MB01 Using Virtual Reality Experiences in the Workflow

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

Marco Faccini

Chief Commercial Officer and CLO

Immerse Learning

Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.

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MB02 Incorporating 360-Degree Video into L&D Projects

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

Destery Hildenbrand

Sr Multimedia Learning Specialist

Collins Aerospace

Destery Hildenbrand is a senior multimedia learning specialist at Collins Aerospace. Destery has over 15 years of experience in training and development for corporate and higher education. His main focus is creating immersive experiences to engage learners using augmented reality, virtual reality, and 360 video. As an event speaker, Destery spends his time encouraging others to expand their use of technology and to share their own stories in learning and development.

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MB03 Practical Applications for AR in the Workplace

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

Cindy Plunkett

Manager, eLearning and Educational Technologies

Baycrest Health Sciences & the Canadian Centre for Aging and Brain Health Innovation

Cindy Plunkett is a project manager of eLearning and educational technologies at Baycrest Health Sciences and the Canadian Centre for Aging and Brain Health Innovation. She is also an executive director of finance for the eACH Conference, a lecturer in the graduate studies programs for family and community medicine at the University of Toronto, and a sessional lecturer in the education faculty at the University of Ontario Institute of Technology.

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MB04 Adding Substance to Your VR/AR Experience

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

Myra Roldan

Technical Curriculum Developer, Program Manager

Amazon

Myra Roldan is a program manager and learning professional with over 20 years of industry experience. She works with her clients to help them change the way they think about learning, to create and deliver learning solutions that drive performance change to prepare the organization for the next generation of learners. She advocates for the creation of learner-centric learning ecosystems that integrate new and emerging technologies along with a blend of learning methodologies. Myra has earned a BS in computer science, an MSEd, and an MBA, works for Amazon, and is a digital nomad.

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MB05 Using VR for Simulations

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

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.

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GS01 KEYNOTE: How VR Is Changing the Future of Content

8:30 AM - 10:00 AM Wednesday, July 26

Regency Ballroom

In order to harness the potential of virtual reality, you must first understand how VR fundamentally changes some of the rules and expectations of what “content” and “experiences” mean. Maxwell Planck, the technical founder of Oculus Story Studio, spent a decade at Pixar contributing to some of the most memorable films of the early 21st century. However, even that cutting-edge environment did not fully prepare him for shifting his narratives from films to virtual reality. In this opening keynote, Mr. Planck will describe the work he is doing at Oculus Story Studio and share the lessons he has learned as he continues to discover the unique opportunities of VR. You will leave this keynote with new ideas and questions to ask yourself as you rethink what “content” means in the world of VR, and how that meaning shapes the types of experiences you can create for training.

 
 

Maxwell Planck

Technical Founder

Oculus Story Studio

Maxwell Planck is the technical founder of Oculus Story Studio. After graduating from MIT, Maxwell joined Pixar as a computer graphics technical director, solving creative and technical problems on six animated feature films: Cars, WALL•E, Up, Brave, Monsters University, and The Good Dinosaur. After 10 years, Maxwell left to find his next adventure and help build something that is novel, entertaining, awe-inspiring, and unsolved. He found what he was looking for in virtual reality. Maxwell joined the Oculus team to build Oculus Story Studio, a small team of technical artists from film and games founded on the vision that VR is the next great medium for telling stories. Story Studio creates and releases stories in service of developing VR’s language, to show that this medium has the versatility to be an art form, and to inspire and educate the next generation of storytellers and audience members.

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101 BYOL: Getting Started with Augmented Reality

10:45 AM - 11:45 AM Wednesday, July 26

Crystal

Finding ways to make learning “stick” with technology is always a challenge. Augmented reality is one of those “make it stick” technology options available for education and training. However, AR can seem overwhelming, expensive, time-consuming, and difficult to use in everyday learning development. These assumptions cause developers to overlook the potential this technology holds for their learners.

This session will explore how easy it is to get started with augmented reality. You will be introduced to free development tools that you can use to create original AR content. You will leave this session with the knowledge to plan, build, and share your project with the community.

In this session, you will learn:

  • How to plan out a successful AR element for use in your lesson
  • About the necessary components of a successful AR project
  • How to design your own AR project with free development tools
  • About the possible interactions available with AR
  • About multimedia assets that can enhance an AR project
  • How to publish your AR design

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

Technology discussed in this session:
iOS devices, Pixel, Aurasma, and Blippar.

Technology required:
Laptop and mobile device (mobile phone or tablet, any OS).

Destery Hildenbrand

Sr Multimedia Learning Specialist

Collins Aerospace

Destery Hildenbrand is a senior multimedia learning specialist at Collins Aerospace. Destery has over 15 years of experience in training and development for corporate and higher education. His main focus is creating immersive experiences to engage learners using augmented reality, virtual reality, and 360 video. As an event speaker, Destery spends his time encouraging others to expand their use of technology and to share their own stories in learning and development.

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102 VR in the Enterprise: What Works and What Doesn’t

10:45 AM - 11:45 AM Wednesday, July 26

Valley

In mainstream corporate learning, there is a lack of use cases for (and general knowledge of) applying virtual reality technology to help enhance learning outcomes. What works? What does not work? What have companies learned to date? How can you use VR most effectively in the enterprise? And why is VR, unlike the eLearning model, “community-based” and not vendor-driven?

In this session, you will examine real-life use cases to learn what other companies are using VR for in corporate learning, what mistakes they have made, and what successes they have found. You will gain an understanding of VR immersive learning for both individuals and groups (“multi-play”). You will see multi-play learning that involves learners in different countries in the same scenario at the same time, and you’ll examine problem-solving performance challenges. You will also learn the differences between manufacturers’ headsets to aid your understanding of the types of VR experiences you can produce.

In this session, you will learn:

  • What has worked to date
  • About common mistakes to avoid
  • What truly immersive learning is
  • What skills your team needs in order to utilize VR
  • How VR overcomes cognitive load
  • About the forthcoming VR technology enhancements
  • How VR learning data can inform the business
  • How others in corporate learning are using VR

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

Technology discussed in this session:
Immerse platform, HTC Vive headset and controllers, HTC Vive Tracker, VR sensors, Oculus Rift, Google Daydream, Samsung Gear, and haptic gloves.

Marco Faccini

Chief Commercial Officer and CLO

Immerse Learning

Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.

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103 VR and Emotion: Making Your Content Immersive and Meaningful

10:45 AM - 11:45 AM Wednesday, July 26

California

As an instructional designer, trainer, or coach, how do you turn the lessons you develop into realities that the learner can appreciate, retain, and react appropriately to? Many training solutions struggle to simulate authentic experiences because the training is either designed to prevent something (like sexual harassment) or to prepare for a rare scenario (such as responding to a medical emergency).

In this session, you will learn how a basic eLearning course on recovering angry clients was turned into an immersive experience that not only enforced those bullet points found in the course, but also caused an emotional reaction within the VR activity, aided in retention of the information learned, and empowered the learner to act in real-life situations.

