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Desktop Immersive Technologies A Revolution in Training & Simulation David Wortley FRSA Director
Presentation Structure ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
Introduction to the SGI
Serious Games Institute (SGI) “ An international centre of excellence for the application of immersive technologies to serious social and economic issues”
 
SGI Areas of Interest Education Health Environment Smart Buildings Relationships Interface Technology Innovation & Enterprise Military
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 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 ?
Wii Generation
The Challenges ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
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 Assimilation of existing knowledge Discovery of new knowledge
Facts or Information Handling ?
What’s different about Today ? Apart from teachers, students, how we teach and what we teach
Student vs Instructor ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],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
Their Role in Simulation and Training
Primary Roles ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
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 ,[object Object],[object Object],[object Object],[object Object],Hanlan & Swift, 2007
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 appropriates property belonging to another with the intention of permanently depriving the other of it.
Learner Profiling Role playing games for recruitment and development
Where to find Solutions
Some Sources ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
 

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SMi London Defence Training Wortley 2011

Editor's Notes

  1. This is a picture of the Serious Games Institute modelled in Second Life
  2. Photo from a REME Recovery Mechanics Technical Training Exercise in Germany,2007 48/48 students carried a mobile ‘phone. 8/48 carried a Sony PSP in their combats on ex.
  3. Direct read-across of some e-competences and psychomotor skills: wpn system operator controls increasingly mimic playstation controls - reduces time required to learn how to operate wpn sys.
  4. Photos show device plus student using it to calculate estimated pull required to recover AFV and then undertaking a similar task in another location.
  5. Students expect high quality graphics in e-Learning. Serious Game (SG) is where e-Learning is derived from, or mimics, features of a successful recreational computer video game – usually a first person shooter game. E.g MOD’s Dismounted Infantry Virtual Environment (DIVE) – a FIBUA SG derived from Half Life 2 recreational computer video game. The purpose of DIVE was part-task trainer for FIBUA skills and drills in Fighting In Built Up Areas(FIBUA), so as to optimise their training on the relatively expansive and time scarce Copehill Down live training facility.
  6. Nintendo DS used for REME vehtronic training.
  7. Fire Control Orders training on iPad. Part of a blended solution due to enter service with the Royal artillery at the end of this month (Sep 10).
  8. Operation Numerika with Pirbright EL3 students and possibly ITC students as well. COTS Dvr Theory package – DST already using – ITC now have 400 DS and licences, may replace all or part of existing 4 days of trg
  9. 11 Bde have just gone into theatre with iPod and language trg. DST need to take on board – make linguists to make input.
  10. User generated content using PowerPoint Quizzes generated using iQuiz Also video and audio content easily transferred – e.g. video lesson content, e.g fitting a rifle sling Trialling use of iPod with infantry to replace missed lessons with recorded content e.g. when missing lessons due to medical/dental appointments in Ph 1 training