MB01 VR for Simulated Personal Connection

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

California

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Merritt Chandler

Senior Instructional Designer

Vanderbilt University School of Medicine

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

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MB02 VR Production Team Challenges

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

Valley

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Kevin Barrett

Executive Director—Studio Operations

Serious Labs

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

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MB03 AR Campaigns

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

Empire

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Maya Georgieva

Co-Founder

Digital Bodies

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

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MB04 CANCELLED—Tools for AR and VR Development

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

Garden

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Mark Lassoff

President

Framework Television

Mark Lassoff is the founder and president of Framework Television, a post-cable television network that focuses on digital skills such as web and mobile development. Mark and his company have taught over one million people web and mobile development online, in the corporate classroom and in secondary schools across the country. He was named to the “40 Under 40” in both Austin, Texas and Hartford, CT. In 2017, Mark was awarded the prestigious eLearning Guild's Guild Master Award.

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MB05 Getting Started with AR

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

Crystal

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Destery Hildenbrand

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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MB06 360 Video in Simulations

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

Gold

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Britney Cole

Director of Learning Experience & Innovation

GP Strategies

Britney Cole is the director of learning experience and innovation at GP Strategies. A learning leader with experience in organization development, human performance, and corporate learning, Britney has managed virtual teams for more than a decade. Britney leads design thinking experiences and recommends outcome-focused solutions using emerging learning technologies for clients in a variety of industries. She helps her clients with learning design and architecture, content development, leadership and professional development, performance consulting, technology implementation, and change management. She is currently helping pioneer new experiential learning methods, including 360 video and defining a learning 3.0 taxonomy.

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MB07 Social VR Challenges and Opportunities

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

Piedmont

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Emory Craig

Director, eLearning

The College of New Rochelle

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

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GS01 KEYNOTE: Exploring the Immersive Technology Landscape

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

Imperial Ballroom

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

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

David Kelly

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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101 An Augmented Reality Cookbook for Interactive Learning

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

Gold

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

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

In this session, you will learn:

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

Audience:

Designers, developers, and managers.

Technology discussed in this session:

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

Cherie Cornelius

Senior Curriculum Developer

Aristocrat Technologies

Cherie Cornelius is a senior curriculum developer with Aristocrat Technologies. Several years ago, she shifted from technical support to the realm of training. A year into her training role, Cherie’s artistic flair in a PowerPoint presentation caught the eye of management, who suggested she join the curriculum development team. Cherie had no formal training in this field, but she was eager to learn and has since gone back to school for a master’s degree in instructional design.

Jerron Thornton

Curriculum Developer

Aristocrat Technologies

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

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102 BYOD: An Introduction to 360 Video for Learning

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

Empire

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

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

In this session, you will learn:

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

Audience:

Designers, developers, and managers.

Technology discussed in this session:

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

Technology required:

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

Marcelo Lewin

eLearning Production Manager

HowToCreateVR.com

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

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103 Building a Multi-Disciplinary Team for Creating VR Simulations

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

Piedmont

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

Virtual reality.

Kevin Barrett

Executive Director—Studio Operations

Serious Labs

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

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

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

Garden

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

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

In this session, you will learn:

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

Audience:

Designers, developers, and managers.

Technology discussed in this session:

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

Michael Sheyahshe

Technologist

aNm

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

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105 What’s Really Happening in Virtual Reality

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

Valley

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

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

In this session you will learn:

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

Audience:

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

Technology discussed in this session:

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

David Kelly

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

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

California

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

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

In this session you will learn:

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

Audience:

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

Technology discussed in this session:

Virtual reality, augmented reality, 3-D immersion.

Alex Howland

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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107 Creating Virtual Reality Training Using Interactive 360 Videos and Images

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

Crystal

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

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

In this session, you will learn:

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

Audience:

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

 

Daryl Fleary

VP Business Solutions

Trivantis

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

Laura Silver

VP, Products

Trivantis

Laura Silver, the vice president of products for Trivantis, architects and oversees the product roadmap for all Trivantis software solutions. She designs and directs product strategy across the entire Trivantis product suite, including both incremental release improvements as well as the long-term innovation pipeline. Laura serves as Trivantis’s internal voice of the customer, ensuring a user-centric perspective across all Trivantis products and services. She has been with Trivantis for 10 years, having previously served as product manager of Trivantis’s flagship product Lectora as well as director of QA.

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201 BYOD: Easy Augmented Reality Creation with Wikitude Studio

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

Valley

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

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

In this session, you will learn:

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

Audience:

Designers, developers, and managers.

Technology required:

Wikitude Studio.

Jeff Batt

Founder

Learning Dojo

Jeff Batt is founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in a variety of eLearning, web, and mobile software applications. Jeff has over 10 years’ experience in the digital learning and media industry. He is the product manager for WGU's EdTech department and a regular conference speaker on eLearning technologies such as xAPI, HTML5, Articulate Storyline, Camtasia, and more.

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

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

Empire

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

John-Carlos Lozano

Chief Creative Officer

SweetRush

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

Blaire Bhojwani

Sr. Director Learning Innovation

Hilton

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

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

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

Gold

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Anders Gronstedt

President

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. 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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204 360 Video: Processes for Creating Immersive Video Experiences

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

California

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

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

In this session, you will learn:

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

Audience:

Designers.

Technology discussed in this session:

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

Nathan McClure

Instructional Designer

Vanderbilt University School of Medicine

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

Aidan Hoyal

Assistant Director for Production & Instructional Design

Vanderbilt Institute for Digital Learning

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

Merritt Chandler

Senior Instructional Designer

Vanderbilt University School of Medicine

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

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205 Gamifying the Ordinary: Bringing Instructional eLearning Simulations to Life

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

Crystal

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

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

In this session, you will learn:

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

Audience:

Designers and managers.

Technology discussed in this session:

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

Derek Brezette

Instructional Designer

RPA

Derek Brezette is an instructional designer and digital producer with RPA, a full-service advertising agency in Santa Monica that also delivers web-based instructional materials for clients, including American Honda Motors. In addition to his work as an instructional designer, Derek spent 10 years as both a secondary and post-secondary English teacher in Chicago and California, where he worked with underserved student populations. His experiences working with these populations helped him develop the necessary skills for capturing and maintaining learner interests while delivering high-quality instructional materials.

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206 Workflow for Augmented Reality and Virtual Reality Apps

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

Garden

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Abdul Hussain Abdul Aziz

DGM—Digital Products and eLearning Solutions

Integra Software Services

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

Piyush Bhartiya

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

Integra Software Services

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

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207 Is Virtual Reality a Reality in Training?

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

Piedmont

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Prasad Mohare

Senior Vice President

LearningMate

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

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301 BYOD: Engaging Tech: Getting Started with Augmented Reality

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

Gold

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

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

In this session, you will learn:

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

Audience:

Designers, developers, and managers.

Technology discussed in this session:

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

Participant technology requirements:

Laptop or mobile device.

Destery Hildenbrand

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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302 Facing Ethical Challenges in Virtual Reality Projects

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

Piedmont

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

VR apps and projects; 360-degree videos.

Emory Craig

Director, eLearning

The College of New Rochelle

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

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

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

Valley

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

Articulate 360.

Sameer Nigam

Managing Director

Stratbeans Consulting

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

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304 Smart User Experience Design for VR and AR Learning Experiences

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

Crystal

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Scott McCormick

CEO

Emergent Enterprise

Scott McCormick is CEO of Emergent Enterprise Consulting and editor of emergent-enterprise.com, a topical news website about new technologies (AR/VR, AI, IoT) and user experience in the enterprise. His consulting services guide companies in the adoption of emergent technologies, with an emphasis on powerful learner experiences. He speaks nationally on topics such as UX strategy and design, Industry 4.0 training, and digital transformation. Scott has more than 30 years of history in enterprise training efforts, was a co-founder of Float and The Iona Group, and was a contributor to the book Mastering Mobile Learning, an ATD/Wiley publication. In 2018, Scott spoke at Learning Solutions, Realities360, ATD Chicago (CETS), Industry 4.0 ThinkTank, and Augmented World Expo (AWE USA). He also spoke to members of Accenture Academy about AI business strategy, and to training departments of Micron Technologies, Chik-fil-A, and AbbVie about user experience in today's digital age.

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305 Overcoming Barriers to Virtual Reality

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

California

Moving your organization forward with new approaches to learning and development can be challenging—especially when the new approaches involve nontraditional ideas or technologies. Our Overcoming Barriers sessions bring together people who have already walked this path to share what they have learned. Join our panel of experts as they discuss how you can overcome the most common barriers to incorporating virtual reality into your training and development programs.

Audience:

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

Technology discussed in this session:

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

Anders Gronstedt

President

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. Anders is a former faculty member of the University of Colorado's Boulder School and his articles have appeared in the Harvard Business Review.

Bianca Woods

Sr. Manager of Programming

The eLearning Guild

Bianca Woods is a senior manager of programming for The eLearning Guild. With degrees in both art education and education media design and technology, she focuses on creating practical learning experiences that take advantage of the clarity and immersiveness that technology and good design can offer. Bianca has years of experience in education, including designing in-class courses, eBooks, eLearning, videos, and other media for BMO Financial Group; creating interprofessional collaboration content for Training Pirates; and working as a classroom teacher.

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

Amanda Clarida

Sales Training Development Manager

Volvo Trucks Academy

Amanda Clarida is a sales training development manager at Volvo Trucks Academy. She is proud to be part of a team that strives to consistently create quality learning solutions for their project sponsors by providing engaging learning experiences that drive business results. Amanda has worked in the training and development space for 18 years in a variety of industries, and she enjoys the interactions of the classroom environment. She has been instrumental in making virtual reality a reality for training at Volvo Trucks Academy.

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306 Improving Your Bottom Line with VR

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

Garden

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

VR (Oculus).

