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.
Desktop Immersive Technologies A Revolution in Training & Simulation David Wortley FRSA Director
Presentation Structure <ul><li>Introduction to Serious Games Institute </li></ul><ul><li>What are Desktop Immersive Techno...
Introduction to the SGI
Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to ser...
 
SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterpr...
What are Immersive Technologies ?
Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
Patient Rescue Serious Games
Virtual Worlds
Social Networks Engaging Hearts and Minds
Serious Social Networks Geo-location, pattern recognition, artificial intelligence
Social Network Games Games play important role in social media
Impact on Next Generation Learners
Generation Y Learner The multi-tasking generation
The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasing...
Wii Generation
The Challenges <ul><li>The world is changing very fast </li></ul><ul><li>Knowledge is out of date in 2 years </li></ul><ul...
What’s different about Today ?
Who do we learn from ? Knowledge Professionals Our peers
Impact of Technology on Teaching Methods Collaborative Learning Teacher & Learner Hierarchical Learning Networked Learning...
Facts or Information Handling ?
What’s different about Today ? Apart from teachers, students, how we teach and what we teach
Student vs Instructor <ul><li>Student  </li></ul><ul><li>Generation Y </li></ul><ul><li>Portfolio Career </li></ul><ul><li...
Their Role in Simulation and Training
Primary Roles <ul><li>To engage and motivate the learner </li></ul><ul><li>To illustrate the rare and unusual </li></ul><u...
 
Ship Simulation
Ship Simulation
Some Practical Examples (with thanks to Dr David Swift, MOD)
Checkpoint Control Game
Augmented Reality Mobile devices with 3D capability
Military Interest in Serious Games <ul><li>Save money through re-use of a gaming engine </li></ul><ul><li>Enhanced trainin...
SG – Human Machine Interface Hanlan & Swift, 2007
Mobile EPSS/e-Learning (Vega Group plc/DTrg(A) joint venture) Hanlan & Swift, 2007
FIBUA TRAINING – DIVE (Half Life 2) Hanlan & Swift, 2007
Electronic Performance Support System (EPSS) Hanlan & Swift, 2007
SA80 Sling & Driving Theory Training Hanlan & Swift, 2007
Fire Control Orders Training Hanlan & Swift, 2007
Numeracy Training Hanlan & Swift, 2007
Language Training Hanlan & Swift, 2007
Mathematics, Legal, Map Reading Training Hanlan & Swift, 2007 Theft: A person is guilty of theft if he dishonestly appropr...
Learner Profiling Role playing games for recruitment and development
Where to find Solutions
Some Sources <ul><li>Caspian Learning –  www.caspianlearning.com </li></ul><ul><li>Trusim –  www.trusim.com </li></ul><ul>...
 
 
Upcoming SlideShare
Loading in …5
×

SMi London Defence Training Wortley 2011

1,189 views

Published on

Presentation prepared for the SMi Military Training Conference held at the London Tower Bridge Hotel in January 2011