In this session, you will learn:

  • How to modestly introduce VR into asynchronous learning
  • How to build VR for scalable distribution
  • How to generate an emotional response through appropriately developed VR
  • How to turn case studies into (virtual) reality

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

Technology discussed in this session:
360fly cameras, Google Cardboard, iPad, Articulate Storyline 2, Adobe Premiere, and Adobe After Effects.

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.

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104 Connecting Training to the Real World with Scenario-Based AR/VR

10:45 AM - 11:45 AM Wednesday, July 26

Gold

VR isn’t new to the training world. For decades, high-end simulators and fully immersive VR experiences have been deployed and applied successfully to various fields. But these experiences have—until recently—been limiting, as few had access to the high-end equipment needed and, even worse, there can be an inherent disconnect between the virtual and real world, which can sometimes make applying knowledge challenging.

In this session, you’ll explore a different approach to VR that bridges these gaps: a “window shade.” In this approach, people view a scenario or process in VR, experiencing it directly from the expert’s POV, and then “pull the shade up” by switching to a guided AR live practice mode where they apply what they learned in their real-world setting. All this can be done while deploying the solution via the web so anyone anywhere with a phone, tablet, or desktop can access this VR and AR content and, better yet, refer back to it whenever they need more practice or a refresher. This session will help you find out how the “window shade” approach works and how you can begin using it to develop training.

In this session, you will learn:

  • How this out-of-the-box approach to blending AR and VR can make your content more effective
  • About the specific technologies that can help you get started
  • The basics of mass-audience VR, AR, and 360-degree video content creation
  • What pitfalls to avoid with this approach, as well as AR and VR content creation in general

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

Technology discussed in this session:
VR, AR, 360-degree video, Google Cardboard, WebVR (HTML5, WebGL, C++, C#, JavaScript), Unity, Vuforia, and mo-cap (motion capture).

Joseph Van Harken

Co-Founder/Business Developer

th3rd coast Entertainment & Training

Joseph Van Harken is a co-founder and business developer at th3rd coast Entertainment & Training, and an award-winning journalist and producer who innovates on the edge of supply/demand storytelling. Joseph is adept at creating and sharing stories of consequence across television, digital media, and eLearning platforms. He started as a print reporter and later produced stories all over the globe for major networks. In 2014, he launched th3rd coast Entertainment & Training to bring compelling content to corporate training. Joseph holds a BA in communications from the University of Michigan and an MS from Columbia University’s Graduate School of Journalism.

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105 Social VR for Enterprise

10:45 AM - 11:45 AM Wednesday, July 26

Empire

The world of work is shifting. As globalization and the gig economy continue to grow, there will be an increased need to improve the way people learn, collaborate, and innovate together while they are geographically apart. Virtual reality has great potential to address this growing need.

This session will focus on the potential of social VR for enterprise. It will touch on the future of work in a broad context, offer insights into the benefits social VR will provide for enterprise, and provide case study examples of how companies are already using social VR. During this interactive session, you will participate in discussions and have the opportunity to add your opinions on the role of social VR for enterprise.

In this session, you will learn:

  • How the world of work is shifting
  • About the potential benefits social VR can provide to enterprise
  • From specific examples of how companies are leveraging social VR
  • From existing social VR platforms and their respective pros and cons for enterprise

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

Technology discussed in this session:
Several social VR platforms, including VirBELA.

Alex Howland

Co-Founder & CEO

VirBELA

Alex Howland, co-founder and CEO of VirBELA, is an entrepreneur and organizational psychologist. He leads a cross-disciplinary team to create a social virtual reality platform to improve the way people learn, collaborate, and innovate. To date, the VirBELA technology is used for distance education by universities, to help Navy SEALs transition from military to civilian careers, to replace brick-and-mortar offices, and in healthcare applications. Alex holds a PhD, and his research and innovations have received financial support from the Graduate Management Admissions Council, the National Science Foundation, the National Institute of Health, the Laura Arrillaga-Andreessen Foundation, and the American Psychological Association.

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201 What’s Really Happening in Virtual Reality?

1:00 PM - 2:00 PM Wednesday, July 26

Empire

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 2017. 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

Executive Vice President and Executive Director

The eLearning Guild

David Kelly is the executive vice president and executive director of The eLearning Guild. David has been a learning and performance consultant and training director for more than 15 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 contributed to organizations including ATD, eLearn Magazine, LINGOs, and more. David is also known for his curation efforts, especially related to conferences and events for learning and performance professionals.

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202 Virtual Reality Simulations: Building a Prototype for Dementia Education

1:00 PM - 2:00 PM Wednesday, July 26

Valley

Healthcare education about dementia typically focuses on increasing understanding through didactic methods (i.e., scripto-visual materials) that address knowledge rather than emotion and experience. A scan of educational technologies for dementia revealed limited products using animated VR and facilitated in-person or physically constructed simulations. These approaches are not cost-effective, sustainable, or easily scalable. Furthermore, these have not been evaluated for effectiveness or impact.

In this session, you will learn how a health science center collaborated with a tech company to combine existing components (VR capability, instructional design, educational methodology and content) to design an innovative prototype for an engaging and immersive VR learning experience. VR can effectively expose learners to other people’s perspectives in order to raise empathy—in this case, toward people with dementia.

In this session, you will learn:

  • How to identify the benefits of using VR for healthcare simulation
  • How to identify the challenges of using VR for healthcare simulation
  • How to leverage the intersection between educational methodology and new technology
  • How to collaborate with nontraditional partners

Audience:
Novice designers and developers.

Technology discussed in this session:
Virtual reality hardware with 360-degree video.

Lisa Sokoloff

Manager, Training & Simulation

Baycrest Health Sciences

Lisa Sokoloff is a manager of training and simulation at Baycrest Health Sciences’ Centre for Education and Knowledge Exchange in Aging. A registered speech-language pathologist, she received her undergraduate degree from the University of Western Ontario and her master of science from the University of Wisconsin¬–Madison. Lisa has worked as a speech-language pathologist with adult and geriatric clients since 1989. She has published and presented internationally in the areas of speech pathology, swallowing disorders, and education. Lisa is a lecturer in the department of speech pathology at the University of Toronto and also teaches at Humber College in the OTA/PTA program.

Raquel Meyer

Manager, Centre for Learning, Research and Innovation in LTC

Baycrest Health Sciences

Raquel Meyer is a manager of the Baycrest Centre for Learning, Research and Innovation in Long-Term Care, where she leads the development, implementation, management, and evaluation of the center. Raquel completed her doctoral studies at the Lawrence S. Bloomberg Faculty of Nursing. She was the recipient of a Nursing Early Career Research Award through the Ontario Ministry of Health and Long-Term Care. Her research centers on educational innovation, healthcare management, health human resources, and care delivery models. Raquel is an enthusiastic proponent for the relevance of research to clinical practice, education, leadership, and policy development.

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203 From Immersion to Presence: How VR Is Disrupting Learning

1:00 PM - 2:00 PM Wednesday, July 26

California

A new generation of virtual reality headsets is bringing immersion to new levels—the feeling of actually being in another place. Imagine strapping on a headset and practicing emergency response procedures in a realistic-looking computer-generated environment. Or experiencing racial biases from a first-person perspective. Or sending new employees on a virtual field trip to far-flung company locations. Evidence of the effectiveness of VR in learning is overwhelming, and both VR hardware and software are now becoming more affordable. Still, there are few case studies that demonstrate how to leverage VR for learning. What do you need to understand to use this medium more effectively in L&D?