Yelena Drabkin

VP of Product Management

STRIVR

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

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307 Why Your Organization Needs Virtual Reality Training Today

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

Empire

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

Virtual reality simulations, computer and mobile-based simulations.

Sid Banerjee

CEO

Indusgeeks

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

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401 Developing AR for Learning Using Vuforia

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

Valley

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

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

In this session, you will learn:

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

Audience:

Designers and developers.

Technology discussed in this session:

Vuforia and Unity.

Matt Kurtin

Senior Director, Technology and Visual Design

Innovative Learning Group

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

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

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

California

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Chad Udell

Managing Partner, Strategy and New Product Development

Float

Chad Udell is the managing partner, strategy and new product development, at Float. Chad is author of two books on mobile learning-related topics, Learning Everywhere: How Mobile Content Strategies Are Transforming Training and Mastering Mobile Learning: Tips and Techniques for Success. Chad leads his design and development teams to successful outcomes and award-winning work via a strong background in both disciplines and a singular focus on quality. He is an instructor on interactive design at Bradley University, and in 2015 was presented with The eLearning Guild’s highest award of Guild Master in recognition of his impact on the learning industry.

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403 Case Study: Using VR for Training Venue Management Skills

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

Garden

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Michael Cuales

Creative Director

NC State University

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

Bethanne Tobey

Lead Instructional Designer, Distance Education and Learning Technology Applications

NC State University

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

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404 Trailblazing Multi-Path VR Learning Solutions

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

Crystal

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

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

Ryan Moore

Virtual Reality and Media Specialist

Ericsson

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

Sasha Almanza

Project Manager

Ericsson

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

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

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

Piedmont

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

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

In this session, you will learn:

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

Audience:

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

Technology discussed in this session:

BranchTrack and EmpowerTheUser.

Technology required:

Laptop with internet connection.

Elena Dozortsev

Senior Manager, Digital Learning Design & Development

PwC

Elena Dozortsev is a senior manager of digital learning design and development at PwC. As a learning and development professional with over 15 years’ experience, she is passionate about helping individuals and teams reach their full potential through innovative digital, experiential, blended, and classroom approaches to technical, leadership, and professional skills training.

DeVane Cheney

Senior Manager—Digital Learning Design and Development

PwC

DeVane Cheney is a senior manager of digital learning design and development at PwC, and an L&D leader, instructional designer, learner experience champion, and project manager with over 12 years of experience supporting learning with technology. DeVane creates learning experiences to meet career growth and performance needs that lead to knowledge retention and business results. After earning a MA in curriculum and instruction, he began his career as a classroom teacher and instructional technologist before joining Georgia Tech to design online graduate programs for working professionals. He has spent the last six years supporting professional consultants in a variety of digital training initiatives.

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406 Choosing Which AR/VR Hardware to Invest In

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

Empire

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

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

In this session, you will learn:

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

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

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

Marcus Anzengruber

CEO

ARVR Ventures

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

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

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

Gold

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


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

Jane Bozarth

Director of Research

The eLearning Guild

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

David Kelly

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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MB08 AR and Human-Centered Design

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

Johnny Hamilton

Multimedia Developer

Providence St. Joseph Health

Johnny Hamilton, a multimedia specialist at Providence St. Joseph Health, has developed multiple augmented reality experiences. He is an experienced learning content developer, manager, instructional designer, and credentialed teacher with extensive experience in online professional development and project management. Johnny is an expert in course authoring platforms and has developed style guidelines/templates, system/standardization processes, and innovative award-winning content. He holds design certifications in UX, microlearning, gamification, story-based and virtual training, and instructional design. He was a recipient of the 2016 Learning! Champions High Performer award.

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MB09 Leading Creative Teams

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

Shelley Henson

Senior Director

Visa

Shelley Henson is the senior director for global learning and development for Visa, where she leads learning design for Visa corporate strategy, including payments curriculum, Visa business, data and analytics, and onboarding. She is focused on virtual reality for group learning, content curation, geographically distributed in-person learning experiences, and human-centered design. Shelley got started developing adventure-based experiential programs for adolescents with behavioral disorders. From there she moved into corporate team-building, then into higher education, and back again into instructional design for corporate training.

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MB10 Design and Development Considerations for Standalone VR

7:30 AM - 8:15 AM Wednesday, June 27

Empire

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

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. 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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MB11 AR for Performance Support

7:30 AM - 8:15 AM Wednesday, June 27

Garden

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Jeff Batt

Founder

Learning Dojo

Jeff Batt is founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in a variety of eLearning, web, and mobile software applications. Jeff has over 10 years’ experience in the digital learning and media industry. He is the product manager for WGU's EdTech department and a regular conference speaker on eLearning technologies such as xAPI, HTML5, Articulate Storyline, Camtasia, and more.

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MB12 Using AR in Training

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

Ann Rollins

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion, published author, and instructional design leader. She has spent her career consulting and leveling up learning in the aviation, automotive, financial, telecom, insurance, and national security spaces. She leads learning strategy and innovation work for Fortune 100 companies, and guides and crafts the upskilling efforts for L&D teams of global organizations, including her own. One of the best parts of her job is to collaborate with technology and learning leaders in GP Strategies' Innovation Kitchen, a dedicated learning innovation lab where the team explores, tests, and pilots the technology that enables tomorrow's learning.

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MB13 Machine Learning and L&D

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

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

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MB14 Conversation-Based Simulations Considerations

7:30 AM - 8:15 AM Wednesday, June 27

Piedmont

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Mark Britz

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.

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GS02 KEYNOTE: Dawn of the New Everything

8:30 AM - 10:00 AM Wednesday, June 27

Imperial Ballroom

Bridging the gap between tech mania and the experience of being inside the human body, Jaron Lanier’s inspiring keynote takes a look at what it means to be human at a moment of unprecedented technological possibility. Through a fascinating look back over his life in technology, Mr. Lanier exposes VR’s ability to illuminate and amplify our understanding of our species, providing a new perspective on how the brain and body connect to the world. Join us as the father of virtual reality explains its dazzling possibilities by reflecting on his own lifelong relationship with technology, and discover how VR can actually make our lives richer and fuller.

Jaron Lanier

VR Pioneer, Scientist, Musician, Artist & Author

Jaron Lanier is a computer scientist, composer, artist, and author who writes on topics including high-technology business, the social impact of technology, the philosophy of consciousness and information, internet politics, and the future of humanism. A pioneer in virtual reality (a term he coined), Mr. Lanier founded VPL Research, the first company to sell VR products. He is currently an interdisciplinary scientist at Microsoft Research, and he was a founder or principal of startups acquired by Google, Adobe, Oracle, and Pfizer. His book Who Owns the Future? was awarded the 2014 Peace Prize of the German Book Trade, one of the world’s highest literary honors. Mr. Lanier’s most recent book is Dawn of the New Everything: Encounters with Reality and Virtual Reality. He also writes chamber and orchestral works, composing and performing frequently on film soundtracks, and his paintings and drawings have been exhibited in museums and galleries in the US and Europe.

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501 Creating Augmented Reality Learning Experiences on a Shoestring Budget

10:45 AM - 11:45 AM Wednesday, June 27

Crystal

Producing immersive augmented reality (iAR) learning experiences requires a skill set that many instructional designers have not yet acquired. Determining that training efficacy can benefit from iAR is one thing, but producing an effective experience can be daunting when you haven’t made one before. How does a designer get started? What tools are available to learn how? Can designers learn it on their own?

In this session, you will learn about self-teaching the basics of producing an iAR learning experience. You’ll walk through a workflow using off-the-shelf tools available at stores like Best Buy and the iOS App Store. And you will explore how to get the finished piece to work within a typical learning management system.

In this session, you will learn:

  • How to determine when an iAR activity can increase efficacy
  • How to select a 360 camera you can afford
  • What goes into making a spherical panoramic image
  • How to add interactivity with ThingLink 360
  • How a drone can add to an immersive experience

Audience:

Designers, developers, and managers.

Technology discussed in this session:

Panorama cameras (airborne and mounted), stitching software (Macintosh and Windows), mobile workflow (iPad), and ThingLink 360.

Urbano Delgado

Learning Experience Designer

Connect the Dots

Urbano Delgado is a learning experience designer at Connect the Dots. Using mostly low-cost apps and mobile devices along with a design thinking workflow, he saves time, effort, and budgets by putting ideas to work soon after they first see the light of day. Urbie holds an MSEd in instructional design and a BA in behavioral science. Since 1998, he has produced interactive learning experiences for humans in high- technology manufacturing, finance, K-12, law enforcement, and healthcare.

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502 Virtual Reality Training at Volvo

10:45 AM - 11:45 AM Wednesday, June 27

Valley

In preparation for the launch of a brand-new regional haul truck in their key markets, Volvo Trucks had both a dealer training and customer engagement challenge ahead of them. A geographically dispersed dealer base made in-person sales training within the launch timeframe challenging. Similarly, the complexity and availability of the new trucks made it unwieldy to engage customers in live product demonstrations.

In this session, you will learn how Volvo Trucks and LearningMate used a blended VR and mobile learning approach to create effective learning and customer engagement experiences. You’ll find out why Volvo chose a VR solution, hear the pitch for internal stakeholder buy-in, and learn how a successful partnership with their marketing team resulted in a holistic, cost-effective solution for both dealers and customers. You’ll also take a closer look at the development cycle, the decision-making process behind the design, the technologies used, and a proposed analytics solution to help drive business engagement in the future.

In this session, you will learn:

  • How to create a business case for the organization to embrace immersive learning methods
  • How a blended VR-mobile approach can make for more effective learning experiences
  • Key guiding principles of VR design
  • How to address deployment challenges

Audience:

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

Technology discussed in this session:

Unity 3D.

