR
  • How to take learners out of the classroom into real-time work environments
  • How BYOP (bring your own phone) can work in a technical classroom
  • How to incorporate AR into a technical curriculum
  • How AR and the instructor can work together in a technical training environment

Audience:

Designers, developers, and managers.

Technology discussed in this session:

Zappar application, 360-degree digital cameras, smartphones, and tablets.

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.

Jerron Thornton

Curriculum Developer

Aristocrat Technologies

Jerron “JT” Thornton is a curriculum developer with Aristocrat Technologies. JT has over 10 years of instructional design and curriculum development experience, focusing on eLearning web and mobile development and human capital. He has worked in a variety of learning institutions, including the Florida Career College, Florida International University, Miami Dade College, University of Miami, and the University of Nevada¬–Las Vegas. JT holds a BS in computer information systems, an MS in career and technical education, and an MBA. He is working on his dissertation in pursuit of a doctorate in higher education learning technology.

<  Back to session list Top ^

 

102 BYOD: An Introduction to 360 Video for Learning

10:45 AM - 11:45 AM Tuesday, June 26

Empire

Confused about 360-degree video? Not sure where to start, what hardware to use, what software to edit with, where to publish it, or how to use it in your next eLearning course? This session will address all these questions using a hands-on approach.

In this session, participants will identify a project, identify issues with shooting 360-degree video, shoot the video (using a 360-degree camera), edit the video, and publish it using the latest tools and resources. At the end of the workshop, you’ll know exactly what to do to shoot and publish your next 360 video.

In this session, you will learn:

  • What 360-degree video is, and how it’s different from VR
  • How to shoot 360-degree video and its drawbacks
  • How to edit 360-degree video
  • How to publish 360-degree video

Audience:

Designers, developers, and managers.

Technology discussed in this session:

360-degree video, Ricoh Theta V camera, Adobe Premiere Pro, Adobe After Effects, and YouTube publishing using Adobe Media Encoder.

Technology required:

Laptop running Adobe Premiere Pro (latest version) or Final Cut Pro with 360-degree plugin.

Marcelo Lewin

eLearning Production Manager

HowToCreateVR.com

Marcelo Lewin is an eLearning produciton manager and the founder of HowToCreateVR.com. He lives at the intersection of eLearning, filmmaking, and virtual reality, and uses the latest filmmaking techniques to make eLearning exciting, entertaining, and fun.

<  Back to session list Top ^

 

103 Building a Multi-Disciplinary Team for Creating VR Simulations

10:45 AM - 11:45 AM Tuesday, June 26

Piedmont

You’re building VR simulators, and you need to either scale up your company’s production capabilities or get more productivity out of the staff you have. Join this session to discuss a real-world case study that demonstrates the steps followed to accomplish both goals.

This session will use AAA video game development practices as a guide to help define best practices around building teams and increasing productivity. You will learn how to address changing needs, as well as the best ways to maintain motivation when working in complexity.

In this session, you will learn:

  • How to build a multi-disciplinary team
  • How to conduct performance management
  • How to manage change as you build for scalability
  • How to motivate and reward staff working on complex technical projects

Audience:

Managers and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

Virtual reality.

Kevin Barrett

Executive Director—Studio Operations

Serious Labs

Kevin Barrett is an executive director of studio operations at Serious Labs, based in Edmonton, Alberta, Canada. Kevin’s career has spanned 30 years of design, marketing, team assembly, and project and studio management. Previous corporate affiliations have included Echo Advertising & Marketing, Wizkids Games, and Electronic Arts.

<  Back to session list Top ^

 

104 3-D Clearance Rack: Add Affordable 3-D Content to eLearning Simulations, AR, and VR

10:45 AM - 11:45 AM Tuesday, June 26

Garden

3-D content is phenomenally cool—from basic polygonal models to full human-like characters, buildings, vehicles, and even complete environments. Because 3-D content has historically taken vast resources (i.e., time and money) to create, 3-D resources are often relegated to video games, simulations, and/or VR only. However, creating, editing, or obtaining 3-D models for everyday use in eLearning doesn’t have to be cost-prohibitive or take a lot of time.

This session will discuss tools, software, and online sites that allow you to create, edit, customize, and display 3-D models—all available to use right now. You’ll explore what’s out there, what each tool does, and possible ways to use the elements within your existing content. These resources are free or “near-free,” requiring little in up-front costs. You’ll also learn how to use 3-D content in photos, images, animations, vignettes, and even VR demos and full-blown simulations. Finally, you’ll explore real-world solutions and possible ways to use 3-D: reusable characters with editable facial expressions and poses, customized 3-D objects and backgrounds, and embedded real-time 3-D object viewers.

In this session, you will learn:

  • About available tools, software, and resources to create 3-D content
  • About the basics of 3-D character creation
  • What rigging/posing is
  • What blendshapes are
  • About various open-source 3-D tools
  • How to easily add 3-D to eLearning

Audience:

Designers, developers, and managers.

Technology discussed in this session:

Mixamo, TurboSquid, and Sketchfab. Participants may download the following solutions prior to the session, though they are not required: Blender, Adobe Fuse CC, and MakeHuman.

Michael Sheyahshe

Founder and Technologist

aNm

Michael Sheyahshe, a founder and technologist at aNm, has a vast breadth of experience in information technology, eLearning, and innovation spanning two decades and several industries. His extensive career encompasses design and development of various eLearning and training content, specializing in animation, simulations, and interactive content. Michael is an expert in numerous 3-D software tools, game engines, programming languages, mobile devices, platforms, and coding frameworks. He holds two bachelor of arts degrees from the University of Oklahoma in film and Native American studies, and a master of fine arts degree in 3-D modeling from the Academy of Art University.