In this session, you’ll learn about the current state of virtual reality technology and experience early success stories of its use in training programs. You’ll uncover what the research has to say about why VR is an effective tool for learning. You’ll then look at how to get started developing it yourself, using surprisingly inexpensive tools like the Unity game engine. Not only that, you’ll also get to view a live stage demo of a real VR learning project—a patient empathy simulation for the healthcare industry—to see what a practical L&D solution developed in this medium can be like.

In this session, you will learn:

  • How VR is being used for training now
  • What the research says about the effectiveness of VR for learning
  • How to develop interactive computer graphic scenes with real-time game engines like Unity
  • How to use VR for both hard-skill simulations and soft-skill, empathy-inducing experiences
  • What an L&D VR experience can be like with a live onstage demo

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

Technology discussed in this session:
HTC Vive, Oculus Rift, Google Cardboard, Samsung Gear VR, and Google Daydream.

Anders Gronstedt

President

Gronstedt Group

Anders Gronstedt, PhD, is president of the Gronstedt Group. He is an author, public speaker and entrepreneur. He is an advocate of using next-gen learning tools to advance real-world skills through virtual and augmented reality training, game, and simulation-based learning. The Gronstedt Group has been instrumental in helping global companies like Walmart, KPMG, Novartis, Google, HP, DaVita, and Kimberly-Clark improve performance with innovative learning approaches. Anders is a former faculty member of the University of Colorado's Boulder School and his articles have appeared in the Harvard Business Review.

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204 Alternate Reality Games: Gamification for Performance

1:00 PM - 2:00 PM Wednesday, July 26

Crystal

Immersive learning experiences can be a large leap for organizations, instructional designers, and trainers who are accustomed to traditional classroom and online training methods. It can be overwhelming to think about how to go from creating eLearning to developing complex virtual reality experiences. However, there are other immersive learning options to consider: alternate reality games (ARGs) and mixed reality. These solutions can bridge the gap between the way you currently develop content and new methods, providing you an incremental entry into immersive learning.

In this session, you’ll explore a variety of mixed media experiences that you can use to achieve immersive learning goals with any type of budget and timeline. You’ll play a 10-minute ARG, and you’ll plan your own mixed media experience. You will also discover options for player interactions, and technologies from Excel to Twitter to WordPress that can be used to coordinate and generate alternate reality game experiences.

In this session, you will learn:

  • How to use ARGs for employee learning
  • About examples of ARGs that are already being used for this purpose
  • How to create player interactions in ARGs
  • How to identify opportunities for an ARG

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

Technology discussed in this session:
WordPress, Conducttr, and Twine.

Andy Petroski

Sr. New Product Development Consultant

Harrisburg University of Science & Technology

Andy Petroski is a senior new product development consultant at Harrisburg University of Science & Technology, and an advanced instructional design, curriculum design, serious games, and emerging technologies leader. With 20 years of eLearning and online learning design and development experience, Andy has designed and developed technology-based learning experiences in education, corporate learning, multimedia production, and independent consulting environments. Andy has written articles and presented on various eLearning, educational technology, multimedia, and web topics at international, national, and regional events. He has also facilitated over 35 public webinars on educational technology, online learning, corporate learning, and emerging technology topics.

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205 Learning Becomes Doing: Applying AR and VR to Training and Performance Support

1:00 PM - 2:00 PM Wednesday, July 26

Gold

As products and services become more complex, providing the right training or performance support has the biggest impact on improving proficiency. Augmented and virtual reality can be the link that enables you to deliver your valuable content directly to your audience when they need it most. 

In this session, you will explore the benefits of adding AR and VR to your training strategies. You will learn about the pros and cons of deploying these technologies by examining real-world examples of AR and VR in practice. You will also discuss the potential ROI of these technologies, including how you can use them to reduce existing training costs.

In this session, you will learn:

  • About the benefits of AR and VR for learners
  • About practicalities, considerations, and challenges around deploying such a program
  • From real-world examples of how augmented and virtual reality are being applied and used for training and performance support
  • About the ROI of implementing these types of programs, including how to decrease overall costs associated with long training periods and potential rework

Audience:
Novice to advanced designers, developers, project managers, managers, directors, and anyone interested in learning how to use AR and VR for training purposes.

Technology discussed in this session:
Augmented reality (mobile devices, AR software development kits) and virtual reality (Unity software, Oculus Rift, Microsoft HoloLens).

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.

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301 BYOL: Augmented Reality on a Budget

2:30 PM - 3:30 PM Wednesday, July 26

California

Augmented reality is a trend that’s now becoming more tangible—along with the hardware that allows people to experience it. These shifts mean it’s increasingly important in L&D not only to understand how AR can work, but also to explore how to move forward and actually create content for this new medium. But for many departments facing limited budgets, it’s a challenge to create meaningful learning and performance support experiences in AR without having to spend a fortune on software, hardware, or developers.

Thankfully, creating effective AR experiences doesn’t have to be rocket science or break the bank. In this hands-on session, you’ll find out how you can begin creating custom AR content right now. In less than one hour, you’ll learn how to leverage budget-friendly tools like the Unity game engine and the Vuforia AR platform to develop your own simple augmented reality application. This session will help you create your own basic AR solutions and give you a jumping-off point for building your AR development skills even further.

In this session, you will learn:

  • What kinds of augmented reality experiences are easy and inexpensive to design
  • How to create simple AR applications right now, without any time or money investments up front
  • How to start developing with the free Unity 3-D game engine
  • How to begin using the Vuforia AR platform

Audience:
Novice designers and developers.

Technology discussed in this session:
The Unity game engine and Vuforia augmented reality platform.

Technology required:
Laptop running Unity software.

Kathleen Nordstrom

Sr. Manager of Multimedia and Learning Technologies

Zebra Technologies

Kathleen Nordstrom is a senior manager of multimedia and learning technologies at Zebra Technologies. For over 15 years, she has created interactive learning media experiences for Fortune 500 companies, as well as leading new learning technology and media teams. Kathleen has received awards from Brandon Hall and is working toward a master’s degree in game-based learning. Leading an international team of media designers, she works with stakeholders and designers to ensure the right learning modalities are created for their audiences.

Vit Chaloupecky

Multimedia Design Manager

Zebra Technologies

Vit Chaloupecky is a multimedia design manager at Zebra Technologies. Vit has more than 10 years of experience as a trainer and instructional designer in the IT industry. In his current position, he focuses on multimedia production for online and instructor-led training sessions.

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302 What Learning Theories Teach Us About Learning in VR

2:30 PM - 3:30 PM Wednesday, July 26

Crystal

Virtual reality is no longer just an expensive curiosity, but a real option for many trainers and educators. Like many new media, it runs the risk of being used badly. Strategies and methods from earlier media are not necessarily suited to new media. If you apply classroom methods to VR, what will you miss? If you apply video strategies to VR, what will you get wrong?