Amanda Clarida

Sales Training Development Manager

Volvo Trucks Academy

Amanda Clarida is a sales training development manager at Volvo Trucks Academy. She is proud to be part of a team that strives to consistently create quality learning solutions for their project sponsors by providing engaging learning experiences that drive business results. Amanda has worked in the training and development space for 18 years in a variety of industries, and she enjoys the interactions of the classroom environment. She has been instrumental in making virtual reality a reality for training at Volvo Trucks Academy.

Abhijit Navale

Business Head—Corporate Learning

LearningMate Solutions

Abhijit Navale is the head of corporate learning at LearningMate and has more than 15 years’ experience in the learning and development domain. Abhijit is passionate about learning design and has helped several organizations modernize their training function to embrace the digital future. His advocacy for virtual reality, games, and digital learning solutions stems from a lifelong commitment to creating meaningful and measurable learning in the workplace. Abhijit also serves as an honorary advisory board member for customer experience at Rutgers University.

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503 CANCELLED—BYOD: 3-D Coding Fundamentals with JavaScript

10:45 AM - 11:45 AM Wednesday, June 27

Empire

Both augmented reality and virtual reality technologies address a world that is 3-D, while most traditional digital learning technology addressed a flat landscape. The movement to 3-D landscapes is going to require new skill sets, including new coding skills. With many possible solutions out there for producing 3-D graphics, digital learning needs a way of producing 3-D that is congruent with tools and presentation methods in current use.

In this session, you’ll learn the fundamentals of coding 3-D graphics with JavaScript and the BabylonJS library. Babylon, with just a few lines of code, can have you producing 3-D objects that display in any contemporary web browser. You’ll code along with the instructor as you learn to leverage JavaScript coding to produce 3-D models that can be used in both education and gaming. After this hands-on session, you’ll be able to create fundamental 3-D shapes, position camera objects, and create textures. You’ll be well positioned to go on to more advanced study of JavaScript and BabylonJS.

In this session, you will learn:

  • How to use the BabylonJS library
  • How to create set shapes
  • How to create parametric shapes
  • How to use a solid particle system
  • How to apply camera behaviors
  • How to use the BabylonJS documentation
  • Where to go next to further learning

Audience:

Designers and developers.

Technology discussed in this session:

JavaScript and BabylonJS.

Technology required:

Windows or Mac with text editor and web browser. Brackets (free at Brackets.io) and Chrome are preferred.

Mark Lassoff

President

Framework Television

Mark Lassoff is the founder and president of Framework Television, a post-cable television network that focuses on digital skills such as web and mobile development. Mark and his company have taught over one million people web and mobile development online, in the corporate classroom and in secondary schools across the country. He was named to the “40 Under 40” in both Austin, Texas and Hartford, CT. In 2017, Mark was awarded the prestigious eLearning Guild's Guild Master Award.

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504 Virtual Reality Simulations: Building a Prototype for Firefighter Education

10:45 AM - 11:45 AM Wednesday, June 27

California

Training firefighters in the field is an expensive endeavor. Traditional field training exercises involve large teams of firefighters, their equipment, a dedicated training ground, and set-up and tear-down time for each field exercise. When training exercises are not performed frequently and with precision to shift tactical knowledge to long-term memory, lives are at stake on the fireground. Additionally, firefighters simply do not experience fires every day.

In this session, you will learn how TargetSolutions, a Vector Solutions brand, is transforming firefighter training by developing the industry’s first immersive, interactive virtual reality experience for firefighters. You will examine a prototype microcourse developed in collaboration with a fire house and a video production company on the concept of smoke reading, i.e., how to attack a fire based on what the smoke tells you. In the prototype, firefighters receive instruction on smoke types and then face several scenarios where they must decide how to best attack the fires presented.

In this session, you will learn:

  • About the benefits and challenges of using VR for firefighting simulation
  • How to implement decision-making into your VR project
  • How to manage a large-scale VR project

Audience:

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

Technology discussed in this session:

Virtual reality with 360-degree video.

Michael Schreiner

Senior Director of Content

Vector Solutions

Michael Schreiner, a senior director of content at Vector Solutions, is a learning and human performance improvement professional with over 20 years of experience managing and directing the functional and strategic activities of learning and development teams. His core strengths are in human performance improvement; instructional design; and people, project, and change management. As a project management professional (PMP) certified by the Project Management Institute (PMI), Michael is intensely focused on delivering quality learning solutions on time, within budget, and within scope. He is adept at aligning performance improvement solutions to a company’s long-term goals and value proposition.

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505 Case Study: Using Social VR Simulations for Global Executive Education

10:45 AM - 11:45 AM Wednesday, June 27

Garden

Social VR has the opportunity to bring learners from all over the world into a shared environment for collaboration, simulations, and serious games. While the potential is immense, broad-scale adoption of VR hardware will take some time. This session will describe how companies are accommodating this adoption life cycle by offering social learning experiences that people can log in to on mobile (2-D), desktop, and fully immersive VR.

In this session, you will learn how you can deliver education through a social virtual reality platform. You’ll learn about the issue of VR hardware adoption and how it is possible to bring learners together, whether they’re on a mobile device (non-VR), on a desktop computer, or inside a head-mounted VR device. There will be examples and demonstrations, including from the Stanford Graduate School of Business and eXp Realty.

In this session, you will learn:

  • About the benefits of social VR for learning
  • How companies can offer a shared distance learning experience via mobile, desktop, and fully immersive VR
  • About examples of return on investment from a social virtual reality platform
  • About the current state-of-the-art social VR platforms and where they are headed
  • About opportunities for new approaches to learning assessment via VR

Audience:

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

Technology discussed in this session:

iOS, Android, PC, Mac, Oculus, HTC Vive, AltspaceVR, VirBELA, High Fidelity, and Engage.

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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506 Multi-User VR: Collaborate and Corroborate in Context

10:45 AM - 11:45 AM Wednesday, June 27

Gold

For millennia learning has been a social experience, and this critical factor has not been supported well in first-generation eLearning solutions. Until now, it was difficult to replicate the power of the live experience online in a scalable, replicable, and affordable way. However, multi-user VR opens the door to truly immersive collaboration and social learning.

In this session, the Sinespace Learning team will build and publish a unique, multi-user virtual learning environment before your eyes. VR has exponentially more value in a multi-user scanario. Learning is social, and the most complicated part is how people behave and react, and how they contribute to the overall experience. Bringing people together to collaborate and explore makes learning more contextual, effective, and engaging.  We’ll show how easy it is to create a multi-user environment using the Sinespace platform. Attendees will participate in the creation of the environment in an exciting improv session and leave with access to it.

In this session, you will learn:

  • How easy and scalable creating muti-user VR environments can be
  • Best practices for building engaging multi-user training scenarios
  • Ways to create a replicable environment that can be used across projects and initiatives
  • Tips for affordable approaches to VR development

Audience:

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

Technology discussed in this session:

Sinespace Learning VR headsets, multi-user VR.

Rohan Freeman

Chairman

Sinespace Learning

Rohan Freeman is the chairman of Sine Wave Entertainment, the parent company of Sinespace Learning. Before founding Sine Wave Entertainment, Rohan was a director of Europe’s largest media investment company, Ingenious Media. He has written extensively on the economics of media and entertainment for the Financial Times, Deloitte Consulting, and Forrester Research.

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507 Closing the Gap: How AR and VR Meet Unmet Needs in the Life Sciences

10:45 AM - 11:45 AM Wednesday, June 27

Piedmont

Training professionals in many organizations face similar challenges: how to ensure training is engaging, meaningful, and applied on the job. VR and AR can help ensure learner engagement, but how can they be leveraged to create meaningful experiences that are transferred to the job? We will consider these challenges in this session and view examples of VR and AR that create meaningful engagements that have immediate application to the job.

During this session we will examine these questions through a broad range of case studies developed for the life sciences for diverse audiences, including physicians, sales leadership, sales personnel, caregivers, and patients. These case studies illustrate how augmented reality (AR) and virtual reality (VR) can be used to build skills and knowledge, create empathy, and engage learners at the highest levels of their professions in learning that has immediate transfer to the business.

In this session, you will learn:

  • How VR can be used to build skills and knowledge in a wide range of areas
  • How VR is changing our approach to patient education and patient advocacy
  • How to communicate the value of AR and VR to gain buy-in from stakeholders
  • How to develop AR and VR experiences that have immediate transfer of learning to the job.

Technology discussed in this session:

Oculus, HTC Vive, iOS, Android.

William Garner

President & Chief Creative Officer

Tipping Point Media

William Garner, the founder, president, and chief creative officer of Tipping Point Media, is an award-winning creative strategist, technical innovator, motivating tactician, and collaborator. He leads a team of digital artists, web engineers, medical writers, 3-D/VR simulation developers, gamification designers, and educators.

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601 BYOD: EZ360: Using Blender to Create Custom 360 Video

1:00 PM - 2:00 PM Wednesday, June 27

Gold

While YouTube and others make viewing online 360 video easy, creating these videos requires special cameras, equipment, setup, and forethought. But did you know that you can simulate this same look and feel using Blender, the open-source 3-D editing software, to create 360 video?

In this session, you will learn how to create 360 videos leveraging the power of Blender. While you can certainly insert video captured with a specialized 360 video camera, this session will focus on how to create, simulate, and edit 360 video using Blender’s animation and compositing tools. The final product will be rendered using Blender’s equirectangular camera to facilitate the 360-degree viewable perspective, then uploaded to YouTube.

In this session, you will learn:

  • How to create 360 video using Blender
  • How to animate, composite, and render video in Blender
  • The basics of 3-D image mapping, and what HDRI maps are
  • How to prepare and upload 360 video for YouTube

Audience:

Designers and developers.

Technology discussed in this session:

YouTube, 360 video, Blender, animation, keyframes, compositing, rendering, equirectangular camera, Python (code snippet), video codecs (AVI, MP4, etc.), audio files (WAV, MP3, etc.), 3-D image mapping, spherical mapping, HDRI maps.

