EMT202 The Reality of Creating VR-Based Learning
11:00 AM - 11:45 AM Thursday, October 26
Expo Hall: Emerging Tech Stage
What’s the reality of building virtual reality? The increasing accessibility of VR technology holds powerful promise for learning, but it demands a new approach to creation and construction. VR can deliver uniquely immersive and experiential education, but applied use cases are in their early stages. What new techniques for creation and implementation can you adopt from successful VR learning experiences?
After this session, you will be able to identify VR use case potential: where and how you can best leverage VR learning in a blended environment, especially for quick-win situations where time and budget are limited. You’ll learn about a new creation process for conceptualizing, designing, collaborating on, and developing VR learning solutions. You’ll explore the pitfalls and setbacks that can thwart successful VR solutions, and learn strategic ways to circumvent them. Finally, you will examine an actual case study where this approach was implemented successfully.
In this session, you will learn:
- How to identify ideal use cases for virtual reality learning solutions
- A process for creating VR learning solutions from conceptualization to development
- About the factors that can thwart your VR solution, and how to avoid them
Novice to intermediate designers, developers, project managers, and managers who are aware of virtual reality and agile methods and proficient in instructional design.
discussed in this session:
Virtual reality, VR development, Unity, video editing and production, 3-D rendering tools, KanbanFlow, and VR headsets (e.g., HooToo and Google Cardboard).
Head of Competence & Capability Consulting and Education
Vidya Krishnan is the head of competence and capability consulting and education for Ericsson North America. She has responsibility and a deep passion for transforming how Ericsson creates capability for its customers and their workforces. Vidya has over 20 years of experience in the telecom and IT industry, spanning AT&T, Nortel, and Ericsson. She holds a BS degree from Princeton and an MS degree from Stanford in electrical engineering, with a specialization in sustainability. She and her team are dedicated to transforming how, where, and when effective learning takes place in a networked society.
Virtual Reality and Media Specialist
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 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.