<  Back to session list Top ^

 

105 What’s Really Happening in Virtual Reality

10:45 AM - 11:45 AM Tuesday, June 26

Valley

Virtual reality has exploded over the past year, extending to conversations in the mobile, gaming, and video landscape. There’s a rapidly rising interest in how to use this new technology for learning and performance. With “VR” now one of the hottest buzzwords, how much is hype and how much is substance?

In this session, you will explore the current state of virtual reality in 2018. You will see examples of virtual reality in practice in both the consumer and enterprise markets. You will examine what’s working—and what’s not—and how you can apply those lessons to learning and development.

In this session you will learn:

  • About the critical components of a virtual reality experience
  • How early adopters are using VR for L&D
  • About common mistakes to avoid
  • What questions to ask to determine whether VR is right for your organization
  • How consumer-led VR is shaping VR’s use in training

Audience:

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

Technology discussed in this session:

Virtual reality platforms, including multiple types of hardware and software.

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 ^

 

106 Using VR in the Workplace: Lessons from Navy SEAL Training Simulations

10:45 AM - 11:45 AM Tuesday, June 26

California

Some job requirements can be hard to practice. Simulating tasks may be too dangerous, too expensive to set up, or too hard to distribute to employees across geographies. Vistual reality is a viable solution to address such challenges. In VR, risks are free, design and development can be cheaper than setting up real-world training scenarios, and, as VR headsets can easily be shipped to different places, the need to fly people into locations for training is reduced.

In this session, you will expolore a VR simulation case study from the military, in which a VR simulation is used to improve communication and operator compliance with the expectation of saving lives. Lessons learned and best practices will be shared with the audience.

In this session you will learn:

  • The ROI potential of VR simulations
  • How VR can be used to reduce training and operations risks
  • How communication can be improved in VR simulations
  • The process of taking a VR training idea from concept to implementation

Audience:

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

Technology discussed in this session:

Virtual reality, augmented reality, 3-D immersion.

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.

<  Back to session list Top ^

 

107 Creating Virtual Reality Training Using Interactive 360 Videos and Images

10:45 AM - 11:45 AM Tuesday, June 26

Crystal

We’ve all heard that VR training experiences have a proven higher retention rate, with retention gains reaching 75 percent in comparison to standard video, eLearning, or textbook training. What we need to know is how to create and deploy VR training quickly and cost effectively, with the systems we have today. This session will cover the creation, editing, publishing, and tracking of VR training using 360 video.

In this session, you will learn about the creation, editing, publishing, and tracking of VR training using 360 video. You will explore the potential learning applications for using VR, and how it can be integrated into your current learning environment.

In this session, you will learn:

  • The differences between VR, AR, and MR
  • About CenarioVR, a new tool for creating VR training
  • How to link multiple 360 videos together to create a story
  • How to add interaction and instruction to your VR project

Audience:

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

 

Daryl Fleary

VP Business Solutions

Trivantis

Daryl Fleary is a vice president of business solutions at Trivantis. He has over 20 years’ experience as a unit and project manager, senior instructional designer/consultant, eLearning designer, and business developer/relationship manager specializing in instruction and performance support solutions. Daryl’s experience includes developing instructor-led courses, web-based training programs, knowledge portals, electronic performance support/help systems, self-study guides, and other learning materials. As an FTE or consultant he has worked with a number of industries, including financial services, telecommunications, healthcare, utilities, and federal and state governments. Daryl has been a frequent presenter in online webinars and at learning conferences, including Learning Solutions, DevLearn, and TechKnowledge.

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.

<  Back to session list Top ^

 

201 BYOD: Easy Augmented Reality Creation with Wikitude Studio

1:00 PM - 2:00 PM Tuesday, June 26

Valley

Getting started with augmented reality can be hard and can require complex code. What if you are not a coder and still want to build some level of augmented reality for your learners? Luckily, Wikitude Studio makes it easy to build augmented reality experiences.

In this hands-on session, you will gain the experience of what it takes to get started with Wikitude Studio; how to build markers, and content that shows when those markers are visible; and how to publish your content for your learners. In the end, you will walk away with your own AR app!

In this session, you will learn:

  • How to get started using Wikitude Studio
  • How to create markers
  • How to create content that shows up when markers are visible
  • How to publish your content for your learners

Audience:

Designers, developers, and managers.

Technology required:

Wikitude Studio.

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.

<  Back to session list Top ^

 

202 Virtual Reality for Learning: A Real-World Hilton/SweetRush Case Study

1:00 PM - 2:00 PM Tuesday, June 26

Empire

You’ve heard the buzz: Virtual reality for learning and development is coming! Are you intrigued? Do you really want to hear about a successful VR learning program and how it was developed, start to finish? Join this informative session with a case study to help you make the leap from theory to practice.

In this session, you’ll learn about the journey to create Hilton’s business simulation and, through this, what types of business and learning challenges are a good fit for VR; how to be a pioneer and get buy-in from senior leaders; and lessons learned related to technology, process, and resources. Through this case study session, you’ll learn best practices to help you bring your content to life with VR.

In this session, you will learn:

  • How an effective VR learning solution was developed to meet a critical business need
  • What types of business and learning challenges may be solved by VR solutions
  • How to get buy-in from senior leaders for a VR solution
  • Best practices that will help you launch VR in your organization

Audience:

Managers and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

360 immersive experiences and 3-D immersive environments for Oculus.