Published in: Technology
  • Be the first to comment

  • Be the first to like this

SMi London Defence Training Wortley 2011

  1. 1. Desktop Immersive Technologies A Revolution in Training & Simulation David Wortley FRSA Director
  2. 2. Presentation Structure <ul><li>Introduction to Serious Games Institute </li></ul><ul><li>What are Desktop Immersive Technologies? </li></ul><ul><li>Their impact on next generation learning </li></ul><ul><li>Their role in simulation and training </li></ul><ul><li>Practical examples </li></ul><ul><li>Where to find solutions </li></ul>
  3. 3. Introduction to the SGI
  4. 4. Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
  5. 6. SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise Military
  6. 7. What are Immersive Technologies ?
  7. 8. Immersive Technologies Games Virtual Worlds Social Networks Immersive Technologies engage our hearts, minds and wallets
  8. 9. Patient Rescue Serious Games
  9. 10. Virtual Worlds
  10. 11. Social Networks Engaging Hearts and Minds
  11. 12. Serious Social Networks Geo-location, pattern recognition, artificial intelligence
  12. 13. Social Network Games Games play important role in social media
  13. 14. Impact on Next Generation Learners
  14. 15. Generation Y Learner The multi-tasking generation
  15. 16. The Multi-Tasking Generation There is medical evidence to indicate that the brains of young people are becoming increasingly “hard-wired” for multi-tasking - making them able to handle (and expect) multiple simultaneous information sources and to make judgements on which sources to give attention to. How can/should society respond to this ?
  16. 17. Wii Generation
  17. 18. The Challenges <ul><li>The world is changing very fast </li></ul><ul><li>Knowledge is out of date in 2 years </li></ul><ul><li>People have many jobs in their lifetime </li></ul><ul><li>Students will demand engaging learning </li></ul><ul><li>Students will “know” more than their teachers </li></ul><ul><li>Students will learn from their peers and networks </li></ul><ul><li>Learning will be personal and self-directed </li></ul><ul><li>Learning will be based on Information Handling </li></ul>
  18. 19. What’s different about Today ?
  19. 20. Who do we learn from ? Knowledge Professionals Our peers
  20. 21. Impact of Technology on Teaching Methods Collaborative Learning Teacher & Learner Hierarchical Learning Networked Learning Assimilation of existing knowledge Discovery of new knowledge
  21. 22. Facts or Information Handling ?
  22. 23. What’s different about Today ? Apart from teachers, students, how we teach and what we teach
  23. 24. Student vs Instructor <ul><li>Student </li></ul><ul><li>Generation Y </li></ul><ul><li>Portfolio Career </li></ul><ul><li>Digital Native </li></ul><ul><li>Technophile (“Tech Savvy”) </li></ul><ul><li>“ Multi-tasker”/task switcher </li></ul><ul><li>“ Connected” </li></ul><ul><li>Mobile </li></ul><ul><li>Short attention span </li></ul><ul><li>Learner as “Producer” </li></ul><ul><li>Collaborative Learning </li></ul><ul><li>Distributed/Distance/ Mobile Learning </li></ul>Hanlan & Swift, 2007 Instructor Baby Boomer Company Man/Woman Digital Immigrant Technophobe? Serial-tasker? Stand alone technology Static (“Cinemascope”) Long attention span? Learner as “Consumer” Individual Learning Centralized Learning
  24. 25. Their Role in Simulation and Training
  25. 26. Primary Roles <ul><li>To engage and motivate the learner </li></ul><ul><li>To illustrate the rare and unusual </li></ul><ul><li>To reduce costs </li></ul><ul><li>To reduce risk </li></ul><ul><li>To improve accessibility </li></ul><ul><li>To shape behaviour and attitudes </li></ul><ul><li>To test, measure and profile </li></ul>
  26. 28. Ship Simulation
  27. 29. Ship Simulation
  28. 30. Some Practical Examples (with thanks to Dr David Swift, MOD)
  29. 31. Checkpoint Control Game
  30. 32. Augmented Reality Mobile devices with 3D capability
  31. 33. Military Interest in Serious Games <ul><li>Save money through re-use of a gaming engine </li></ul><ul><li>Enhanced training effectiveness through learner engagement </li></ul><ul><li>New mental and psychomotor skills of Generation Y </li></ul><ul><li>Young learner expectations </li></ul>Hanlan & Swift, 2007
  32. 34. SG – Human Machine Interface Hanlan & Swift, 2007
  33. 35. Mobile EPSS/e-Learning (Vega Group plc/DTrg(A) joint venture) Hanlan & Swift, 2007
  34. 36. FIBUA TRAINING – DIVE (Half Life 2) Hanlan & Swift, 2007
  35. 37. Electronic Performance Support System (EPSS) Hanlan & Swift, 2007
  36. 38. SA80 Sling & Driving Theory Training Hanlan & Swift, 2007
  37. 39. Fire Control Orders Training Hanlan & Swift, 2007
  38. 40. Numeracy Training Hanlan & Swift, 2007
  39. 41. Language Training Hanlan & Swift, 2007
  40. 42. Mathematics, Legal, Map Reading Training Hanlan & Swift, 2007 Theft: A person is guilty of theft if he dishonestly appropriates property belonging to another with the intention of permanently depriving the other of it.
  41. 43. Learner Profiling Role playing games for recruitment and development
  42. 44. Where to find Solutions
  43. 45. Some Sources <ul><li>Caspian Learning – www.caspianlearning.com </li></ul><ul><li>Trusim – www.trusim.com </li></ul><ul><li>Playgen – www.playgen.com </li></ul><ul><li>Daden Ltd – www.daden.co.uk </li></ul><ul><li>Vstep – www.vstep.nl </li></ul><ul><li>Ambient Performance – www.ambientperformance.com </li></ul><ul><li>Antycip – www.antycip.com </li></ul><ul><li>Eliane Alhadeff Blog - http://elianealhadeff.blogspot.com/2007/12/military-first-turned-to-serious-games.html </li></ul>

×