In this session, you will learn initial ideas and frameworks for how to use virtual reality for learning. Specifically, you’ll review how virtual reality provides affordances for addressing cognitive load theory’s three types of load. You will review what multimedia learning theory says about using graphics and audio, and how these lessons can be applied to VR. You’ll also review situated learning and experiential learning. Throughout this session, key findings from the worldwide network of VR labs will be applied to inform discussion. You will develop an overall framework for looking at when, and how, virtual reality training works.

In this session, you will learn:

  • About the Proteus effect
  • About situated learning in VR
  • About creating presence in VR
  • Frameworks for thinking about learning in VR
  • About differences between expert and novice learning in VR
  • About limits to learning in VR

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

Technology discussed in this session:
HTC Vive, Samsung Gear VR, gaming engines (including Unity), and WebVR.

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.

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303 Making Immersive Learning Accessible with Mobile VR

2:30 PM - 3:30 PM Wednesday, July 26

Gold

The ability to explore an environment in all directions offers exciting possibilities for telling stories and engaging audiences. But how do you make the exploration truly interactive so it opens up more learning opportunities? From hazard identification to virtual tours to situational decision-making, where will this exciting new technology prove most beneficial to workforce performance?

In this session, you’ll hear the findings of a year-long investigation into the opportunities of using mobile VR in workplace learning. By following the journey from start to finish, you’ll deepen your understanding of what’s possible with this new and exciting technology. You’ll explore the potential learning applications and discover how visual design, music, and positional audio work together to immerse users in the experience. The session includes a live demo of mobile VR for learning. You’ll take away tips on aligning the technology to your business challenges and integrating it with your learning strategy.

In this session, you will learn:

  • How VR enhances learning interactions
  • How learners respond to immersive learning environments
  • When it is appropriate to use VR content in learning
  • About the challenges associated with the new technology
  • How to make VR affordable and accessible in L&D
  • How to move from interactive 360-degree video to virtual reality
  • How sound, voice-over, and UX design create a fluid experience

Audience:
Novice managers and directors.

Technology discussed in this session:
Mobile VR, interactive 360-degree video, spatialized/binaural audio, and GoPro video cameras.

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.

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304 Overcoming Barriers in Augmented Reality

2:30 PM - 3:30 PM Wednesday, July 26

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 augmented reality into your training and development programs.

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

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

Bianca Woods (Host)

Sr. Manager of Programming

The eLearning Guild

Bianca Woods is senior manager of programming for The eLearning Guild and the founder of Clever Raptor, an L&D design studio. With degrees in both art education and education media design & technology, she's passionate about demystifying design and technology for others. She loves designing course content and media, test driving new learning technology, and taking photos of bizarre warning signs. When she's not crafting learning projects, she can often be found obsessing about new tech, live tweeting industry events, and searching for the perfect cupcake.

Myra Roldan

Technical Curriculum Developer, Program Manager

Amazon

Myra Roldan is a program manager and learning professional with over 20 years of industry experience. She works with her clients to help them change the way they think about learning, to create and deliver learning solutions that drive performance change to prepare the organization for the next generation of learners. She advocates for the creation of learner-centric learning ecosystems that integrate new and emerging technologies along with a blend of learning methodologies. Myra has earned a BS in computer science, an MSEd, and an MBA, works for Amazon, and is a digital nomad.

Neal Rowland

Curriculum Manager

Plex Systems

Neal Rowland is a curriculum manager in the education services division at Plex Systems. Beyond leading the changes and pushing the envelope of educational delivery, he is a certified project management professional (PMP), agile project manager (PMI-ACP), and IT service manager (ITIL Expert). Neal has authored books, courses, and web videos on those certification topics, as well as delivery training worldwide.

Steve Richey

AR and Mobile Developer

Float

Steve Richey is a software developer at Float focusing on mobile, augmented reality, and machine learning. He was the lead developer on Cydalion, an application that uses the Tango sensors on select Android devices to provide navigational assistance to people who are blind or visually impaired. Steve has also done AR research for the US Department of Defense, crafting a holistic solution for challenges faced by users in operational environments for the Combating Terrorism Technical Support Office (CTTSO). Before joining Float, Steve was a nuclear electrician in the US Navy and earned his MBA at Illinois State University.

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305 The Workforce Uprising: Training for the New (Virtual) Reality

2:30 PM - 3:30 PM Wednesday, July 26

Empire

Eight out of 10 college graduates expect to receive formal training from their first employer. The training industry has struggled to satisfy this need—partly due to a lack of affordable and appropriate media, and partly due to training programs that ultimately lack engagement. With 24/7 availability of on-demand, high-quality media, the digital workforce is becoming even more disengaged from these outdated training solutions. Fortunately, the recent growth of virtual reality and of media and graphics has made top-shelf multimedia technologies more affordable and accessible to trainers. There’s now an opportunity to create training solutions that can compete with today’s entertainment media, making training much more engaging and effective.

In this session, you will examine the growing need and opportunity for cutting-edge media technologies like game- and VR-based experiences. You will explore how VR technology has drastically scaled down in size and cost, and learn about the immediate opportunities for the training industry to incorporate game- and simulation-based training. You will analyze the transformation of legacy content into these new interactive, emotional experiences through the lens of instructional design and collaboration with subject matter experts. You will leave the session with a thorough understanding of appropriate technology for game- and simulation-based training, from screen-based simulations all the way to immersive VR solutions.

In this session, you will learn:

  • How to assess appropriate implementation of eLearning technologies (computer-based, games and sim, or VR/AR) for training
  • About time and cost considerations associated with these new technologies
  • How to prioritize learning objectives over graphical gimmicks when using VR

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.

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401 BYOL: Developing Training with Google Cardboard Interactive 360-Degree Videos

4:00 PM - 5:00 PM Wednesday, July 26

Crystal

Virtual reality offers a promising new strategy for training, engaging learners in a realistic and 360-degree environment. But while the skills transfer possibilities are enormous, there have been two major challenges with using this medium in L&D. The first was the technology cost: In the past, VR head-mounted displays were too expensive for most companies and schools to consider. The second was content creation: Most L&D professionals lacked the capability to design VR environments and integrate them effectively in training. However, a lot changed with the release of Google Cardboard, as this technology allows organizations to invest in affordable head-mounted VR displays. Cost has become less of a concern; now it’s just a matter of how to design effective VR content.

In this BYOL session, you’ll discover how to design budget-friendly, interactive VR experiences for Google Cardboard using 360-degree videos. You’ll find out how to create meaningful learning experiences using 360-degree video, and how these VR experiences can be displayed inexpensively using Google Cardboard and smartphones. At the end of the session, you’ll have useful guidelines on the main phases of designing interactive 360-degree videos, as well as a proven method to integrate these immersive experiences in training sessions.

In this session, you will learn:

  • What Google Cardboard experiences can be like
  • About the potential of interactive 360-degree videos and Google Cardboard for L&D
  • About a new method for integrating 360-degree video into your training
  • Which tools and software you can use to design interactive 360-degree videos

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

Technology discussed in this session:
Interactive 360-degree video and Google Cardboard.

Technology required:
A smartphone with any app for Google Cardboard installed.