John-Carlos Lozano

Chief Creative Officer

SweetRush

John-Carlos Lozano is the chief creative officer at SweetRush. He is the driving force in developing branding, higher levels of interactivity, and learning games for SweetRush clients. John-Carlos is an accomplished artist and a passionate learner, leader, and teacher who constantly pushes his talented team to reach higher. He believes that training for employees should be just as interactive and engaging as advertising and marketing targeted to customers. John-Carlos holds a BA in design and a BFA in illustration/animation from San Jose State University.

Blaire Bhojwani

Sr. Director Learning Innovation

Hilton

Blaire Bhojwani is the senior director of learning innovation at Hilton. She’s a Hilton veteran of 26 years, with experience spanning across hotel operations, brand management, HR, and learning. In her current role, Blaire has oversight for all learning program management, which includes sourcing and implementing innovative learning solutions targeted to both hotel and corporate team members worldwide. Blaire holds a BS in hospitality management from Florida International University.

<  Back to session list Top ^

 

203 From Immersion to Presence: How AR and VR Will Revolutionize Your Learning

1:00 PM - 2:00 PM Tuesday, June 26

Gold

VR and AR are here. Apple ARKit and Google ARCore are turning two billion phones into a magic lens that can arm your workforce with superpowers. Full-body VR offers a digital rehearsal space of such convincing verisimilitude that learners feel they are actually there. How are Fortune 500 companies driving business results by leaving the glowing rectangular screens behind to step into the virtual and augmented reality of the future?

The new-generation phone-based AR can make the real world the canvas of any number of learning activities, from scavenger hunts to performance support. Meanwhile, VR is used as a “flight simulator” for any technical task that’s too dangerous, expensive, or inconvenient to practice in real life. It is also hailed as the “ultimate empathy machine” for any soft skill training. In this session, you will learn how industry leaders from healthcare, financial services, and manufacturing are ushering in a new era of experiential and visceral learning with mixed reality.

In this session, you will learn:

  • How a large number of enterprise-scale organizations have already demonstrated dramatic performance improvements with VR learning
  • How to leverage the cost of developing for VR and AR by deploying the same simulation to any flat-screen device, including desktops, tablets, and phones
  • How to develop VR and AR learning programs, along with typical timelines and budgets
  • How to make the business case for virtual and augmented reality learning

Audience:

Managers and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

ARKit, ARCore, Unity, HTC Vive, and Oculus Rift.

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 ^

 

204 360 Video: Processes for Creating Immersive Video Experiences

1:00 PM - 2:00 PM Tuesday, June 26

California

Virtual reality is a developing medium that requires a fresh approach and planning for case-based learning projects. Unlike traditional framed video, there are no close-ups, no pans, no reveal; everything is in frame all the time. Every aspect, from storyboarding to the design process to filming, must be approached from a new perspective and refined as you learn from previous projects.

Using a case study as an example, this session will walk you through the new challenges of shooting 360 video. Over 100 years of film rules no longer apply. You’ll see how using layering and virtual reality objects can further enhance the user experience. You will learn a process for designing, storyboarding, and preparing for whatever new wrinkles 360 video production brings.

In this session, you will learn:

  • How to approach storyboarding for a 360 video with embedded VR elements
  • How to utilize layering in the design process to augment your 360 video with virtual reality
  • About some of the challenges of filming 360 video
  • How to further refine your virtual reality production

Audience:

Designers.

Technology discussed in this session:

360 video, virtual reality, LG 360 Cam (R105), Samsung Gear 360 (2017), Samsung Gear VR (v2), Google Daydream View, GoPro 360 rig, Wonda VR storyboarder, and Microsoft PowerPoint.

Nathan McClure

Instructional Designer

Vanderbilt University School of Medicine

Nathan McClure is an instructional designer for Vanderbilt University School of Medicine and creates audio/visual, eLearning, and training materials for faculty, students, and stakeholders. He trains users on proprietary system updates and student orientation, where incoming medical students are introduced to the proprietary learning systems they will utilize throughout their medical school career. Nathan brings an unusual skillset to his position, combining a decade in higher education with experience as a professional musician, and his background as a recording engineer and producer adds a singular perspective to virtual reality and 360 video projects. Nathan holds a BA in history/political science and a MBA from King University.

Aidan Hoyal

Assistant Director for Production & Instructional Design

Vanderbilt Institute for Digital Learning

Aidan Hoyal, the assistant director for production and instructional design at the Vanderbilt Institute for Digital Learning, supports the design and creation of digital media, learning materials, and activities for both on-campus and online learners. She has particular responsibilities for instructional design and preproduction, instructor orientation and training, advising on online degree and continuing education programs, production quality assurance, and learning management systems. Aidan also closely monitors EdTech industry trends and emerging technologies as she experiments with innovative ways to use technology in higher education settings.

Merritt Chandler

Senior Instructional Designer

Vanderbilt University School of Medicine

Merritt Chandler, a senior instructional designer for Vanderbilt University School of Medicine, has over 10 years of experience in higher education, seven of those as an instructional designer for Vanderbilt University. Merritt has spent the past four years as the senior instructional designer for the Vanderbilt School of Medicine, implementing and innovating the competency-based curriculum known as Curriculum 2.0. Additionally, Merritt is the educational and technological lead for the Vanderbilt University School of Medicine renovation project, creating a state-of-the-art medical education facility, which will be completed in Fall 2018.

<  Back to session list Top ^

 

205 Gamifying the Ordinary: Bringing Instructional eLearning Simulations to Life

1:00 PM - 2:00 PM Tuesday, June 26

Crystal

Instructional videos are an important tool when frontloading instructional content, but they are limited when it comes to engaging learners with real-world simulations. This session will provide an in-depth examination of how one team expanded their content offerings by developing a gamified driving simulation. The simulation was designed to introduce Honda sales consultants to a new advanced-powertrain vehicle, and show them how its complex powertrain operates when driving in different environments.