Technology Required:

Participants should have Blender installed on a laptop or mobile device that meets the minimum requirements for running this software. Download Blender from https://www.blender.org/download/ prior to the session. Be advised that, while not mandatory, the Blender user interface typically works best with a three-button mouse with scroll wheel. This session will also likely make use of HDRI maps. Thus, it is recommended that at least one open-source HDRI map be downloaded from https://hdrihaven.com/hdris/ (or similar “CC0” source) prior to the session.

Michael Sheyahshe

Technologist

aNm

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

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602 Cardboard: Inside a Rapid VR for Learning Project

1:00 PM - 2:00 PM Wednesday, June 27

Crystal

Virtual reality (VR) has been a hot topic in the L&D space. Its use in the field is growing, and now you can move past theory and explore real examples of VR as a learning solution. You can see the real-world experience that incorporates VR, and find out what exactly you need to create a meaningful learning experience.

In this session, you’ll get an inside look at a real VR project from idea to launch. You’ll learn how a team planned out the VR solution, what design and development processes they used, what obstacles they encountered, how they tested and implemented the final project, and what feedback they received. This behind-the-scenes look will give you insights on the lessons learned from this project and show you what you’ll need to think about as you start your own VR project.

People with laptops, tablets, or smartphones will be able to follow along with creation of assets, but it is not required for the session.

In this session, you will learn:

  • About the technical requirements for building a VR learning solution
  • How to develop a visual, detailed design document for a VR learning solution
  • About the various components used to create a 3-D VR solution
  • Best practices for creating a VR learning solution

Audience:

Designers and developers.

Technology discussed in this session:

Google Cardboard, 3-D graphics, and VR environments.

Ann Rollins

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion, published author, and instructional design leader. She has spent her career consulting and leveling up learning in the aviation, automotive, financial, telecom, insurance, and national security spaces. She leads learning strategy and innovation work for Fortune 100 companies, and guides and crafts the upskilling efforts for L&D teams of global organizations, including her own. One of the best parts of her job is to collaborate with technology and learning leaders in GP Strategies' Innovation Kitchen, a dedicated learning innovation lab where the team explores, tests, and pilots the technology that enables tomorrow's learning.

Myra Roldan

Instructional Designer/Program Manager

Amazon

Myra Roldan is an instructional designer and program manager for Amazon 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 holds a BS in computer science, an MSEd, and an MBA.

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603 A Simulation Makeover: The Make-It-Work Moments

1:00 PM - 2:00 PM Wednesday, June 27

Piedmont

It’s that herculean challenge, the digital makeover. Take a bi-weekly face-to-face simulation, costing the firm millions of dollars in travel expenses and staffing, and turn it into a rich digital experience. Prepare learners with tools, resources, and training to begin their careers. Also, make sure they feel welcomed, understand expectations, and are grounded in the company structure, priorities, and methodologies. Oh, you have four months to do it!

In this case study session, find out how a large professional services firm transformed an in-person consulting simulation for experienced hires from face-to-face into a virtual experience by using design thinking and agile project management approaches to the development. You’ll explore creating simulations, including when not to use them. You’ll learn how to develop an engaging and competitive experience to promote team building, relationship development and collaboration in a virtual environment. You’ll also practice identifying opportunities for phased development that sometimes leads to a faster, less expensive way to engage learners.

In this session, you will learn:

  • How to use design thinking for the challenges of converting face-to-face activities to digital
  • How to design and structure branching scenarios to meet learning objectives in differing competencies
  • How to implement a phased approach to asset creation to meet any development timeline
  • How to increase engagement with competitive simulations
  • How to leverage web-based tools to foster collaboration and networking

Audience:

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

Technology discussed in this session:

Branchtrack, WebEx, Training Center, Articulate Storyline, Cornerstone on Demand, PowerPoint.

DeVane Cheney

Senior Manager—Digital Learning Design and Development

PwC

DeVane Cheney is a senior manager of digital learning design and development at PwC, and an L&D leader, instructional designer, learner experience champion, and project manager with over 12 years of experience supporting learning with technology. DeVane creates learning experiences to meet career growth and performance needs that lead to knowledge retention and business results. After earning a MA in curriculum and instruction, he began his career as a classroom teacher and instructional technologist before joining Georgia Tech to design online graduate programs for working professionals. He has spent the last six years supporting professional consultants in a variety of digital training initiatives.

Mary Daly

Director—Learner Experience

PwC

Mary Daly, the director of learning experience for PwC, has over 20 years’ experience working with client stakeholders to design, develop, and deliver learning solutions that build skills to enable business strategy. She currently leads a team responsible for the learner’s experience at formal learning events. Mary has delivered learning solutions in a variety of modalities, including eLearning, virtual classroom, traditional classroom, conference, and virtual conference.

Elizabeth Hanna

Digital Lead Producer

PwC

Elizabeth Hanna is a digital lead producer at PwC. She is an instructional designer with over 10 years’ experience creating and producing engaging learning experiences. Having started her career in marketing, she incorporates storytelling and design thinking to develop user-centered content. An active prototyper, she creates content to be able to communicate her vision to her clients and improve the development experience. Elizabeth holds a bachelor’s degree in business and a master’s degree in instructional design and technology.

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604 Considering Cybersickness in VR for Learning

1:00 PM - 2:00 PM Wednesday, June 27

California

Cybersickness is a term for motion sickness that you feel in a virtual environment. The potential for experiencing cybersickness often prevents learners from engaging in VR experiences, and experiencing it can decrease learners’ motivation and possibly leave them with negative after-effects that hinder learning. Understanding how cybersickness can impact learners, and how to prevent it, is critical as VR gains broader use.

In this session, you will learn why cybersickness occurs and what impact it has on the learner. You will learn how elements of the VR equipment, the simulation environment, and the activities that learners engage in in that environment can impact the onset or experience of cybersickness. Finally, you will learn different techniques for assessing learners’ susceptibility to cybersickness; how to mitigate the symptoms if someone begins to feel the effects; and what guidelines to follow to create experiences that have the best chance of avoiding cybersickness.

In this session, you will learn:

  • What cybersickness is
  • What elements of VR environments can lead to cybersickness
  • What impact cybersickness can have on a learner
  • How to assess a learner’s susceptibility to cybersickness
  • How to mitigate the potential for cybersickness in a VR learning environment

Audience:

Designers and developers.

Technology discussed in this session:

General VR environments and equipment.

Alexander Walker

Senior Director, Learning Research and Design

MedStar Health Simulation Training and Education Lab

Alexander Walker is a senior director of learning research and design at MedStar Health Simulation Training and Education Lab, which is the educational development organization of one of the largest healthcare systems in the mid-Atlantic. He holds a PhD in human factors psychology from Clemson University. Early in his career, Alex engaged in research examining the effects of learning in different simulation environments on the impacts of performance and the development of motion sickness. His other research experience includes the investigation of team performance, the psychophysiological assessment of the workload and performance of individuals and teams.

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605 Overcoming Barriers to Simulations

1:00 PM - 2:00 PM Wednesday, June 27

Empire

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 simulations into your training and development programs.

Audience:

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

Technology discussed in this session:

Simulations platforms, including multiple types of hardware and software.

Mark Britz

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.

Britney Cole

Director of Learning Experience & Innovation

GP Strategies

Britney Cole is the director of learning experience and innovation at GP Strategies. A learning leader with experience in organization development, human performance, and corporate learning, Britney has managed virtual teams for more than a decade. Britney leads design thinking experiences and recommends outcome-focused solutions using emerging learning technologies for clients in a variety of industries. She helps her clients with learning design and architecture, content development, leadership and professional development, performance consulting, technology implementation, and change management. She is currently helping pioneer new experiential learning methods, including 360 video and defining a learning 3.0 taxonomy.

Derek Brezette

Instructional Designer

RPA

Derek Brezette is an instructional designer and digital producer with RPA, a full-service advertising agency in Santa Monica that also delivers web-based instructional materials for clients, including American Honda Motors. In addition to his work as an instructional designer, Derek spent 10 years as both a secondary and post-secondary English teacher in Chicago and California, where he worked with underserved student populations. His experiences working with these populations helped him develop the necessary skills for capturing and maintaining learner interests while delivering high-quality instructional materials.

Elena Dozortsev

Senior Manager, Digital Learning Design & Development

PwC

Elena Dozortsev is a senior manager of digital learning design and development at PwC. As a learning and development professional with over 15 years’ experience, she is passionate about helping individuals and teams reach their full potential through innovative digital, experiential, blended, and classroom approaches to technical, leadership, and professional skills training.

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606 Leveraging Computer Vision for Superior Performance Support Solutions

1:00 PM - 2:00 PM Wednesday, June 27

Garden

A key technology component of augmented reality that enables devices to “see” and make sense of the world around them is computer vision (CV). CV by itself is a powerful tool for creating useful performance support solutions for your audience. Understanding the tech’s pitfalls and then designing scalable, easy-to-use tools for your organization isn’t something widely shared or discussed in the learning industry at this point.

Join Steve Richey, a mobile, augmented reality and computer vision expert from Float in a session focused on illustrating the value proposition of performance support that utilizes computer vision. Over the course of the session he will uncover issues that may arise during design and development, highlight testing, and quality assurance processes you should consider, and give you practical technical tips that your developers can implement immediately to unlock this amazing technology in your organization.

In this session, you will learn:

  • What computer vision is and why it is important
  • Key components needed for computer vision
  • Some example use cases where computer vision excels at delivering great performance support
  • Where issues may arise when you embark on a computer vision project
  • High-level design and development tips for implementing great CV-powered performance support
  • Understanding the value in eschewing training in favor of smart, powerful performance support

Audience:

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

Technology discussed in this session:

Computer vision, text detection, optical character recognition, iOS, CoreVision, mobile design and development.