Sophie Callies

Intern

Ellicom

Sophie Callies is an intern with Ellicom. She recently completed her PhD on serious games and artificial intelligence at UQAM. Sophie’s research interests focus on game-based learning, serious games, learning analytics, augmented and virtual reality, instructional design, and eLearning. She also works as an online course designer and gamification designer for TELUQ and others, and as a distance tutor for TELUQ.

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402 Using Industry Standards to Future-Proof Your AR Solution

4:00 PM - 5:00 PM Wednesday, July 26

Empire

There is excitement in the air about augmented reality; but, just like with any new technology, different companies are approaching it from different directions. And while looking at the potential of AR from a number of angles will help push the technology further, this lack of a single development approach also means that, at this stage, some solutions will play nicely with others and some will not. To assist this technology in moving forward and becoming mainstream, the augmented reality space needs some established structure and standards.

In this interactive session, you’ll explore various aspects of a new standard for AR: the IEEE Augmented Reality Learning Experience Model (AR-LEM). You’ll take a closer look at the aspects of augmented reality that should be standardized and why industry standards for AR are important for helping this technology grow. You’ll also investigate the specifics of the standard, enabling you to ensure that the augmented reality solutions you’re working on now will also work with the tools of the future.

In this session, you will learn:

  • What the IEEE AR-LEM standard is and how it impacts AR
  • How to interpret the various aspects of the standard
  • What impact the standard may have on a specific project
  • How to begin making AR-standard decisions now to help future-proof your projects

Audience:
Novice to intermediate designers and developers.

Technology discussed in this session:
Experience API (xAPI).

Anne Knowles

Instructional Systems Designer

L3 Link Simulation and Training

Anne Knowles is a senior instructional designer for L3 Link Simulation and Training. She has a core expertise of seeing the big picture, absorbing complex information, developing strategies to overcome challenges, and attending to details for success. She has experience in applying this to instructional systems design projects for the US Air Force with L3 Link. Anne is currently on a research and development team creating a rules-based adaptive learning system. Previously, she was an engineer/scientist with the McDonnell Douglas Artificial Intelligence Lab and the director of a small company. She earned her MEd from the University of Oklahoma.

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403 Developing VR Using Unity: A Road Map for Getting Started

4:00 PM - 5:00 PM Wednesday, July 26

California

When you begin to explore virtual reality programming, you quickly realize it requires learning many new things across several disciplines. It can be difficult to determine where to start, as the expanding list that begins with VR programming grows to include 3-D graphics, user interface conventions across varying VR hardware, how to set up and use a VR headset, where to find the best VR applications, and more.

In this session, you will be put on the fast track with a road map for how to get started in VR programming. This session will provide an overview of the Unity game engine, Unity VR plugins and software development kits, the open-source 3-D graphics program Blender, the HTC Vive headset, and Steam VR.

In this session, you will learn:

  • How to get started programming with Unity
  • About the Vive software development kit
  • How to get started developing 3-D models with Blender
  • About Steam VR and free offerings on the Steam VR store
  • Tips for setting up the Vive headset

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

Technology discussed in this session:
Unity and Unity VR; HTC Vive and Vive software development kit; Blender; and Steam VR.

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.

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404 Right Now! AR and VR for Critical Training on the Factory Floor

4:00 PM - 5:00 PM Wednesday, July 26

Valley

On the manufacturing plant floor, production is crucial. No matter how well trained the employees are, there is a loss of retention between training delivery and application. The longer it takes to close that gap, the longer production is halted.

In this session, you will learn how Plex is working to close the gap between training and performance. You’ll explore possibilities and ideas that could spark your imagination or help you tackle the hurdles you face. Observing how AR, VR, mixed reality, and other technologies are being used on a factory floor may get you to think outside the box and appreciate the possibilities. Come learn what is working and what is not working, and how it can translate to your environment.

In this session, you will learn:

  • How Plex is attempting to close the training gap
  • About the various technologies used in these efforts
  • How an approach that mixes various technologies might fit in nontraditional settings

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

Technology discussed in this session:
Microsoft HoloLens, Google Glass, HTC Vive, Daqri, mobile devices, and tablets.

Neal Rowland

Curriculum Manager

Plex Systems

Neal Rowland is a curriculum manager in the education services division at Plex Systems. Beyond leading the changes and pushing the envelope of educational delivery, he is a certified project management professional (PMP), agile project manager (PMI-ACP), and IT service manager (ITIL Expert). Neal has authored books, courses, and web videos on those certification topics, as well as delivery training worldwide.

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405 Designing and Building Meaningful Augmented Reality Interactions

4:00 PM - 5:00 PM Wednesday, July 26

Gold

There are a wide range of solutions for implementing augmented reality in training and enterprise applications. Even with these myriad solutions, it’s not always clear how to use them to provide the best possible experience for users. How do you ensure that these solutions are being used to build something useful and meaningful? What is the difference between a good and a bad augmented reality experience?

This session will review the development of the Realities360 AR application. It will cover the design and development of the app, from initial concept to finished product. This will be an in-depth case study on app development and will delve into some moderate technical details. Ultimately, you’ll understand how the team from Float solved real problems related to modern AR app development, including both design and development challenges, and why they chose the solutions they did.

In this session, you will learn:

  • How to leverage existing solutions to create useful experiences
  • About common design challenges when authoring AR content
  • How to choose the best technology stack for your requirements
  • Best practices for developing while iterating on AR experiences
  • How to leverage your team’s skill set to provide the best results for users

Audience:
Intermediate to advanced designers and developers.

Technology discussed in this session:
iOS, Android, Xamarin, Unity, Vuforia, Wikitude, and Pikkart.

Steve Richey

AR and Mobile Developer

Float

Steve Richey is a software developer at Float focusing on mobile, augmented reality, and machine learning. He was the lead developer on Cydalion, an application that uses the Tango sensors on select Android devices to provide navigational assistance to people who are blind or visually impaired. Steve has also done AR research for the US Department of Defense, crafting a holistic solution for challenges faced by users in operational environments for the Combating Terrorism Technical Support Office (CTTSO). Before joining Float, Steve was a nuclear electrician in the US Navy and earned his MBA at Illinois State University.

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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

Gronstedt Group

Anders Gronstedt, PhD, is president of the Gronstedt Group. He is an author, public speaker and entrepreneur. He is an advocate of using next-gen learning tools to advance real-world skills through virtual and augmented reality training, game, and simulation-based learning. The Gronstedt Group has been instrumental in helping global companies like Walmart, KPMG, Novartis, Google, HP, DaVita, and Kimberly-Clark improve performance with innovative learning approaches. Anders is a former faculty member of the University of Colorado's Boulder School and his articles have appeared in the Harvard Business Review.

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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.

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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.

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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.

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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.

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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

Executive Vice President and Executive Director

The eLearning Guild

David Kelly is the executive vice president and executive director of The eLearning Guild. David has been a learning and performance consultant and training director for more than 15 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 contributed to organizations including ATD, eLearn Magazine, LINGOs, and more. David is also known for his curation efforts, especially related to conferences and events for learning and performance professionals.

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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.