In this session, you’ll learn of the challenge to support a recent advanced-powertrain vehicle launch with a major OEM, and how the team wanted to expand content offerings beyond video instruction. You’ll learn how they developed a gamified driving simulation that applied the company’s national advertising research. You’ll see the result, an interactive driving simulation that instructs players on the vehicle’s powertrain technology and how different driving conditions affect its operation. The game was developed as a downloadable iOS app and was included as part of in-dealership training prior to consultants’ first test drive of the car.

In this session, you will learn:

  • How to craft instructional content into gamified simulations using available cutting-edge technologies
  • How to leverage available audience research to better meet instructional goals
  • Three tips for thinking like a game player
  • Three tricks for maintaining user engagement in gamified simulations
  • How to measure learner success

Audience:

Designers and managers.

Technology discussed in this session:

Computers, tablets, mobile devices, Adobe After Effects, and Adobe Photoshop.

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.

<  Back to session list Top ^

 

206 Workflow for Augmented Reality and Virtual Reality Apps

1:00 PM - 2:00 PM Tuesday, June 26

Garden

Choosing between AR and VR for better learning experiences and efficacy is very important for digital learning. Once the concept or content is finalized, deciding the correct approach for developing AR or VR is vital. Selecting the best developmental tool and workflow can be tricky considering the diverse options available in tools, devices, platforms, and standards in the digital space.

In this session, you will learn various developmental workflows for AR, VR, and 360-degree videos and images, and methods to develop effective AR/VR applications. You will gain insight on developing AR/VR learning apps of different complexity, and you’ll examine sample demos for all workflow stages discussed.

In this session, you will learn:

  • Augmented reality app development workflows for different complexity levels
  • Virtual reality app development workflows for different complexity levels
  • Interactive 360 video/image development workflows for different complexity levels
  • How to select the development tools and target devices for AR and VR

Audience:

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

Technology discussed in this session:

Augmented reality, virtual reality, and 360-degree videos, Oculus Rift, Oculus Go, Google Daydream, iOS and Android devices.

Abdul Hussain Abdul Aziz

DGM—Digital Products and eLearning Solutions

Integra Software Services

Abdul Hussain is the DGM of digital products and eLearning solutions for Integra Software Systems. Abdul has more than 16 years of experience in eLearning solutions, delivery, operations, R&D, project management, and digital products development. He has a history of transforming various business opportunities into executable projects and providing end-to-end solutions for eLearning, apps, AR, VR, MR, VBL, GBL, and platform services and products. He held many key roles onshore and offshore at WHBS prior to joining Integra. Abdul holds an MBA from Annamalai University and a master’s degree in computer applications (MCA) from Madurai Kamaraj University.

Piyush Bhartiya

VP, Digital Solutions and Head of Key Accounts for North America

Integra Software Services

Piyush Bhartiya is the VP of digital solutions and the head of key accounts for North America at Integra Software Services. He holds a positive track record of generating revenue from new and existing customers in a solution- based selling environment, especially for services and product related to digital content, eLearning, mLearning, and upcoming technologies like AR/VR and blockchain. He held many key management roles at Hurix Systems, Tata Interactive Systems, and Siemens prior to joining Integra. Piyush holds a master’s degree in eBusiness and marketing from Welingkar Institute of Management and a bachelor of engineering degree in electronics and telecom.

<  Back to session list Top ^

 

207 Is Virtual Reality a Reality in Training?

1:00 PM - 2:00 PM Tuesday, June 26

Piedmont

Virtual reality (VR) is predicted to be the next big thing in learning, but can this trend really impact the way people learn? When should you consider adopting VR as a strategy? Which tools and technologies should you invest in? What design approach should you follow? This session will answer all your questions and more, positioning you for success as you kick off your VR project.

In this session you will also explore common questions like, How does this relate to learning, especially in the corporate world? Can VR really be used in training? How does one go about bringing this together? Are there any design principles to follow?

In this session, you will learn:

  • When to consider VR for a training program
  • How to design a VR learning experience
  • Tools, technologies, and platforms to consider
  • Insights into VR content development
  • How to measure the effectiveness of VR

Audience:

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

Technology discussed in this session:

Unity 3-D, smart glasses, VR head gear (PC tethered, mobile).

Prasad Mohare

Senior Vice President

LearningMate

Prasad Mohare is the senior vice president and one of the founders of LearningMate. His dedication to education stems from his family roots and is, in part, why he is so passionate about all areas of education technology. Prasad earned a bachelor of science degree from Mumbai University and completed graduate studies from D.G. Ruparel College. Prior to LearningMate, Prasad worked in media, animations, and post productions before entering the IT field at Aptech.

<  Back to session list Top ^

 

301 BYOD: Engaging Tech: Getting Started with Augmented Reality

2:30 PM - 3:30 PM Tuesday, June 26

Gold

Augmented reality (AR) is a widely used technology in games, marketing, and everyday apps, but what about learning and development? Where do you get started? Where do you use it? How should you use it? Finding answers to these questions can cause developers to overlook the potential this technology holds and just how easy, effective, and affordable it can be to get started.

In this session, you will see how easy it is to get started using augmented reality (AR) in development. You will be introduced to free and low-cost tools and resources that will make developing an AR project simple, effective, and engaging. During this session you will have the opportunity to create an AR experience and live-test some existing AR projects. You will leave this session with the working knowledge of how to plan, build, and share an AR project with the world.

