Wearable Experiences for Knowledge Intensive Training Mikhail Fominykh, PhD Europlan UK Molde University College 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 June 28-30, 2016 • Vancouver, BC, Canada Wearable Experience: New Educational Media for Knowledge Intensive Training Invited speech
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Wearable Experience: New Educational Media for Knowledge Intensive Training
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Wearable Experiences for Knowledge Intensive Training
Mikhai l Fominykh, PhD
Europlan UK Molde Univers i ty Co l lege
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1
June 28-30, 2016 • Vancouver, BC, Canada
Wearable Experience: New Educational Media for Knowledge Intensive Training
Invited speech
29/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
June 28-30, 2016 • Vancouver, BC, Canada
#WEKIT#edmedia#edmediaconf
About me
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Project manager in workplace training with
Augmented Reality and Wearables
Associate Professor and researcher in
Emergency Management training
Adjunct Professor and teacherin Virtual Reality
Software developer in psychological treatment training
Software developer in welfare personnel training
Software developer in cooperation training for medical students
Background:Experiential learning
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Mikhail Fominykh, Peter Leong, and Brenda Cartwright (2016/2017) A Study on Experiential Learning in a 3D Virtual Environment within a Professional Counseling Distance Course, in progress.
Background:Virtual Reality Recording
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Real time class R0
R1
R1
R2
Recording
Replay
Recording
Mikhail Morozov, Alexey Gerasimov, Mikhail Fominykh, and Andrey Smorkalov (2013) Asynchronous Immersive Classes in a 3D Virtual World: Extended Description of vAcademia, DOI: 10.1007/978-3-642-38803-3_5
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Photo by Ravensbourne
Wearable Computing
Wearable computing pursues an interface ideal of a continuously worn, intelligent assistant that augments memory, intellect, creativity, communication, and physical senses and abilities*.
* Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681
Why Wearable Computing?
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Better access and management of information
Portability during operation
Enable hands free or hands-limited use
Can run continuously; and attempt to sense the user’s current context (Rhodes, 2000)
Focuses the user’s attention and presents information in an unobtrusive, context-dependent manner (Kortuem et al.)
Wearability
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Head mounted (headsets, glasses,
ear attachments)
Hand, wrist and arm mounted (gloves, watches, rings, bands)Chest, neck back
mounted (belts, bands, wests, shirts)
Leg, feet mounted (bands, shoes)
Photo by Mikhail Fominykh
Augmented Reality
Augmented Reality provides an enriched view onto the physical world, adding layers with contextually useful information, delivered visually or by stimulating other senses.
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+80 /+100%
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Photo by Mikhail Fominykh
Reality is more rough
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Working example
Kaj Helina, Timo Kuulaa, Jaakko Karjalainena, Iina Aaltonena, Fridolin Wildb, Juhani Viitaniemia, Antti Väätänena (2015) Usability of the ARgh! Augmented Reality system for on-the-job learning
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Kaj Helina, Timo Kuulaa, Jaakko Karjalainena, Iina Aaltonena, Fridolin Wildb, Juhani Viitaniemia, Antti Väätänena (2015) Usability of the ARgh! Augmented Reality system for on-the-job learning
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Working example
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Working example
What is WEKIT?
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Funding: EU Horizon 2020, ICT-20 2015: Technologies for better human learning and teachingBudget: EUR 2.753.143,75WEKIT Community https://wekit-community.org/WEKIT project website http://wekit.eu/
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Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing Live Experience with Virtual and Augmented Reality”, DOI: 10.3233/978-1-61499-530-2-298.
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Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
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Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30
Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31
Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 32
Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
Experience and knowledgeLearning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
Exp
erie
nc
ed
lea
rne
r
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34
MethodologyWhat is Wearable Experience?
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The Wearable Experience training methodology aims to provide an innovative learning method that is based on the idea of capturing the experience of an expert and enabling trainees to wear it while re-enacting, thus giving the trainee access to the tacit knowledge of the expert and enabling master-apprentice knowledge sharing.
Capture Re-enact
Evaluate
MethodologyWhat is Wearable Experience?
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The Wearable Experience training methodology aims to provide an innovative learning method that is based on the idea of capturingthe experience of an expert and enabling trainees to wear it while re-enacting, thus giving the trainee access to the tacit knowledge of the expert and master-apprentice knowledge sharing.
Giuseppe Scavo, Fridolin Wild and Peter Scott(2015) The GhostHands UX: telementoring with hands-on augmented reality instruction, DOI: 10.3233/978-1-61499-530-2-236
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The Wearable Experience training methodology aims to provide an innovative learning method that is based on the idea of capturing the experience of an expert and enabling trainees to wear it while re-enacting, thus giving the trainee access to the tacit knowledge of the expert and master-apprentice knowledge sharing.
Wild, Perey, Helin, Davies and Ryan (2014) TELLME’s Learning Experience Model in action on the shop floor of a textile weaving mill
Re-enact example
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Jan Schneider, Dirk Börner, Peter van Rosmalen and Marcus Specht (2015) Presentation Trainer: Polishing your communication skills, DOI: 10.1007/978-3-319-24258-3_52
Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing Live Experience with Virtual and Augmented Reality”, DOI: 10.3233/978-1-61499-530-2-298.
Capture | Re-Enact
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