Steve Richey

Augmented Reality 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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607 Unlocking Human Potential with VR Simulation

1:00 PM - 2:00 PM Wednesday, June 27

Valley

Strong interpersonal skills are essential now more than ever as impending disruptive technologies like artificial intelligence and machine learning change the workplace. However, interpersonal skills can be hard to find and a challenge to develop quickly at scale. Most learning programs may do a good job teaching what to do, but rarely give opportunities for learners to practice doing it, especially in “true-to-life” situations.

This session will address the challenges of soft skills training and how VR simulation provides a safe practice space to learn from mistakes and improve day-to-day performance quickly, resulting in lasting behavior change. Once only used in aviation and military sectors, virtual simulation is becoming a prominent and scalable tool in a multitude of sectors for different learning needs. This session will focus on why and how virtual simulation is being integrated into learning programs as a tool to improve and assess complex interpersonal skills.

In this session, you will learn:

  • How virtual simulations for soft skills can be delivered at the scale and speed of business today
  • Strategies to incorporate virtual simulations into current programs
  • The facts on where artificial intelligence stands today, and what it means for soft skills training
  • Why VR simulation is a necessary adult learning tool

Audience:

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

Technology discussed in this session:

Mursion’s VR simulation platform, Oculus rift, browser-based software.

Brentt Brown

Director of Business Strategy

Mursion

Brentt Brown is a director of business strategy at Mursion. He is responsible for helping the company expand its groundbreaking training platform to new verticals, secure partnerships to fund R&D efforts, and raise awareness about the power of virtual simulation for occupations that require complex interpersonal skills. Brentt has a master’s in public policy from the University of California–Berkeley, and has published numerous articles and research reports.

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701 BYOD: Make and Take 5 Innovative Microlearning AR Experiences

2:30 PM - 3:30 PM Wednesday, June 27

Crystal

You’ve seen some amazing augmented reality experiences, and you want to get started right now on a project of your own. But designing, developing, and delivering an AR experience often takes months and cost thousands of dollars. Wouldn’t it be wonderful if you could do it for free? And do it today? What if you could make and test your own AR experiences to share with your stakeholders right now?

In this session, you’ll create five innovative microlearning AR experiences. You’ll use a fully functional trial version of an online authoring tool to create your experiences. You’ll make a “get-to-know-me” contact trigger and add your professional contact info, LinkedIn profile, and conversation starters/interests. This trigger can be added to your conference badge to facilitate conversations. You’ll also make a book launchpad trigger, where you can add author videos, summaries, digital versions, and more to a trigger of your favorite book. You’ll make three more AR experiences, plus access many more ideas, samples, and even source files that you can modify for your own projects.

In this session, you will learn:

  • How to create an AR experience of your own in minutes
  • How to make a great learning and user experience
  • Three design principles you should use when designing microlearning AR experiences
  • The easiest and fastest ways to get people excited about AR

Audience:

Designers and developers.

Technology discussed in this session:

Primarily Zappar. We’ll also use PowerPoint to create a saved image

Technology Required:

Laptop (Mac/Windows) with internet access, mobile device with Zappar app installed (use free trial ZapWorks account).

Johnny Hamilton

Multimedia Developer

Providence St. Joseph Health

Johnny Hamilton, a multimedia specialist at Providence St. Joseph Health, has developed multiple augmented reality experiences. He is an experienced learning content developer, manager, instructional designer, and credentialed teacher with extensive experience in online professional development and project management. Johnny is an expert in course authoring platforms and has developed style guidelines/templates, system/standardization processes, and innovative award-winning content. He holds design certifications in UX, microlearning, gamification, story-based and virtual training, and instructional design. He was a recipient of the 2016 Learning! Champions High Performer award.

Joshua Ratliff

Sr. Learning Designer

Providence St. Joseph Health

Joshua Ratliff, a senior learning designer at Providence St. Joseph Health, is a seasoned instructional designer, technology specialist, and content developer with more than eight years of experience in the corporate learning field. Joshua specializes in multimodality learning concepts and holds certifications in several areas, including adult learning, storytelling for designers, advanced instructional design, UX, and prototyping. He currently works to design fun, innovative learning experiences through technologies like augmented reality, microlearning, or video that directly impacts the work of healthcare providers and in turn helps raise the bar in making healthy communities and best patient care a reality.

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702 Web Conferencing Reimagined: Virtual Reality and Immersive Learning

2:30 PM - 3:30 PM Wednesday, June 27

Garden

Immersive learning platforms use virtual reality headsets to enable new kinds of teaching and learning. Unlike traditional web conferencing tools, these new platforms transport users into a shared virtual space that allows them to use their hands to build and manipulate 3-D objects, become immersed together inside a 360 video, and investigate 3-D models.

In this session, you will experience the virtual reality equivalent of Zoom, WebEx, and Collaborate and glimpse the future of web conferencing and immersive learning for online courses. You will be introduced to two platforms—Vizible and Mursion—and learn how they can be used to transform the online course experience, including career and technical education, auto repair programs in community colleges, and nursing and teacher education programs. Finally, you will be invited to brainstorm use cases and applications of the technology.

In this session, you will learn:

  • About new opportunities in online education
  • About the VR collaboration platforms Vizible and Mursion
  • How these platforms enable new kinds of teaching and learning
  • How instructional design practices can enable hands-on learning

Audience:

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

Technology discussed in this session:

VR headsets and controllers and the Mursion and Vizible platforms.

Peter Campbell

Founder & CEO

xpereal

Peter Campbell, the founder and CEO of xpereal, is a leading innovator and evangelist for the transformative use of educational technology. For the past 22 years, Peter has led large-scale ed tech projects at major corporations, academic institutions, and startups. A thought leader with experience in sales, product management, and instructional design, he served as director of solutions management for Blackboard, director of academic technology for Montclair State University, and director of immersive learning solutions for Pearson, the world’s largest educational content company.

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703 Training Simulations and xAPI: Using Data for Learner Improvement

2:30 PM - 3:30 PM Wednesday, June 27

Valley

Simulated scenarios are a key part of learning, but too often you may walk away with only a “gist” of what went right or wrong. There hasn’t been a good way to apply quantitative analysis to performance, lessons, and improvement.

Virtual reality provides the ability to track every action, every word, and even subtler measures like heart rate variability. xAPI, in turn, allows you to aggregate and analyze this. In this session, you will look at how to handle gestures, eye gaze, and other hard-to-track measures to provide both immediate and longitudinal feedback for learners.

In this session, you will learn:

  • How simulations can improve managerial skills over time
  • How to design interactions for xAPI outputs
  • How to adapt rubrics for xAPI outputs
  • How to handle “messy” behaviors like gestures
  • How to use xAPI in a WebVR setting

Audience:

Designers, developers, and managers.

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

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704 CANCELLED—Challenges and Actions: Ideas to Fix the VR Market

2:30 PM - 3:30 PM Wednesday, June 27

Piedmont

The VR market is broken. The initial hype bubble has burst. Public interest is still vague and inconsistent. Those killer applications haven’t hit yet. Hardware is still in its infancy. Funding across the industry is still fairly limited. Where are the anchor features and applications and experiences that will herald the emergence of VR? More importantly, what steps must those in the industry take to get there?

In this session, you will learn about many of the key challenges facing the mixed reality industry today. You will also learn about some of the root causes of these challenges, as well as actions you can take to encourage the growth and adoption of mixed reality hardware and software. If you’re passionate about the possibilities that mixed reality presents, this session will leave you even more excited about what the future holds.

In this session, you will learn:

  • Why the VR industry is struggling
  • About root causes of VR challenges
  • About specific actions you can take to evangelize mixed reality
  • How the VR industry growth path mirrors other past industries

Audience:

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

Technology discussed in this session:

Viewers (Google Cardboard and Daydream, HTC Vive, Oculus Rift, PlayStation VR, Samsung Gear VR, Windows Mixed Reality); cameras (GoPro, Facebook Surround, NextVR, Orah, Ozo); and Birdly.

Andrea Bell

Executive Director and Co-Founder

VRX Media

Andrea Bell is the executive director and co-founder of VRX media. Andrea has spent the last 25 years working as a brand strategist and marketing development expert in media; she has worked to build international brands by staying ahead of trend forecasting. Andrea aims to build a bridge between where the VR and AR community is currently and where it needs to position itself for the future.

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705 Business Simulations for Learning: Strategy, Design, and Serious Play

2:30 PM - 3:30 PM Wednesday, June 27

Empire

Today’s networked businesses must contend with unprecedented levels of complexity and variety. Business simulations provide active, dynamic learning solutions where learners can replicate realistic businesses environments as safe-to-fail spaces where learners can authentically model complex, long-term challenges and improve their performance without any real risk. Managing the conceptual and technical load of creating gamified simulations can be its own challenge—but this session will show you how it’s done.

In this case study session, find out how British firm Diageo used a data-driven bar simulation to redefine best practices and make their highly complex net revenue management content easy to understand and enjoyable to learn. You’ll discover how digital simulations derived from real business data close the organizational feedback loop and drive positive behavior change to make a real difference to bottom-line priorities. Explore the theory and practice of how immersive, credible learning experiences provided by this gamified simulation improved decision making and strategy execution across all levels of a leading global organization, and how it can work for you.

In this session, you will learn:

  • The difference between data-driven and scenario-driven simulations
  • All about examples of learning simulations making a real impact on business revenue and outcomes
  • The nuts and bolts of designing and planning a business simulation, and how to make the lessons stick
  • The key takeaways from the development and roll-out of complex simulation projects

Audience:

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

Technology discussed in this session:

Diageo NRM (a gamified bar simulation solution displayed via PC).

Colin Welch

Director of Product Development

Brightwave Group

Colin Welch is a director of product development at Brightwave. Colin has over 15 years’ experience managing the design and development of bespoke training solutions that have a measurable impact on key business objectives. He has been responsible for managing both classroom-based training and eLearning projects and has a track record of delivering projects that meet learners’ needs with a high level of customer satisfaction.