In this session, you will learn:

  • The difference between augmented, mixed, and virtual reality
  • About free and low-cost tools that are available to create an AR project
  • What elements makes a successful AR project
  • How to incorporate AR into your design workflow
  • About AR project ideas that can be implemented into your organization
  • How to build an interactive AR project you can showcase after the conference

Audience:

Designers, developers, and managers.

Technology discussed in this session:

Augmented reality, mixed reality, Google, AR, Core Unity development tool, Zappar Designer, Zappar Mobile App, Zapworks Studio.

Participant technology requirements:

Laptop or mobile device.

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 ^

 

302 Facing Ethical Challenges in Virtual Reality Projects

2:30 PM - 3:30 PM Tuesday, June 26

Piedmont

Virtual reality will lead to a revolution in business, professional development, education, and entertainment. But VR raises a new set of challenges due to the deeply compelling nature of immersive environments. Unlike media on a screen, VR hijacks your senses, turning the virtual into reality. What are some of the ethical issues VR creates? How do you address the emotional impact of deeply realistic, immersive environments?

This session explores ethical challenges that are coming up in the early stages of VR development. You will examine how to create learning experiences, advocacy messages, and campaigns in VR without projecting a single point of view and exclusivity. You will learn from specific examples where the failure to consider user reactions or larger social issues has resulted in controversial VR projects. Finally, you will examine how the rapidly evolving developments in social VR will not only foster new social connections and virtual communities, but also open the door to bad-faith actors trying to break those bonds.

In this session, you will learn:

  • How the novelty of VR can lead to its misapplication in specific settings and audiences
  • About major projects that led to controversy when designers did not consider the larger cultural issues at play
  • About the characteristics of messaging campaigns that effectively leverage VR experiences
  • How social VR will not only create new opportunities for organizations, but also new challenges for virtual communities

Audience:

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

Technology discussed in this session:

VR apps and projects; 360-degree videos.

Emory Craig

Director, eLearning

The College of New Rochelle

Emory Craig is a director of eLearning at the College of New Rochelle, where he is responsible for instructional technology initiatives, professional development, and the emerging technologies. An Educause Frye Institute Fellow, he has written extensively on innovation in education and the impact of the digital revolution on contemporary culture. Emory’s research focuses on the cognitive and ethical implications of augmented and virtual reality. He is a co-founder and partner at Digital Bodies, a consulting group working with organizations on VR/AR/MR initiatives. He is currently teaching an interdisciplinary course on new media and society.

<  Back to session list Top ^

 

303 eLearning Simulation-Based Learning and Assessment for a Large QSR Chain

2:30 PM - 3:30 PM Tuesday, June 26

Valley

A large, US-based quick-service restaurant chain was entering the Indian market, planning to open about 1,500 stores in India. The number of trainers was not sufficient to cover the vast geography, and the organization decided to convert 50 to 70 percent of experiential and on-the-job training to simulated workbenches. The plan was to carve out simulations on point of sale (POS) using a limited number of trainers.

In this session, you will learn how to create simulations from actual IT applications for learners to use after they finish the training. You will also learn how to plan the training mix to decide which part of training to allocate to simulated learning. You’ll learn about simple operation research (OR) techniques for planning any large critical investment in simulations. Finally, you’ll see an actual working simulation creation process, demonstrated with a rapid authoring tool such as Articulate 360.

In this session, you will learn:

  • Operation research techniques to plan your training mix
  • How to use Articulate for application-based simulations
  • How to use Articulate 360 to create non-system-based simulations
  • How to create simulations using non-technical business resources

Audience:

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

Technology discussed in this session:

Articulate 360.

Sameer Nigam

Managing Director

Stratbeans Consulting

Sameer Nigam, the managing director of Stratbeans Consulting, has 18 years of experience in skill development and knowledge transfer across various domains. He’s worked in locations around the world, including the USA, the UK, and India. Sameer holds degrees from the Indian Institute of Management (IIM) and the Indian Institute of Technology (IIT), Kanpur. He’s worked with GENPACT to monitor knowledge transfer across large US MNCs in the retail, defense, aerospace, and engineering sectors. In 10 years with TCS, he has worked with Fortune 500 organizations including P&O Nedlloyd and Cummins Engine Company. In India, Sameer has done online learning development and LMS development projects with organizations such as KFC, Aviva, Metlife, the Ministry of Commerce, and the government of India.

<  Back to session list Top ^

 

304 Smart User Experience Design for VR and AR Learning Experiences

2:30 PM - 3:30 PM Tuesday, June 26

Crystal

As technology delivers content directly into the hectic world of target audiences, user experience designers are faced with the challenge of presenting information that is disruptive and helpful all at once. With AR and VR, the UX is unique in that the designer builds the context on a screenless platform with nonlinear content. Attendees of this session will see proven methods and innovative examples of smart UX design for AR/VR.

In this session, you will analyze how to prioritize the ACT connection (audience, context, and technology) for effective user experience in AR/VR use cases. This includes practicing audience empathy, understanding user reaction to new technology, and evaluating contextual requirements and technology opportunities and limitations. You will have the opportunity to explore the new UX challenges of 360-degree context, screenless interfaces, new interaction standards, gesture input, and interactivity with the surrounding world (AR) or a newly created world (VR). Finally, you will evaluate actual use cases of AR and VR training successes and failures as delivered by industry leaders.