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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

Managing Partner, Strategy and New Product Development

Float

Chad Udell is the award-winning managing partner, strategy and new product development, at Float. 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. His newest book, Shock of the New, co-authored with Gary Woodill, was released April of 2019.

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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.

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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.

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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

Manager, eLearning and Educational Technologies

Baycrest Health Sciences & the Canadian Centre for Aging and Brain Health Innovation

Cindy Plunkett is a project manager of eLearning and educational technologies at Baycrest Health Sciences and the Canadian Centre for Aging and Brain Health Innovation. She is also an executive director of finance for the eACH Conference, a lecturer in the graduate studies programs for family and community medicine at the University of Toronto, and a sessional lecturer in the education faculty at the University of Ontario Institute of Technology.

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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)

Sr. Manager, Programming

The eLearning Guild

Mark is Sr. Manager, Programming for the eLearning Guild. Prior to joining he had worked over 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. His regional consultancy, ThruWork, helps businesses achieve the benefits of becoming more connected & collaborative. Mark regularly presents and writes on his The Simple Shift blog 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

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion with more than 25 years of industry experience. At GP Strategies she provides direction, connection, and upskilling for 120 learning practitioners and managers to keep the practice aligned to industry. She envisions modern learning solutions that incorporate blended, social, curated, and mobile components, and crafts the upskilling efforts for L&D leaders and teams of global organizations. In her spare time, she fills the role of docent and host of GP Strategies' Innovation Exhibition, which shares the promise of learning innovation to audiences globally.

Destery Hildenbrand

Sr Multimedia Learning Specialist

Collins Aerospace

Destery Hildenbrand is a senior multimedia learning specialist at Collins Aerospace. Destery has over 15 years of experience in training and development for corporate and higher education. His main focus is creating immersive experiences to engage learners using augmented reality, virtual reality, and 360 video. As an event speaker, Destery spends his time encouraging others to expand their use of technology and to share their own stories in learning and development.

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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.

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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.

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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.

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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

Canadian Department of National Defence

Phil Cowcill is a senior eLearning specialist with the Canadian Department of National Defence, where he works with the Air Force in the Air Worthiness division. Phil started his multimedia development in 1983. In 1985, his team developed Canada’s first Level III interactive videodisc. In 1995, he was hired to set up, coordinate, and teach an interactive multimedia postgraduate program. In 2011, Phil coordinated and taught in Canada’s first postgraduate mobile application development program. Phil also travels and speaks at a variety of educational and multimedia conferences all over North America.

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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

Sr Multimedia Learning Specialist

Collins Aerospace

Destery Hildenbrand is a senior multimedia learning specialist at Collins Aerospace. Destery has over 15 years of experience in training and development for corporate and higher education. His main focus is creating immersive experiences to engage learners using augmented reality, virtual reality, and 360 video. As an event speaker, Destery spends his time encouraging others to expand their use of technology and to share their own stories in learning and development.

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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.

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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.

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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.

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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

Executive Vice President and Executive Director

The eLearning Guild

David Kelly is the executive vice president and executive director of The eLearning Guild. David has been a learning and performance consultant and training director for more than 15 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 contributed to organizations including ATD, eLearn Magazine, LINGOs, and more. David is also known for his curation efforts, especially related to conferences and events for learning and performance professionals.

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MB11 How to Write a Winning Conference Speaking Proposal

7:30 AM - 8:15 AM Friday, July 28

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.

The Program Team

The eLearning Guild

The eLearning Guild Program team consists of Mark Britz, Bianca Woods and David Kelly.

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MB12 How Can We Use VR/AR/MR to Decrease Human Error?

7:30 AM - 8:15 AM Friday, July 28

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.

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.

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MB13 Best Practices for VR User Interface Design

7:30 AM - 8:15 AM Friday, July 28

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.

Peter Guenther

Software Developer

TorranceLearning

As a software developer at TorranceLearning, Peter Guenther hosted the xAPI Cohort and devised a wide variety of xAPI solutions for clients. He has a background in classroom teaching and in instructional design and development.

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MB14 Applications of Augmented Reality in Training

7:30 AM - 8:15 AM Friday, July 28

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.

Ann Rollins

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion with more than 25 years of industry experience. At GP Strategies she provides direction, connection, and upskilling for 120 learning practitioners and managers to keep the practice aligned to industry. She envisions modern learning solutions that incorporate blended, social, curated, and mobile components, and crafts the upskilling efforts for L&D leaders and teams of global organizations. In her spare time, she fills the role of docent and host of GP Strategies' Innovation Exhibition, which shares the promise of learning innovation to audiences globally.

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801 BYOL: Low-Cost, High-Impact AR Experiences

8:30 AM - 9:30 AM Friday, July 28

Crystal

Augmented reality allows you to create an immersive experience for learners. AR can combine images, sound, movies, games, search engines, databases, social media, and the web and explode them across the physical world, revealing invisible stories around products, processes, and operations. But what makes a compelling AR experience that makes learning stick, and how can you get started creating AR content?

In this hands-on session, you’ll find out how to design and create low-cost AR learner experiences that pack a punch. You’ll explore a wide range of budget-friendly AR authoring tools, learn about their strengths and weaknesses, and identify how to design around them. You’ll also investigate which AR experiences work best across different learning solutions, allowing you to target the experience you create to the context and situation it will be used in.

In this session, you will learn:

  • Which AR experiences are most likely to create sticky learning
  • About the functions and limitations of several current AR authoring tools
  • What current AR viewers are like through a live demo
  • Best practices of mobile AR design
  • How to prepare an AR experience design plan

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

Technology discussed in this session:
Layar, Playme, Zap, Aurasma, EasyAR, WakingApp, and ARToolKit SDK.

Technology required:
A smartphone or tablet (Android or iOS) and a laptop.

Ann Rollins

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion with more than 25 years of industry experience. At GP Strategies she provides direction, connection, and upskilling for 120 learning practitioners and managers to keep the practice aligned to industry. She envisions modern learning solutions that incorporate blended, social, curated, and mobile components, and crafts the upskilling efforts for L&D leaders and teams of global organizations. In her spare time, she fills the role of docent and host of GP Strategies' Innovation Exhibition, which shares the promise of learning innovation to audiences globally.

Myra Roldan

Technical Curriculum Developer, Program Manager

Amazon

Myra Roldan is a program manager and learning professional with over 20 years of industry experience. She works with her clients to help them change the way they think about learning, to create and deliver learning solutions that drive performance change to prepare the organization for the next generation of learners. She advocates for the creation of learner-centric learning ecosystems that integrate new and emerging technologies along with a blend of learning methodologies. Myra has earned a BS in computer science, an MSEd, and an MBA, works for Amazon, and is a digital nomad.

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802 Wayfinding, Storytelling, and Structuring Interaction in VR

8:30 AM - 9:30 AM Friday, July 28

Gold

Navigating larger-scale virtual spaces presents difficulties for learners. The difficulties and the solutions parallel those in eLearning but take unique forms in VR. How do learners know where they are? How do learners know where to go or look next? How can multiple paths be presented and organized?

In this session, you will look to architecture, web, and eLearning design for wayfinding solutions in virtual reality. You will learn a variety of spatial, visual, and storytelling strategies to help direct the learner and minimize extraneous load. You will explore alternate solutions to wayfinding issues and leave with a toolkit of strategies to use in various situations.