Temitope Ibiyemi

Global Learning Specialist

Diageo

Temitope Ibiyemi, the global learning specialist at Diageo, has over nine years of experience in the delivery of profitable business growth through the creation and execution of sales and customer marketing strategies across diverse markets. She’s currently responsible for managing the development of global learning solutions targeted at customer marketing teams across Diageo to drive a step-change in business performance.

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706 When and How to Use VR Simulations, and When Not To...

2:30 PM - 3:30 PM Wednesday, June 27

California

It can be expensive and time consuming to jump on the VR bandwagon. So how do you determine if, when, and how to utilize AR, VR, and MR in your training strategy? If the time is right, how do you get started?

In this session, you’ll explore the topic through case studies and a group discussion. You’ll uncover some of the pitfalls of these new technologies, how to avoid them, and how to determine when the time is right to use enhanced reality training.

In this session, you will learn:

  • When to use VR/AR/MR
  • How to maximize bang for your buck
  • One way to create your first VR experience today
  • What not to do
  • How to design with the audience and outcome in mind

Audience:

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

Technology discussed in this session:

Trivantis CenarioVR, NAWMAL, Oculus Go, Mobile Devices.

Laura Silver

VP, Products

Trivantis

Laura Silver, the vice president of products for Trivantis, architects and oversees the product roadmap for all Trivantis software solutions. She designs and directs product strategy across the entire Trivantis product suite, including both incremental release improvements as well as the long-term innovation pipeline. Laura serves as Trivantis’s internal voice of the customer, ensuring a user-centric perspective across all Trivantis products and services. She has been with Trivantis for 10 years, having previously served as product manager of Trivantis’s flagship product Lectora as well as director of QA.

Steve Moody

Chief Possibility Officer

Interactive Learning Experience

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707 The Neuroscience of VR Training, and Why It Works

2:30 PM - 3:30 PM Wednesday, June 27

Gold

Why is VR effective for training, and how can you identify the best ways to leverage VR to improve training within your organization?

In this session, you’ll review previous research on the use of VR for training purposes and discuss how companies can leverage the growing potential of VR technology to revolutionize training within their organizations. You’ll look at existing research that confirms what types of training VR is effective for, along with how VR can lead to training that is more memorable than video content, is a safe alternative to real-world training, is easily repeatable and scalable, and can provide isolation from distractions.

In this session, you will learn:

  • Why VR training is effective
  • The neuroscience of VR
  • Which types of training work best in VR
  • How to identify effective types of training to use VR for
  • How to scale a VR training strategy
  • How to implement VR training at your organization

Audience:

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

Technology discussed in this session:

Virtual reality.

Alejandro Dinsmore

CEO

eevo

Alejandro Dinsmore is the CEO of eevo, a VR company that has raised over $2 million in venture funding to build a platform that makes it easier for companies to author, manage, and scale their VR training experiences. Alejandro has worked on building enterprise b2b software companies for the last six years. Prior to working with startups, Alejandro studied neuroscience with a focus on VR research.

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GS03 KEYNOTE: How Augmented Reality Is Driving Enterprise Transformation

4:00 PM - 5:00 PM Wednesday, June 27

Imperial Ballroom

The past couple of years have been exciting, frustrating, and inspiring for augmented reality developers. On the one hand, a record number of investments have been plowed into AR, and announcements continue to come from the giants—e.g., Facebook and Google—around mobile-enabling AR. On the other hand, we have yet to see the killer apps that will drive consumer use of AR into the mainstream. The one area that has continued to demonstrate great potential and signs of clear ROI via AR is within the enterprise. In this keynote, we’ll explore that world with one of the leaders in the space—Rika Nakazawa of Atheer. We’ll examine the pilots that have been launched across the landscape and the perspectives on the key challenges, and determine when and how the AR traction in enterprise will really take hold. Along the journey, we’ll discover why AR in enterprise isn’t just a step change in technology disruption, but the early days of what will be a profound and unprecedented workforce transformation.

Rika Nakazawa

Vice-President of Strategy and Partnerships

Atheer

Rika Nakazawa is the vice-president of strategy and partnerships at Atheer. Ms. Nakazawa, a technology industry veteran and advisor to ventures in the extended reality (VR/AR) ecosystem, forges go-to-market programs with technology, OEM/ODM, and solution integration partners that build and deliver the best-of-class solutions. Having held executive strategy and business development positions at hardware, software, and services enterprises globally—from NVIDIA and AMEX to Accenture and Sony— she embraces the opportunity we have to shape the next 50 years of computing, and the way we move from interfacing to integrating with all things digital. Ms. Nakazawa strives to illuminate how to drive leading experiences where the human, digital, and physical intersect, and how we can re-invent ways people come together to create, consume, and celebrate the digital experiences that constitute life as we know it, feel it, see it, and immerse in it.

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MB15 Building AR/VR Learning Communities

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

Colin Welch

Director of Product Development

Brightwave Group

Colin Welch is a director of product development at Brightwave. Colin has over 15 years’ experience managing the design and development of bespoke training solutions that have a measurable impact on key business objectives. He has been responsible for managing both classroom-based training and eLearning projects and has a track record of delivering projects that meet learners’ needs with a high level of customer satisfaction.

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MB16 VR for Empathy Development

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

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. 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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MB17 AR and VR: Which Is Right When?

7:30 AM - 8:15 AM Thursday, June 28

Empire

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Jeff Batt

Founder

Learning Dojo

Jeff Batt is founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in a variety of eLearning, web, and mobile software applications. Jeff has over 10 years’ experience in the digital learning and media industry. He is the product manager for WGU's EdTech department and a regular conference speaker on eLearning technologies such as xAPI, HTML5, Articulate Storyline, Camtasia, and more.

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MB18 Bringing Conference Insights Back to Your Workplace

7:30 AM - 8:15 AM Thursday, June 28

Garden

Kick-start your day with Morning Buzz, the ever-popular “Early Bird” discussions. This is your chance to grab a cup of coffee and meet other conference attendees in a relaxed, casual environment, so you can share your best practices, insights, and tips while learning from one another’s experiences.

Myra Roldan

Instructional Designer/Program Manager

Amazon

Myra Roldan is an instructional designer and program manager for Amazon 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 holds a BS in computer science, an MSEd, and an MBA.

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MB19 Contributing to eLearning Guild Events and Publications

7:30 AM - 8:15 AM Thursday, June 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 Programming Team

The eLearning Guild

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

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MB20 Contribute to the VR Learning Handbook

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

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

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801 Augmented! Hands-On Rapid AR Development

8:30 AM - 9:30 AM Thursday, June 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 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:

Designers and developers.

Technology discussed in this session:

Zappar, Layar, and A-Frame.

Ann Rollins

Director, Instructional Design Capability

GP Strategies

Ann Rollins is a modern learning champion, published author, and instructional design leader. She has spent her career consulting and leveling up learning in the aviation, automotive, financial, telecom, insurance, and national security spaces. She leads learning strategy and innovation work for Fortune 100 companies, and guides and crafts the upskilling efforts for L&D teams of global organizations, including her own. One of the best parts of her job is to collaborate with technology and learning leaders in GP Strategies' Innovation Kitchen, a dedicated learning innovation lab where the team explores, tests, and pilots the technology that enables tomorrow's learning.

Myra Roldan

Instructional Designer/Program Manager

Amazon

Myra Roldan is an instructional designer and program manager for Amazon 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 holds a BS in computer science, an MSEd, and an MBA.

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802 Beginner’s Guide to Low-Cost, High-Impact Immersive Learning Strategies in Higher Ed

8:30 AM - 9:30 AM Thursday, June 28

Gold

Virtual reality offers a promising new strategy for teaching, engaging learners in a realistic and 360-degree environment. However, while the instructional possibilities are extraordinary, there have been two major challenges facing most classrooms: technology cost and instructional relevance.

This session will explore a faculty member and instructional designer’s path to successfully incorporate VR in online courses and face-to-face labs at a public institution. You will learn what you need to get started with collecting resources, utilizing free and open-source technologies and low-cost VR alternatives. You will examine common missteps and solutions when incorporating VR for budget-friendly, interactive experiences for various subject matters. At the end of the session, you will have useful guidelines on designing interactive 360-degree videos, as well as a proven method to integrate these immersive experiences in learning activities.

In this session, you will learn:

  • Which AR experiences are most likely to create sticky learning
  • About the potential of interactive 360-degree videos and Google Cardboard for effective instruction
  • How to locate and curate affordable VR tools and software
  • Which tools and software you can use to design interactive 360-degree videos

Audience:

Designers and managers.

Technology discussed in this session:

Samsung 360 Gear, 3-D images, Google Cardboard, Sketchfab, YouTube, and GoPro.

Maikel Alendy

Senior Instructional Designer/Instructor

FIU Online

Maikel Alendy is a senior instructional designer with FIU Online and has degrees from the University of Florida and Florida International University in the fields of neuroscience, cultural anthropology, healthcare, and business. Within FIU's honors college, Maikel teaches the fully-online course, Digital Fairytale, which merges social movements, disruptive technologies, and business trends with a dash of neuropsychology. He is also the instructor for the hybrid course Power of Play, in which students examine the importance of play throughout their lifetime and design games for K-5 students. Maikel currently serves as the online experience consultant for FIU's Honors College and the CTO for a small digital consulting company based in Miami.

Rodolfo Rego

Senior Instructor

Florida International University

Rodolfo Rego is a senior instructor in the Department of Earth and Environment at Florida International University, with an emphasis on STEM online course development and teaching. He is a geologist and an environmental scientist who specializes in the geology of South Florida and groundwater issues associated with petroleum contamination. He received his BS in geology in 1997 from FIU and his MS in geology in 2002 from FIU. He is also a member of the eLearning Guild and the faculty advisor to the Geology Club.