In this session, you will learn:

  • How to know and understand target users by using audience empathy practices
  • How to meet user reluctance or pushback to new technology and ways of learning
  • What types of use cases and environments are best suited for AR and VR delivery
  • About new styles and approaches for human interaction in a screenless context
  • About design components in VR such as head tracking, acceleration, reticles, scale, audio, and more

Audience:

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

Technology discussed in this session:

Google Glass for Enterprise, Microsoft HoloLens HUD, and HMD devices.

Scott McCormick

CEO

Emergent Enterprise

Scott McCormick is a national speaker, CEO, editor and writer. In a 30+ year career he has helped launched three companies including his current business, Emergent Enterprise. He has spoken at ATD CETS Showcase, Learnaplaooza, Augmented World Expo, LiveWorx, Realities360,, and XR Immersive Enterprise 2020. Scott speaks and consults on topics such as emergent technology adoption strategy and user experience and is editor of emergent-enterprise.com, the tech news and insight website. He was featured in the 2019 eBook, What is Augmented Reality? and has delivered strategy webinars and onsite presentations to leaders in healthcare, manufacturing, hospitality, and consulting.

<  Back to session list Top ^

 

305 Overcoming Barriers to Virtual Reality

2:30 PM - 3:30 PM Tuesday, June 26

California

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.

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.

Bianca Woods

Customer Advocacy Manager

Articulate

Bianca Woods is a customer advocacy manager at Articulate. Her past experience includes working on the community and event programming for the Learning Guild, learning and communications roles at BMO Financial Group, and teaching art. Bianca is passionate about how visual design and multimedia can help people learn, loves test-driving new technology, and collects photos of bizarre warning signs.

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.

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.

<  Back to session list Top ^

 

306 Improving Your Bottom Line with VR

2:30 PM - 3:30 PM Tuesday, June 26

Garden

You don’t have to look very long to find reports and studies that say there is widespread dissatisfaction with the learning function inside organizations around the world. A 2017 study found that 91 percent of learning and development professionals believe new approaches to learning and new technologies are needed. And as the workplace continues its rapid changes, the need to upskill and develop employees has never been greater.

Enter virtual reality, which has become the solution to corporate learning’s problems. In its infancy as a new technology, VR has drastically improved the way individuals learn and retain information. In this session, STRIVR VP of product Yelena Drabkin will discuss how employee training can be accelerated and improved upon using VR technology. In this session, you’ll learn why some of the world’s biggest companies are turning to VR to train their workforce, the science behind VR, and why it’s such a great fit for learning, as well as the importance of the data insights VR provides.

In this session, you will learn:

  • The data that proves VR to be a highly effective learning tool
  • Why VR is a great tool for workplace L&D
  • Why VR is such a powerful training tool
  • How STRIVR is utilizing VR for effective learning

Audience:

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

Technology discussed in this session:

VR (Oculus).

Yelena Drabkin

VP of Product Management

STRIVR

Yelena Drabkin, the vice president of product management for STRIVR, has 15 years of product management experience. She draws on experience as a startup co-founder with deep product management knowledge combined with large-scale product execution expertise from Fortune 500 companies. Prior to STRIVR, Yelena led global product and development teams at Simplee, building pain-free healthcare payment options for patients. Her prior experience includes management consulting at Accenture and leading consumer on-boarding and engagement in PayPal and eBay. She is very passionate about promoting women in technology; after moving to the Bay Area, she spent several years volunteering with Women 2.0, supporting startups with at least one female founder.

<  Back to session list Top ^

 

307 Why Your Organization Needs Virtual Reality Training Today

2:30 PM - 3:30 PM Tuesday, June 26

Empire

Virtual reality-based training offers a potent opportunity to place workers in a close approximation of the point of work, where learning has the greatest impact. However, since this still is an emerging technology, there is a lack of long-term data and case studies, and there are many misconceptions surrounding cost and best operating practices.

In this session, you will explore the global disruption being caused by virtual reality as a medium for training and professional development. You’ll examine the myths surrounding virtual reality through an exploration of case studies and the latest data available. You will receive an overview of the start-up cost and the best operating practices to allow you to evaluate the ROI of virtual, computer, and mobile-based simulations.

In this session, you will learn:

  • About game-based training
  • About virtual reality training
  • About computer and mobile-based simulations
  • About gamification

Audience:

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

Technology discussed in this session:

Virtual reality simulations, computer and mobile-based simulations.

Sid Banerjee

CEO

Indusgeeks

Siddharth Banerjee, the CEO of Indusgeeks, is an entrepreneur and thought leader in the field of applied gaming and virtual reality. Sid’s pioneering work has positioned Indusgeeks among the world leaders in game-based and virtual reality training. The company has received multiple awards and was most recently honored with a Brandon Hall Gold Award for best use of games and simulations for learning. Sid is a founding board member of NASSCOM’s Applied Gaming Special Interest Group (SIG), working with governments and the gaming industry worldwide to formulate key policies transforming the applied gaming ecosystem.

<  Back to session list Top ^

 

401 Developing AR for Learning Using Vuforia

4:00 PM - 5:00 PM Tuesday, June 26

Valley

Learning to program using a new software development kit (SDK) requires a time commitment large enough to discourage new AR developers. This is compounded by the fact that there are multiple AR SDKs to choose from. Understanding the features, pros, and cons of Vuforia will help you determine whether it’s the right platform for you and will serve as a frame of reference for comparison if you explore other SDKs.

In this session, you’ll gain an overview of the features available in the Vuforia SDK for augmented reality. You’ll explore how these features are beneficial for developing performance support solutions. You’ll see examples of how you can use Vuforia’s recognition capabilities to see and react to objects, images, text, and shapes. You’ll learn about the platforms and development approaches supported by Vuforia.