In this session, you will learn:

  • About the unique wayfinding issues that VR presents
  • How to examine wayfinding strategies used in eLearning and web design
  • How to contrast wayfinding strategies in architecture
  • About spatial and visual strategies for situating VR users

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

Technology discussed in this session:
A variety of wayfinding solutions in a pair of Unity-developed examples for HTC Vive and mobile VR.

Peter Guenther

Software Developer

TorranceLearning

As a software developer at TorranceLearning, Peter Guenther hosted the xAPI Cohort and devised a wide variety of xAPI solutions for clients. He has a background in classroom teaching and in instructional design and development.

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803 Using Immersive 360-Degree Video to Treat Hospital Anxiety

8:30 AM - 9:30 AM Friday, July 28

California

Technology is being used in many settings to augment work, but mainly in task completion. VR and immersive 360-degree video, however, can aid people in more emotionally challenging situations. The Hospital for Sick Children sought to help children who face severe hospital-based anxiety in the preoperative area. The team also faced the challenge of making 360-degree videos acceptable to parents and healthcare professionals.

In this session, you will explore the theoretical framework of managing anxiety and learn how 360-degree immersive videos provided a solution for managing anxiety in children. You will learn how to use a framework, aligned with pragmatic research, to create and develop 360-degree videos. You will learn about the strategies that were effective in encouraging adoption of 360-degree videos by key stakeholders, and key steps for developing scalable 360-degree videos.

In this session, you will learn:

  • About the role of 360-degree videos in providing exposure therapy to reduce anxiety
  • The steps to rapidly develop and assess 360-degree videos for side effects in children
  • Strategies useful for encouraging institution-wide adoption of virtual reality
  • How to assess the user acceptance of new technologies

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

Technology discussed in this session:
360-degree video.

Clyde Matava

Director of Anesthesia Innovation, Informatics and Technology

Hospital for Sick Children

Clyde Matava is an assistant professor in the anesthesia department at the University of Toronto and a staff anesthesiologist at the Hospital for Sick Children. Clyde, an MD, has been involved in medical education across all levels: undergraduate to faculty development. He led the development and implementation of interactive eLearning modules for the new anesthesia flipped clerkship at the University of Toronto and other apps and eLearning resources. He is a co-founder of the Collaborative Human Immersive Interaction Laboratory at the University of Toronto. He is investigating the role of augmented, virtual, and mixed realities in improving patient outcomes and medical education.

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804 Alternate, Virtual, and Mixed Realities Are Mobile Strategy Musts

8:30 AM - 9:30 AM Friday, July 28

Valley

For years, training departments and instructional designers have struggled to develop quality mobile learning. Users don’t want to access eLearning courses designed for a computer or watch 30-minute training videos from their phone while using up all their data. And technologies like VR and AR sound expensive and difficult to make scalable for a company.

In this session, you will learn how to build a new and improved mobile strategy that may include augmented, virtual, or mixed realities. You’ll find out how to turn those boring training videos and eLearning courses into completely unique and engaging interactive learning experiences with the power of the mobile phone. And you’ll even learn how you can fit AR and VR into your existing budget.

In this session, you will learn:

  • How to create a learning strategy that includes AR and VR
  • How to budget for the development of these technologies
  • How to elevate mobile learning to greater heights
  • How to make AR and VR scalable

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

Technology discussed in this session:
Anatomy 4D, Elements 4D, String app, Layar, Blippar, Vuforia, YouTube 360, Unity, Articulate Storyline, Samsung Gear VR, Google Cardboard, and 360fly cameras.

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.

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805 When to Use AR and VR for Learning—and When Not To

8:30 AM - 9:30 AM Friday, July 28

As virtual and augmented reality technologies continue to advance, it becomes more important than ever to determine how best to utilize these tools in eLearning and training programs.

In this session, you will explore various use cases for virtual reality and augmented reality. More importantly, you will explore situations in which you should NEVER use VR or AR. During this highly collaborative session, participants will outline cost-effective best practices for training industry professionals to apply over the next six to 12 months. No single organization has all the answers, but L&D pros can work together to create some usable guidelines.

In this session, you will learn:

  • Best practices for getting started with augmented or virtual reality
  • From early use cases of AR and VR in practice
  • When NOT to use AR or VR

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

Technology discussed in this session:
Virtual and augmented 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.

Christopher Goodsell

CEO

iLX

Christopher Goodsell is the CEO of Interactive Learning Experience (iLX). He is driven by a love for people and learning and a desire to leverage evolving technologies, leading the iLX global team to deliver content in the most effective, engaging way possible. Christopher holds a BA in marketing communication and design from Oxford Brookes University, as well as a master’s degree in divinity. He has over 25 years of experience in visual communication, creative direction, training, project management, and operations. As CEO, he develops outstanding relationships and builds iLX’s ability to deliver highly interactive learning experiences and performance-based learning that exceeds expectations.

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901 Interactive Storytelling in VR

10:00 AM - 11:00 AM Friday, July 28

Gold

Two of the more important elements in quality eLearning are interactivity and storytelling. Virtual reality enables you to take those two elements to new heights, but it also presents new and unique challenges.

In this session, you will learn the story behind The Price of Freedom, a mind-bending spy drama that takes place entirely in VR. You will learn about the challenges that came up in building the game and how the storytelling evolved. You will learn about what makes VR storytelling unique, and how to harness VR platforms to create new and immersive experiences.

Amy Stewart

Director of Engineering

Construct Studio

Amy Stewart is a director of engineering at Construct Studio and the lead writer and programmer of The Price of Freedom, a critically acclaimed VR narrative experience. She was also the lead writer of the 360-degree film Imago, a game designer for the award-winning Beatstep Cowboys, and a Unity instructor for Upload Collective. As a writer, programmer, and designer, Amy enjoys combining multiple disciplines to create immersive interactive narrative. She holds a master’s degree in entertainment technology from Carnegie Mellon University, where she studied screenwriting and game design.

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902 The Future of Leadership Development: VR for Human Understanding

10:00 AM - 11:00 AM Friday, July 28

Empire

Many global companies today are aiming to develop deep understanding of the human side of organizations, markets, and societies. The challenge many organizations face, as they seek to develop their leaders, is how to bring about this level of insight and understanding without sending all of their managers and leaders around the world. Enter 360-degree immersive video.

This session will focus on the use of 360-degree immersive video for manager and leader development. You will look at how Duke Corporate Education has applied this technology, immersing leaders in new environments and tasking them to use observational skills to uncover patterns. You will learn how 360-degree immersive video is helping managers and leaders discover what biases they have. Finally, this session will provide real-life examples, walking you through design and implementation considerations along the way.

In this session, you will learn:

  • About applications of 360-degree video to leadership development
  • Through example footage and materials related to Duke Corporate Education’s work
  • About design and implementation considerations
  • How to engage in discussion about using this technology for leadership development

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

Technology discussed in this session:
Kodak Pixpro SP360, monopods and tripods, sound equipment, and Samsung Gear VR (with Galaxy S7).