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803 BYOD: Rapid VR Simulations Prototyping with WebVR

8:30 AM - 9:30 AM Thursday, June 28

California

Virtual reality simulations can be hard to get right, and many VR authoring solutions require slow re-configuring processes to make changes. This can make prototyping slow. At the same time, really knowing that you’ve got the right elements, the right words, the right sequence is hard for a new medium like virtual reality without actually experiencing it. A means of quickly testing and tweaking is needed.

In this session you’ll learn about WebVR as a technology to watch, then see how WebVR leverages the flexibility and maturity of the website ecosystem to enable fast, effective simulations prototyping. Using a purpose-built URL, you’ll be able to author your own short simulation and test it on your own phone, as WebVR works on every device.

In this session, you will learn:

  • What WebVR is
  • Why WebVR is perfect for eLearning
  • How to rapidly prototype and test simulations
  • The benefits of iterative prototyping in VR
  • The power of short simulations for skills learning

Audience:

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

Technology discussed in this session:

WebVR, API Aframe, mobile VR, Samsung Odyssey, mobile notifications/text to distribute VR simulations.

Technology Required:

Laptop, Smartphone, Google cardboard (optional)

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

Damon Hernandez

Manager

Samsung Research America

Damon Hernandez is a product manager in charge of mobile browsers at Samsung Research America, where he is responsible for coordinating features, including support for WebVR/WebXR. Damon is part of a number of standards bodies, and has been a developer and advocate for Web3D standards for almost two decades.

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804 Social Learning Through VR/AR at Visa

8:30 AM - 9:30 AM Thursday, June 28

Valley

What if we could infuse the power of social learning into virtual reality or augmented reality? While they offer deeply immersive experiences for individuals, both can be primarily a solo experience. Learn how Visa is using connected mobile devices in concert with VR hardware and AR triggers to create collaborative experiences for teams of learners both inside and outside the classroom.

In this session, you’ll explore Visa’s successes and lessons learned and receive guidance for how you can leverage social VR/AR with your employees. You’ll see Visa’s team-based learning game(s) in action, take away a design “template” you can leverage to build a team-based learning experience at your organization, and ideate on how social VR/AR can be used with your employees.

In this session, you will learn:

  • How Visa is using connected mobile devices in concert with extended realities to create collaborative experiences
  • Ideas on how social AR/VR technologies can be used with your employees both inside and outside the classroom
  • Best practices and tips for bringing new technology into your learning culture
  • How you can leverage Visa’s “template” to build a team-based VR learning experience at your organization

Audience:

Designers and managers.

Technology discussed in this session:

Virtual reality (HTC Vive + custom build), augmented reality, iPads.

Shelley Henson

Senior Director

Visa

Shelley Henson is the senior director for global learning and development for Visa, where she leads learning design for Visa corporate strategy, including payments curriculum, Visa business, data and analytics, and onboarding. She is focused on virtual reality for group learning, content curation, geographically distributed in-person learning experiences, and human-centered design. Shelley got started developing adventure-based experiential programs for adolescents with behavioral disorders. From there she moved into corporate team-building, then into higher education, and back again into instructional design for corporate training.

Kara Orellana

Program Coordinator

Visa University Payments College

Kara Orellana is the program coordinator for Visa University’s (VU) Payments College, where she’s responsible for the global implementation of VU’s Getting Started at Visa and Payments Everywhere training programs. Prior to starting with Visa, she worked at a software implementation and consulting firm where she led the training, testing, and change management phases of software implementation. She currently pursuing her MBA at the University of Denver.

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805 Anatomy of a Video-Based Simulation

8:30 AM - 9:30 AM Thursday, June 28

Empire

Behavioral video-based simulations are perfect for altering sales, coaching, customer service, assessment and selection, leadership, and other related behaviors. The only problem is that designing simulations is not easy. To further complicate the design process, adding in video can be daunting.

In this session, you will examine how combining video and eLearning can create effective simulations that change behaviors. You will experience award-winning video-based simulations. Additionally, you will learn tips and techniques that experts use when designing, producing, and developing video simulations. Finally, we will discuss practical tools you can use on your next project.

In this session, you will learn:

  • How to differentiate between first-person, second-person, and third-person point-of-view video simulations
  • Techniques for designing linear decision points that reflect behaviors
  • How to create dialogue that is realistic for video
  • How to identify tools to use when storyboarding and flowcharting simulations

Audience:

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

Technology discussed in this session:

Branchtrack, Storyline, video.

Dan Keckan

CEO

Cinecraft Productions

Dan Keckan is CEO at Cinecraft Productions. He works with organizations to design and develop learning strategies, and provides thought leadership to achieve measurable business results. His expertise is in matching learning modalities to the actual skill or behavior that creates an authentic simulation. He helped design Ace Hardware’s Helpful 101 curriculum, which won a Brandon Hall Award; Henkel Corporation’s Virtual Window Install, which won the Immersive Learning Award at DemoFest; and an immersive learning experience for Booz Allen Hamilton, which won Best of Show at DemoFest.

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806 Beyond the Hype: Transfer from a Virtual World to the Real World

8:30 AM - 9:30 AM Thursday, June 28

Garden

Virtual reality is rapidly gaining acceptance as an exciting technology for learning. But once we get beyond the hype, we need to ask: Can learning in a virtual world really transfer to the real world?

In this session you’ll examine an early virtual reality platform that enabled hospital staff to prepare for a move to a new hospital building. You’ll delve into the design of an experimental study that carefully controlled for confounding variables to determine the effectiveness of the hospital’s investment in building the virtual hospital. You’ll explore lessons learned from creating the virtual hospital and guidelines for measuring the actual effectiveness and outcomes, and you’ll learn how to get beyond the VR hype by gathering valid evidence.

In this session, you will learn:

  • How VR can be used to simulate an environment that cannot be entered in the real world
  • How to design a study that provides valid evidence of the transfer of learning from a virtual world to the real world
  • How to avoid the common pitfalls of a media comparison study
  • The (surprising) results of the study

Audience:

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

Technology discussed in this session:

Second Life.

Marty Rosenheck

Director, Talent Development Consulting

eLearning Brothers

Marty Rosenheck is a director, talent development consulting at eLearning Brothers. He provides talent development, learning experience design, and learning technology ecosystem consulting. A thought leader and sought-after consultant, speaker, and writer on the application of cognitive science research to learning and performance, Marty has over 30 years of experience and holds a PhD. He has created award-winning learning experiences, designed learning ecosystems, developed cognitive apprenticeship programs, built performance support systems, conducted needs assessments, specified learning paths, constructed virtual learning environments, and developed formal, informal, and social learning strategies for dozens of organizations. Marty has shared his ideas in publications, presentations, and workshops.

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901 Case Study: Using Interactive 360 Video to Explore a Data Center

10:00 AM - 11:00 AM Thursday, June 28

Garden

In many companies, all of the most important data and technologies sit inside high-security locations that most employees can’t ever access. But this data and equipment represents a direct link to the customer experience, and it’s important for employees to understand what is inside these centers and what it means for their services. How can you give employees a realistic and immersive view inside what is typically unseen?

In this session, you will learn how a team was approached with a standard request—“We want to convert this Flash course to Articulate Storyline”—that started a conversation on the “art of what’s possible.” The result is an immersive 360-degree and panoramic experience, in which learners can feel like they are actually in a data center and explore key components and equipment. You will see how the team solved both a learning dilemma (old learning technologies) and an access dilemma (employees couldn’t go inside) in one solution!

In this session, you will learn:

  • About the design and development of an immersive 360 video experience for a large telecommunications data center
  • How they partnered with the client to share the cost of the solution, given the ambiguity of the scope
  • How to determine what hardware and software to invest in based on the client’s needs (e.g., equipment in the facility can change)
  • How to storyboard the experience, plan the shoot, and film the footage
  • How to deploy solutions within employee training programs that meet all learners’ needs

Audience:

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

Technology discussed in this session:

Insta360 camera, camera gimbal mount, Boris FX, Mocha VR, and Kolor Panotour Pro.

Tom Pizer

Director, Learning Technologies

GP Strategies

Tom Pizer is a director of learning technologies for GP’s Learning Solutions Group and has over 20 years of experience in the technical digital-media field. He leads an exceptional team of developers who create unique learning solutions in response to atypical client challenges. During his career, Tom has created, specified, directed, and/or managed hundreds of hours of educational, instructional, and entertainment-based media for a variety of clients in both the public and private sectors. A key aspect of Tom’s responsibilities is staying abreast of emerging technologies and in tune with the latest development methodologies, standards, and practices.

Britney Cole

Director of Learning Experience & Innovation

GP Strategies

Britney Cole is the director of learning experience and innovation at GP Strategies. A learning leader with experience in organization development, human performance, and corporate learning, Britney has managed virtual teams for more than a decade. Britney leads design thinking experiences and recommends outcome-focused solutions using emerging learning technologies for clients in a variety of industries. She helps her clients with learning design and architecture, content development, leadership and professional development, performance consulting, technology implementation, and change management. She is currently helping pioneer new experiential learning methods, including 360 video and defining a learning 3.0 taxonomy.

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902 Is Online Education Ready for VR and 360 Video?

10:00 AM - 11:00 AM Thursday, June 28

Crystal

Virtual reality provides an opportunity for engaging and immersive learning experiences for students in higher education. Much of its development for educational purposes has been in settings with direct contact with students, like classrooms and labs. However, given all the considerations for designing online courses for students across the world, does VR add pedagogical value (and enough return on investment) in an online learning context?

In this session, you will learn about the methods instructional designers at Penn State World Campus used to vet, create, and integrate immersive 360 videos, as well as the research findings regarding learner perception of their value toward the learning experience. Particular focus was on the method learners used to interact with the videos, such as a headset, and its impact on their understanding of concepts. Given the requirements of online course development, special consideration was given to the financial and timeline implications as well as creating learning objects that all students can access and experience.