In this session, you will learn:

  • About the features available in Vuforia
  • How Vuforia’s features benefit performance support solutions
  • Which platforms Vuforia supports
  • Which development approaches Vuforia supports
  • About pitfalls to avoid when getting started with Vuforia

Audience:

Designers and developers.

Technology discussed in this session:

Vuforia and Unity.

Matt Kurtin

Senior Director, Technology and Visual Design

Innovative Learning Group

Matt Kurtin, Innovative Learning Group's senior director of technology and visual design, provides leadership for ILG's programmers and graphic designers. For over 20 years, he has advised client organizations on their overall technology strategy for learning and performance improvement. Matt provides insight into leading best practices for use of mobile solutions, learning portals, and learning management systems. He consistently applies the latest advances in digital capability, such as augmented and virtual reality, to practical application in learning. Matt has a bachelor's and master's degree in electrical engineering from Virginia Polytechnic Institute and State University.

<  Back to session list Top ^

 

402 When Is AR More than AR? Just Add Computer Vision and Machine Learning!

4:00 PM - 5:00 PM Tuesday, June 26

California

Augmented reality is “new,” but it’s already stuck in a rut. Games and entertainment abound, simple marker-based AR experiences are getting attention, but where are the truly groundbreaking applications? Join this session to explore some of the more advanced things that are possible when you add computer vision and machine learning to AR in order to bridge performance and learning.

In this session, examples from outside the learning world that allow people to do fantastic things with advanced technologies like computer vision, machine learning, and associated next-gen systems will be brought forth and positioned as “what-if” scenarios. Hypothetical performance issues will be discussed with ideas on how to close those gaps with those technologies. You will be encouraged to share tough challenges, and the group will ideate together on how to solve some of those dicey problems collaboratively.

In this session, you will learn:

  • How AR can be augmented with computer vision and machine learning
  • Where AR, computer vision, and machine learning are being used outside the learning industry to great effect
  • How to ideate solutions for closing performance gaps using computer vision and machine learning
  • What key computer vision and machine learning tools are available

Audience:

Managers and senior leaders (directors, VP, CLO, executive, etc.).

Technology discussed in this session:

AR, ARCore, ARKit, CoreVision, computer vision, OCR, Core ML, TensorFlow, and machine learning.

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 ^

 

403 Case Study: Using VR for Training Venue Management Skills

4:00 PM - 5:00 PM Tuesday, June 26

Garden

You can have the best trainers possible, but the fact remains that most effective learning happens on the job. The ideal situation would be to immerse new employees into the job right away while minimizing the risk of mistakes. Virtual reality training has the potential to make this a reality. VR training immerses participants into a fun and engaging environment that closely simulates actual work situations.

Faculty and staff from North Carolina State University recently partnered with PNC Arena to create a 360 VR video-based training program for their guest relations employees. This session will show how the program was created, what guided the development process, and how trainees are currently using it to learn and make decisions without fear of mistakes. You will be able to experience the VR training firsthand, and you’ll learn how to create your own VR training program with a design and production process model.

In this session, you will learn:

  • About the results of a creative partnership between academia and the private sector
  • About the development steps undertaken to create a VR training environment for performance improvement
  • How to facilitate a VR training module in your program
  • About the platforms and technology used to create and experience the program

Audience:

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

Technology discussed in this session:

360 video production equipment, classroom-ready VR headsets, interactive 360 video authoring (WondaVR).

Michael Cuales

Creative Director

NC State University

Mike Cuales is a creative director at NC State University’s Department of Distance Education and Learning Technology Applications (DELTA). He has spent the majority of his career working with creatives, empowering faculty, and producing engaging multimedia content. In his current role, Mike manages a diverse team of multimedia designers in the exploration, production, and application of immersive technologies for higher education. In 2017, after 15 years of service, Mike was honored with the University Award of Excellence for his outreach efforts, his dedication to advancing the application of emerging technologies for education, and his relentless pursuit of innovative excellence.

Bethanne Tobey

Lead Instructional Designer, Distance Education and Learning Technology Applications

NC State University

Bethanne Tobey is a lead instructional designer with Distance Education and Learning Technology Applications (DELTA) at NC State. She provides leadership in instructional design and project management for assigned course production projects, instructional programs, instructional tools and templates, and other educationally-focused production efforts. Bethanne partners with other production colleagues and development teams within DELTA in researching, ideating, developing, implementing and evaluating innovative and pedagogically sound solutions for addressing instructional challenges. She previously served as an instructional technologist at Cape Fear Community College and as coordinator of the Center for Teaching Excellence at Cape Fear Community College. Bethanne holds a master’s of science degree in instructional technology from University of North Carolina–Wilmington.

<  Back to session list Top ^

 

404 Trailblazing Multi-Path VR Learning Solutions

4:00 PM - 5:00 PM Tuesday, June 26

Crystal

In today’s workplace, one-size-fits-all onboarding methods won’t fit. There is a need to optimize the time-to-contribution metric: the time it takes employees to be productive. Role-specific and realistic onboarding becomes imperative. Ericsson’s multi-path learning platform, Jumpstart, is undergoing an extreme makeover. The original platform allows for role-specific onboarding experiences using multimedia content. Version 2.0 amplifies the learning by recreating real-life scenarios using 360 VR experiences, anchored in a multi-path environment.

In this session, you will learn how to identify ideal multi-path learning use cases for virtual reality learning solutions. You will discover a new process for creating multi-path VR learning solutions from concept to development. You’ll examine the pitfalls that can thwart your robust multi-path VR solution (and how to avoid them), as well as how to incorporate a fail-fast, fail-often process into project management.