Steve Mahaley

Digital Learning Strategist

Duke Corporate Education

Steve Mahaley is a digital learning strategist at Duke Corporate Education. A member of the strategic leadership solutions group, Steve leads the firm’s investigations into what lies at the intersection of new technologies, global organization needs, learner profiles, and innovative educational design. He has created, sourced, and applied online learning tools for learning beyond the classroom, blending simulated and real learning environments; he has also designed and conducted live online events, and he continues to experiment. Steve’s latest inventions include a mobile app for photo-based insights, 360-degree VR for in-market immersion, and a museum-based experience for sharing personal development stories.

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903 AR as a Video Distribution Model

10:00 AM - 11:00 AM Friday, July 28

California

When you’re about to launch new software, hardware, or programs, you may be focusing on the technical aspects of the launch. But there’s another angle you need to consider: user buy-in. That was the concern for USPI, a company that owns more than 300 surgical centers and hospitals across the US, when it was preparing for its new staffing software rollout. This software was mandatory for all employees to use, and with so much on the line, the team knew engagement was key to success. But how could they build that staff buy-in when they lacked both an established communication platform and, more importantly, an existing culture of change to lean on?

In this case study session, you’ll find out how USPI leveraged augmented reality as a key component in its launch communication campaign and how this boosted overall buy-in. You’ll see how the team used posters, video, and the Aurasma app to deliver AR content to their audience in a way that was budget- and device-friendly. But AR alone doesn’t make for a successful campaign, which is why you’ll also explore how an interactive, feedback-driven campaign like this can maximize audience participation and engagement, contributing to more audience buy-in.

In this session, you will learn:

  • How to create a branded, multifaceted communication campaign using AR technology
  • How to create an AR campaign that can reach a varied demographic with equally varied technology
  • How to structure a virtual campaign around a narrative
  • How to produce iterative content based on audience feedback
  • What an AR-based campaign can look like with a live demo of the project

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

Technology discussed in this session:
Aurasma (augmented reality app for Android and iPhone); video and posters.

Jeff Kribs

CEO

Infinitude Creative Group

Jeff Kribs is the CEO of Infinitude Creative Group. A classically trained actor, he is now a storyteller by trade. Since its founding in 2000, Infinitude Creative Group has been recognized with multiple Brandon Hall Awards, as well as the 2016 AXIS Award for change management. Jeff is a graduate of the University of Southern California School of Performing Arts (BFA) and LeTourneau University (MBA).

Bill Hengstenberg

Team Lead, Video Development

Infinitude Creative Group

Bill Hengstenberg leads the video development team at Infinitude Creative Group, where he has been a producer and director since 2010. He has over 20 years of experience performing live as well as in front of the camera, and has played every role possible behind the camera. Bill has spent an inordinate amount of time in the audio booth as both voice-over talent and audio engineer for videos, training modules, and audiobooks. He has been involved in almost every video or training project that contained video or voice-over since he started at ICG.

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904 Augmented Intelligence for Learning Solutions

10:00 AM - 11:00 AM Friday, July 28

Valley

Today’s learners are faced with an ever-growing surplus of content to learn, process, and employ in their careers. Companies have terabytes of knowledge, skills, behaviors, and standard work required for successful day-to-day operations. They need to empower their employees with a system for efficiently building on or augmenting the capabilities each person brings to the organization. Augmented intelligence is one possible solution.

In this session, you’ll examine several major AI voice technologies and how they’re being used today, including API.AI, Google Home, Alexa, and several others. You’ll then take a look at how voice-user interfacing can be used for learning and information, including demonstrations of hands-free, multi-level instruction complemented by audio and visual feedback. This session will give you the opportunity to engage in a conversation about what new user experiences this technology can give your audience—not years in the future, but today!

In this session, you will learn:

  • About voice-user interfaces
  • About the API.AI open-source technology
  • How to create a basic Alexa skill or Google action
  • About potential uses for AI in your employee development programs

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

Technology discussed in this session:
API.AI, Google Home (Google Actions), Alexa (Amazon Echo, Dot, and the Alexa Skill Kit), and other integrations (Google Calendar, Internet of Things, Amazon DynamoDB).

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.

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905 Cancelled: A Strategic Approach to VR: How to Get It Right the First Time

10:00 AM - 11:00 AM Friday, July 28

Empire

Virtual reality has great potential for learning and development. Like any new technology, VR also comes with risks, such as investments of time, money, and other resources. To minimize these risks, it’s important to do everything you can to get things right the first time.

In this session, you will explore case studies of global organizations that have embarked on their first VR training programs. You will examine specific briefs, proposals, and results from real clients that have already walked this path. If you are considering implementing VR training in your organization, you won’t want to miss this session.

In this session you will learn:

  • About the criteria for technology and methodology to evaluate your training approach and where VR fits in
  • Questions to ask yourself about VR
  • How to vet a technology partner
  • How to get executive buy-in and secure funding

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

Technology discussed in this session:
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.

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GS04 KEYNOTE: Lessons Learned from Early AR and VR Adopters

11:15 AM - 12:30 PM Friday, July 28

Regency Ballroom

AR, VR, and enhanced reality technologies are truly disruptive. The potential of these technologies isn’t just to enhance the work of L&D professionals; the real potential lies in doing something different and viewing your work through a different lens. If you want to harness the potential of these technologies, you need to see the work you do differently. In this closing panel, you will hear from early adopters of these technologies. You’ll learn from their successes, their failures, and the surprises they discovered along the way. They will discuss the path that the industry is forging, and debate whether the L&D field is headed in the right direction or whether it needs to shift course. This panel will put what you’ve learned at Realities360 into context, preparing you to blaze your own trail of discovery as you return to work.

Chad Udell

Managing Partner, Strategy and New Product Development

Float

Chad Udell is the award-winning managing partner, strategy and new product development, at Float. 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. His newest book, Shock of the New, co-authored with Gary Woodill, was released April of 2019.

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.

Marco Faccini

Chief Commercial Officer and CLO

Immerse Learning

Marco Faccini is the chief commercial officer and CLO at Immerse Learning. Marco helped create a start-up called Creative Learning Media in 2001, which subsequently became known as MindLeaders. The company supported 17 million learners worldwide and was sold to Skillsoft in 2012. He co-invented the el-box in 2003—the world’s first mobile learning platform. In 2012, Marco was invited to become a fellow of the Learning Performance Institute. He has consulted for companies such as Microsoft and spoken at many events. Since 2015, he has been working in the VR learning space, creating applications for learning-based outcomes.

Clyde Matava

Director of Anesthesia Innovation, Informatics and Technology

Hospital for Sick Children

Clyde Matava is an assistant professor in the anesthesia department at the University of Toronto and a staff anesthesiologist at the Hospital for Sick Children. Clyde, an MD, has been involved in medical education across all levels: undergraduate to faculty development. He led the development and implementation of interactive eLearning modules for the new anesthesia flipped clerkship at the University of Toronto and other apps and eLearning resources. He is a co-founder of the Collaborative Human Immersive Interaction Laboratory at the University of Toronto. He is investigating the role of augmented, virtual, and mixed realities in improving patient outcomes and medical education.

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