Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

Training and Learning in Virtual Environments


Published on

An introduction to training and learning in immersive 3D and VR, and Daden projects in this space. As used at the Nov 18 ImmerseUK event in Birmingham.

Published in: Technology
  • Be the first to comment

  • Be the first to like this

Training and Learning in Virtual Environments

  1. 1. Training and Learning in Virtual Environments David Burden Daden Limited
  2. 2. Who Are We? ◼ Specialists in: ◼ Immersive 3D training and learning (software and hardware based immersion) ◼ Chatbots and conversational Artificial Intelligence ◼ Founded 2004, but 3D and chatbot experience since late 1990s ◼ Award-winning: ◼ US Federal Virtual Worlds Challenge winner 2010 ◼ Finalist 2013 Global Unity3D Awards ◼ Times Higher Education Winning Projects 2009 & 2013 ◼ Research-inspired – over a dozen R&D funded projects ◼ Based in Birmingham UK
  3. 3. Over 50 Immersive Learning Projects Virtual Campus Apollo 11 - STEM Environmental Studies Disaster Management Bereavement CareDisaster Management Paramedic Assessment Virtual Laboratory
  4. 4. Lessons from Virtual Worlds
  5. 5. Why 3D/VR Training? ◼ Save travel time and site costs ◼ Instant reset, high repetition ◼ Fast failure ◼ Wide variety of scenarios/problems ◼ Do things not possible/too dangerous/too uneconomic in real life ◼ 100% consistent – esp. for reg. & assessment ◼ Asynchronous as well as synchronous ◼ Train or revise 24/7 ◼ Less judgemental ◼ See “hidden” elements – e.g. emotional states vs Physical Training ◼ Higher agency -> higher engagement ◼ Wider/unprompted range of actions ◼ Better understand context ◼ Encoding specificity ◼ Multi-user exercises ◼ Instant amendments c.f. video ◼ Better incorporate social and cross-cultural skills ◼ Build virtual muscle memory of task/location vs eLearning
  6. 6. 3D/VR in Training and Learning Onboarder & Site Familiarisation Business Continuity & Emergency Inter-cultural & language Training Management, Leadership and Team Skills Customer Relationships “training what you can’t teach well in the classroom … or which is inefficient, dangerous or too costly on site”
  7. 7. 3D vs VR ◼ Use any computer/tablet/handheld ◼ 1st or 3rd Person ◼ Minimal nausea issues ◼ Easy text input/output ◼ Link out to web/2D ◼ No Health & Safety issues ◼ Can do very long exercises (~5hrs) Immersive 3D (on 2D) Headset-based VR ◼ Need a VR Headset (£10-£400-£1k+) ◼ Locked 1st person ◼ Possible nausea and H&S issues ◼ Poor for text (input & output) ◼ More “immersive”/flow ◼ Isolating (good/bad) ◼ Sense of size/space ◼ Need to keep to short exercises (10s of mins?) ◼ Slow manipulation
  8. 8. The Trainingscapes System Non-VR Explorer (PC/Mac/iOS/ Android) VR Explorer (Cardboard/Oculus) To/From VLE/LMS An assignment management app to manage courses and learner analytics A cloud-based platform to share 3D locations 3D editor to let anyone create and share lessons, exercises and experiences An Explorer app to let trainees (and others) experience the lessons and exercises Private intranet or cloud-based service Single-user or multi-user (hybrid) © 2018 Daden Limited ◼ Intuitive authoring tool for 3D/VR exercise creation ◼ Runs on almost any PC/Mac ◼ Create 3D and VR exercises ◼ No scripting or syntax ◼ Drag-and-drop and WYSIWYG ◼ Share content and edit/copy rights ◼ Integrated cloud-based publishing, delivery and analytics system
  9. 9. Virtual Fieldtrips ◼ Initial InnovateUK project with the Open University and the Field Studies Council ◼ ~25 sq km of The Long Mynd around Cardingmill Valley digitised ◼ Compared 360 photosphere, immersive 3D and “true VR” approaches ◼ Enabled students to rehearse and revisit GCSE river measurement fieldtrip *Quantified survey results from 18 students, from 27 forms submitted “It was very detailed, real and very easy to use” “You could see where you were going and you could find out interesting facts about the location” “I loved how realistic it was and all the sounds made it feel real”
  10. 10. STEM Engagement ◼ Built for the World Space Day event at Worcester ◼ Continual use from 0930 to 1730 ◼ Ranked by the organisers as the best stand at the event (apart from their own!) ◼ Previous events include the Malvern Festival of Innovation “There is zero chance that you can go to the moon, but it was really cool to learn about it and feel it”
  11. 11. Midwifery/Nursing Training ◼ Evolving projects for Bournemouth University Midwifery and Nursing students ◼ Two exercises so far (Urinalysis and Diabetes) and live with students ◼ Looking at further exercises "I had such a cool day at work recently – I got to play with the first of my VR healthcare education environments using Oculus Rift" "I absolutely love this! A brilliant way to learn“- student feedback "So amazing to see my project becoming a reality – I hope the students love this way of bridging the gap between classroom theory and clinical practice" "That was brilliant loved it! can’t wait to do more. Very informative" - student feedback "Delighted that the Oculus Rift dramatically altered the look and feel of the clinical room, and that the handheld Haptic feedback controls added to the experience"
  12. 12. Virtual Route Learning ◼ Project with Birmingham Community Healthcare Trust ◼ Over 70% of patients reported a reduction in community travel [due to navigation issues] after brain injury and this had a major impact on quality of life. ◼ Studying recovery of navigation skills in Acquired Brain Injury Patients through navigation of a townscape with editable proximal and distal landmarks ◼ Two doctoral, two MSc and two BSc students/researchers used in research studies with 20 patients and 40 controls so far ◼ Now being used with an fMRI scanner “[Daden] very customer centred, checking with us at each stage in the development that it was exactly what we wanted. None of our very ‘un’ technically phrased questions were ever too much for them “ “The [evaluation] data ...was certainly more than we had expected and the software is very easy to use for us and the participants in the study
  13. 13. Virtual Avebury – Heritage Outreach ◼ AHRC/EPSRC funded project with the National Trust, BU and Satsymph ◼ Recreate Avebury Circle as it was ~3000 years ago (minus the village!) ◼ Multi-user experience ◼ Over 700 users at the Avebury NT in 2-3Q18 “the short video I made for the BBC has been put on the NT Facebook page for Avebury has had 41,000 views so far! “ “The first thing that hits you once the experience starts is the sheer size of the site, the immense number of stones, the depth of the ditches and the embankments. As you wander around there are even Neolithic people to observe and you are somehow drawn to the eighteen foot column that towers above the stones and the landscape.” “This is a really amazing experience. To be suddenly transported back to 4,000 years ago with the clutter of modern life removed from the landscape was very special and in particular the ability to view the henge from a height gives a real sense of perspective and scale that you just don’t get from the ground.’”
  14. 14. Recent Proof-Of-Concepts
  15. 15. Next Steps ◼ Building some new demos – e.g. fire training ◼ Supporting Oculus Go/Quest and other headsets ◼ Improving analytics and integration (xAPI) ◼ Building a construction training Proof-of- Concept ◼ Growing our public sector client base ◼ Moving more into the private sector ◼ Finding training content creation/delivery partners
  16. 16. Web: Email: Twitter: @dadenlimited and @davidburden