In this session, you will learn:

  • About ideal use cases for multi-path virtual reality learning solutions
  • How to create multi-path VR learning solutions
  • How to avoid typical hazards to the project
  • Change management techniques to successfully drive adoption

Audience:

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

Technology discussed in this session:

Multi-path virtual reality, VR development, Unity, video editing and production, 3-D rendering tools, KanbanFlow, and VR headsets (e.g., Vive and HooToo).

Ryan Moore

Virtual Reality and Media Specialist

Ericsson

Ryan Moore is a learning development and media specialist at Ericsson. He is responsible for developing content for next-generation training programs on technology such as virtual reality, augmented reality, serious games, and mobile applications. He also works closely with video editing, audio editing, and digital motion graphics. Ryan has a bachelor of science degree from Minnesota State University–Moorhead in graphic communications, and a master of interactive technology degree from Southern Methodist University.

Sasha Almanza

Project Manager

Ericsson

Sasha Almanza is a project manager and business consultant at Ericsson, where he oversees the execution of some of the most prominent development projects. Sasha led and executed custom courseware projects that resulted in the successful upgrade and integration of a major client’s 4G nationwide network. In addition to helping create, implement, and revise the department’s web-based learning solutions standards and best practices, Sasha has also served as the training team lead for T-Mobile USA’s Uprising, one of Ericsson’s largest BSS implementation projects worldwide.

<  Back to session list Top ^

 

405 BYOD: eLearning Simulations with an Edge: Competition and Analytics

4:00 PM - 5:00 PM Tuesday, June 26

Piedmont

You’ve heard the proverb, “You give a man a fish and you feed him for a day. You teach him to fish and you feed him for a lifetime.” How can this be accomplished quickly, scalably, and effectively using simulations, both as team-based and self-directed learning activities?

In this session, you will learn how PwC uses simulations to gain insights into team and individual performance. You’ll see how PwC designs simulations supported by healthy competition and evaluated with robust analytics. You will experience the effectiveness of simulations through a team-based competitive activity, then explore how gaming and analytics can help you determine learning effectiveness and strategies for addressing performance gaps.

In this session, you will learn:

  • How PwC uses simulations in creative ways
  • How analytics provide insights into performance gaps and strategies to address them
  • About the strategies PwC uses to address and remediate performance gaps
  • About rapid design simulation builder tools and their features

Audience:

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

Technology discussed in this session:

BranchTrack and EmpowerTheUser.

Technology required:

Laptop with internet connection.

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.

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.

<  Back to session list Top ^

 

406 Choosing Which AR/VR Hardware to Invest In

4:00 PM - 5:00 PM Tuesday, June 26

Empire

Augmented and virtual reality technologies are exciting. They offer new opportunities to support learning and performance, which is why training and education professionals are so interested in these emerging tools. While the technologies themselves are becoming more affordable, it’s still a significant expense to add AR and/or VR to your organizational learning strategy. How can you make sure you allocate your spending wisely?

In this session, you will explore the questions that need to be answered in order to maximize your investment in AR or VR hardware. You will examine the limitations of existing hardware and how they can be addressed. You will discover the content limitations of different hardware and what is the best fit for your goals. You will look at the evolving hardware road map and to determine the right time for you to invest. You will leave this session better prepared to make investments in AR and VR technologies.

In this session, you will learn:

  • The limitations of existing hardware and how they can be addressed
  • Content limitations for different hardware
  • How hardware is evolving
  • The right time for you to invest
  • The scope of the hardware and peripherals ecosystem

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

Technology discussed in this session:
Various AR and VR hardware and applications.

Marcus Anzengruber

CEO

ARVR Ventures

Marcus advise companies in the education industry on AR and VR. As a former Senior Advisor at HTC VIVE, Marcus lead critical initiatives to drive adoption of commercial VR hardware. Before venturing into the VR industry, Marcus built Campanja, an enterprise software company that leverage real-time data for optimizing marketing with customers such as Netflix, One Kings Lane, and eBay. The company raised venture funding from the same investors that invested in Google and sold to 24/7 Inc, a customer optimization company with 12 000 employees worldwide.

<  Back to session list Top ^

 

407 What's Your Reality? AR and VR for Learning

4:00 PM - 5:00 PM Tuesday, June 26

Gold

There’s fast-growing interest in the usage of AR and VR for education and training. According to SuperData Research, investments in AR and VR technologies will grow from $1.6 billion in 2017 to over $3.1 billion in 2020. Much of that investment is being funneled towards projects built with education and training in mind. AR and VR are emerging quickly, but what does it mean for today’s learning organizations?


In this session, you will examine the current and future opportunities posed by augmented and virtual reality. Using recent research from The eLearning Guild, you will learn about how organizations are using these technologies today and how organizations intend to use these technologies tomorrow. You will explore examples from early adopters, as well as advancements in these technologies that are transforming how we look at learning and development. Join us to understand why these technologies are so powerful, and how you can prepare yourself for the changes they will bring to your work.

Jane Bozarth

Director of Research

The Learning Guild

Jane Bozarth, the director of research for the Learning Guild, is a veteran classroom trainer who transitioned to eLearning in the late 1990s and has never looked back. In her previous job as leader of the State of North Carolina's award-winning eLearning program, Jane specialized in finding low-cost ways of providing online training solutions. She is the author of several books, including eLearning Solutions on a Shoestring, Social Media for Trainers, and Show Your Work: The Payoffs and How-To's of Working Out Loud. Jane holds a doctorate in training and development and was awarded the Guild Master Award in 2013 for her accomplishments and contributions to the eLearning community.

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 ^