In this session, you will learn:

  • About the considerations for integrating immersive 360/VR content in online course design
  • About the challenges for delivering 360/VR content to students at a distance
  • About the preliminary perceptions of immersive 360/VR content from online students
  • About a pedagogically sound approach for developing immersive 360 content, from ideation to integration in an online learning environment
  • Recommendations for how to progress toward true virtual reality or delivery of immersive content based on the evaluation of 360 video pilots

Audience:

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

Technology discussed in this session:

360-degree video, Nikon KeyMission 360, GoPro Omni, Google Cardboard, VR Headset Revolution, and Adobe Premiere.

Linas Mockus

Instructional Designer

Penn State World Campus

Linas Mockus, an instructional designer at Penn State World Campus, has been working in the field of distance education for over 12 years. He has a master’s degree and specializes in instructional design, educational technology, and adult education. Linas has published articles on mobile learning, wearables, and VR/360 video. He received an award for the best demo on mobile learning and cloud computing at the Ed Media conference in 2010.

Joseph Scott

Instructional Designer

Penn State World Campus

Joseph Scott is an instructional designer at Penn State World Campus. He holds a master’s degree in education and has 15 years of experience as both a teacher and instructional designer. With expertise in curriculum development, Joseph has spent his career developing innovative learning environments for use in resident and online classes in both K-12 and higher education. His research focus is virtual reality and its value within higher education.

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903 VR and AR for Behavior Change

10:00 AM - 11:00 AM Thursday, June 28

California

If you got the chance to walk around experiencing the world as a retired person, would that change your financial planning in the present? If you got to have firsthand experience of being a patient, could that change how you treat patients? If you were able to experience the results of a major safety catastrophe, would that make you safer in your daily work life?

This session will look at different examples from the ongoing research into using immersive learning environments to address difficult behavior change problems. Several intriguing studies suggest that having a visceral experience may be a powerful tool for behavior change.

In this session, you will learn:

  • About research efforts to use VR and AR for behavior change
  • About the limitations of these efforts, and what to be cautious of
  • About examples of ways to use VR for behavior change
  • About models for behavior change that apply to visceral experience

Audience:

Designers and managers.

Technology discussed in this session:

Virtual reality and augmented reality platforms that specifically target behavior change.

Julie Dirksen

Learning Strategist

Usable Learning

Julie Dirksen, an learning strategist with Usable Learning, is a consultant and instructional designer with more than 15 years’ experience creating highly interactive eLearning experiences for clients ranging from Fortune 500 companies to technology startups to grant-funded research initiatives. She’s interested in using neuroscience, change management, and persuasive technology to promote sustainable long-term learning and behavior change. Her MS degree in instructional systems technology is from Indiana University, and she’s been an adjunct faculty member at the Minneapolis College of Art and Design. She is the author of Design For How People Learn.

Dustin DiTommaso

SVP, Behavior Change Design

Mad*Pow

Dustin DiTommaso is a senior vice president of behavior change design at Mad*Pow. A designer and researcher, Dustin’s work involves the study and application of behavioral science, motivational psychology, and human-computer interaction to the design of technology-assisted behavior change interventions, products, and services. His client portfolio includes partnerships with a range of innovative startups, nonprofits, government agencies, and Fortune 500 companies across domains including healthcare, financial services, education, and social impact. Dustin is a founding member of the US Behavioral Science and Policy Association and sits on the Scientific Committee at University College London’s Centre for Behavior Change.

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904 BYOD: Creating Interactive VR Stories with VIAR360

10:00 AM - 11:00 AM Thursday, June 28

Gold

VR and 360 video can be daunting. You may think you need to become a developer and learn complex code to create a real VR experience. Or maybe you are not even sure where to start.

Luckily, VIAR360 makes it easy for anyone to get started with creating interactive VR experiences without knowing complex code. Their simple drag-and-drop tools allows you add interactive elements that can be used on several devices while providing you with real-time analytics and LMS integration. In this session, you will get started building these interactive experiences and learn step by step how to create your own interactive VR story.

In this session, you will learn:

  • How to shoot and edit 360 video
  • How to make that content interactive with VIAR360
  • How to publish your app to be viewed on various devices
  • How to gain real time analytics with your app

Audience:

Designers, developers, and managers.

Technology discussed in this session:

VIAR 360, 360 video.

Technology Required:

VIAR 360.

Jeff Batt

Founder

Learning Dojo

Jeff Batt is founder and trainer at Learning Dojo, a company dedicated to training you to become a software ninja in a variety of eLearning, web, and mobile software applications. Jeff has over 10 years’ experience in the digital learning and media industry. He is the product manager for WGU's EdTech department and a regular conference speaker on eLearning technologies such as xAPI, HTML5, Articulate Storyline, Camtasia, and more.

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905 Overcoming Barriers to Augmented Reality

10:00 AM - 11:00 AM Thursday, June 28

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

Sr. Manager of Programming

The eLearning Guild

Bianca Woods is a senior manager of programming for The eLearning Guild. With degrees in both art education and education media design and technology, she focuses on creating practical learning experiences that take advantage of the clarity and immersiveness that technology and good design can offer. Bianca has years of experience in education, including designing in-class courses, eBooks, eLearning, videos, and other media for BMO Financial Group; creating interprofessional collaboration content for Training Pirates; and working as a classroom teacher.

Urbano Delgado

Learning Experience Designer

Connect the Dots

Urbano Delgado is a learning experience designer at Connect the Dots. Using mostly low-cost apps and mobile devices along with a design thinking workflow, he saves time, effort, and budgets by putting ideas to work soon after they first see the light of day. Urbie holds an MSEd in instructional design and a BA in behavioral science. Since 1998, he has produced interactive learning experiences for humans in high- technology manufacturing, finance, K-12, law enforcement, and healthcare.

Johnny Hamilton

Multimedia Developer

Providence St. Joseph Health

Johnny Hamilton, a multimedia specialist at Providence St. Joseph Health, has developed multiple augmented reality experiences. He is an experienced learning content developer, manager, instructional designer, and credentialed teacher with extensive experience in online professional development and project management. Johnny is an expert in course authoring platforms and has developed style guidelines/templates, system/standardization processes, and innovative award-winning content. He holds design certifications in UX, microlearning, gamification, story-based and virtual training, and instructional design. He was a recipient of the 2016 Learning! Champions High Performer award.

Steve Richey

Augmented Reality 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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906 How VR Is Transforming Workplace Training

10:00 AM - 11:00 AM Thursday, June 28

Empire

You don’t have to look very long to find reports and studies that say there is widespread dissatisfaction with the learning function inside organizations around the world. Ninety-one percent of learning and development professionals believe new learning technologies are needed. Enter virtual reality, which is the solution to corporate learning’s problems. Still in its infancy, VR has drastically improved the way individuals learn and retain information—and corporate learning has taken notice.

In this session, you will learn how employee training can be accelerated and improved upon using VR technology. You’ll learn why some of the world’s biggest companies are turning to VR to train and develop their workforce—and how they’re having success. This session will cover the science behind VR and why it’s such a great fit for learning, as well as the data that proves VR to be a highly effective learning tool.

In this session, you will learn:

  • Why virtual reality is being used by L&D organizations everywhere
  • The reason VR is such a great learning tool
  • About Fortune 500 companies’ use of VR for learning
  • About virtual and augmented reality
  • The science behind VR, and why science has blessed it as a great learning tool

Audience:

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

Technology discussed in this session:

Oculus, HTC Vive, Samsung GearVR, Google Daydream, Microsoft HoloLens, PlaystationVR.

Brian Meek

Chief Technology Officer

STRIVR

Brian Meek is the chief technology officer at STRIVR. As CTO, Brian leads STRIVR’s efforts in building and scaling its platform for VR training. Brian has over 20 years of experience building software and services at scale and building amazing engineering teams. Prior to STRIVR, Brian was at Microsoft for 13 years, most recently as general manager of development for Skype, where he led the development of Skype and Skype for business for 200 million users across smartphones, tablets, desktops, and wearables. Brian joined Microsoft in 2003 after the company purchased Placeware, where he served as chief architect.

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GS04 KEYNOTE: Lessons Learned from Government AR, VR, and Simulation Projects

11:15 AM - 12:30 PM Thursday, June 28

Imperial Ballroom

The increasing interest in VR, AR, and simulation projects for learning and education is being driven in large part by the new consumer devices that are making these technologies more accessible than ever before. While these new consumer devices are normalizing the use of these technologies in our daily lives, the use of AR, VR, and simulations for training has been in practice for decades within the government.

In this closing session, you will learn from a series of experts who have worked on AR, VR, and simulation government training projects. You’ll explore what they learned during a period of expensive, proprietary technologies, and how that knowledge is helping drive decisions related to the current explosion of consumer technologies. The best way to discover the opportunities present in an emerging technology is to learn from someone who has already walked that path, and this closing panel of experts will share their lessons learned to help guide you as you implement AR, VR, and simulations projects of your own.

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.

Hugh Seaton

CEO

Aquinas Learning

Hugh Seaton is the CEO of Aquinas Learning. He has a vision for learning: an always on, always with you AI learning coach that connects LMS, third party content, and conversational coaching together into a seamless experience. Virtual and augmented reality will be key to this, as are different flavors of artificial intelligence. After a global career in technology marketing, Hugh has spent six years pursuing this vision of the AI learning coach, with Aquinas Learning the result.

Jennifer Murphy

Chief Executive Officer

Quantum Improvements Consulting

Jennifer Murphy, PhD, is the founder and CEO of Quantum Improvements Consulting (QIC), an Orlando-based firm specializing in the application of emerging technology to training for complex skills. A cognitive psychologist by trade, her work focuses on how to design, develop, implement, and evaluate training technology for the Department of Defense and other clients. At QIC, she leads a growing team of learning science professionals. In addition to her many peer- reviewed publications, her work has been featured in the New York Times, the Pentagon Channel, and Signal Magazine.

Marcus Anzengruber

CEO

ARVR Ventures

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

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