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Advance Realities
in
Disruptive Education
(Reimagining Education
through immersive realities
learning experiences)
By Carlos J. Ochoa
(ONE Digital Consulting Ltd / Chairman Education Committee VR/AR)
Carlos J. Ochoa Fernandez:
Engineer from Madrid Polytechnic University, MBA from Babson College, Certificate in
Innovation and Entrepreneurship by Maryland University, Certificate in Digital Marketing for
International Business Development (ICEX) and ITC & Gis Certificate by Siemens Data-Technic
Schule (Germany
).
Chapter President VRAR Madrid, Co-Chair of Education Committee, Immersive Learning
Founding Member, ICICLE X-Reality for Learning and Performance Augmentation SIG,
Member of Smart Cities Experts Group of AENOR (Spain)
With over 25 years of International experience in the Innovation and New Advance Digital
Technologies in ITC Industry and Digital Education. Leading successful organizations
(SIEMENS, Sagentia, Altran, Founder and CEO of E_Learning Consulting, ONE Digital
Consulting & SmartEducationLabs, with a balance strategic mission and innovative business
development vision.
Author of the White Paper “Best Practices in VR in Education” by VR/AR Association and
Member of Several Experts Committees in XR in Training, Education, Healthcare, Cultural
Heritage, Tourism and Smart Cities
www.carlosjochoa.com
http://es.linkedin.com/in/carlosochoafernandez
http://es.slideshare.net/CarlosOchoaFernandez
https://twitter.com/CarlosJOchoaFer
Carlos J. Ochoa Fernández ©
“Educating the
individual is this
country’s most
valuable investment.
It represents the
foundation for
progress and
development“
Carlos J. Ochoa Fernández ©
Skills, and skills development, are an
essential component of all efforts in this
challenging society. Too many workers
are simply unprepared to meet the
needs of firms, particularly in more
competitive economic environments.
Carlos J. Ochoa Fernández ©
Engineers with the right skills, with excellent experience and
experimental training, are the demands in the industry
worldwideCarlos J. Ochoa Fernández ©
If we wish to prepare a generation of citizens,
entrepreneurs and leaders for the 21th. century who can
face real-world problems, we must give them real-world
problems to solve.
Carlos J. Ochoa Fernández ©
New technologies are an emerging industry creating employment opportunities and
entrepreneurial possibilities. Virtual reality and augmented reality represent incredible areas of
opportunity. VR failed to live up to the wildest promises when the new VR systems launched in
2015. But the number of job postings for VR and AR have risen 93% since 2015, with 17% of that
growth happening in the past year.
According to projections set out by the European Commission, market demands for qualified
information and communications technology (ICT) specialists will not be met, seeing a shortfall
of up to 500,000 ICT professionals in 2020. Virtual and Augmented Reality solutions are amongst
those with some of the highest market demand in the ICT sector.
Education is the driver to sustainability of our economy and functionality of humanity. Every day
we seek to learn new information and and the way we take the lessons and apply to our every
day lives, is the core of how we explore we grow and we build futures for ourselves.
Through virtual and augmented realities, the technology allows the user to immerse themselves
into a virtual experience or location and the immersive lesson is retained at a much quicker time
frame with a more impactful lasting memory. VR & Learning, by the National Training
Laboratory, advised retention rates for lecture style learning were at 5%, with reading rates at
10%. Meanwhile, the teaching method of VR scored a retention rate of 75%.
Understanding we are moving into a world with exponential growth, there is a necessary
requirement to update our education system to support innovative technologies to understand
how it will be applied to job creation and support digital support systems and processes.
Carlos J. Ochoa Fernández ©
XR Technology
HISTORY AND EVOLUTION
Carlos J. Ochoa Fernández ©
Carlos J. Ochoa Fernández ©
• All humans and animals have binocular vision, meaning their
vision is constructed using two eyes. Because our eyes are at
different lateral positions on our heads, they project two
slightly different images back to our retinas. The horizontal
disparities between these two images are what creates the
depth perception that allows us to perceive objects in three
dimensions. While this is a naturally occurring process for
people who have the regular use of binocular vision, it can be
simulated.
• Discovered in 1838 by Sir Charles Wheatstone, stereoscopy
creates the illusion of three-dimensional depth using two-
dimensional images. Stereoscopy takes two slightly different
two-dimensional images and presents them separately to the
left and right eye. These images are typically called
stereograms, and with the help of a stereoscope, the brain
accepts the images as one solid three-dimensional object.
This combination of both images creates the perception of
three-dimensional depth.
FROM STEREOGRAMS TO VIRTUAL REALITY
Carlos J. Ochoa Fernández ©
FROM STEREOGRAMS TO VIRTUAL REALITY
Carlos J. Ochoa Fernández ©
FROM THE SMARTPHONE INVASION IN VR 2014 / 2015
Google Cardboard
Samsung Gear
Carlos J. Ochoa Fernández ©
TO THE MIXED REALITY ALL IN ONE FUTURISTIC APPROACH 2019
Microsoft Hololens
Magic Leap
Carlos J. Ochoa Fernández ©
XR Technology
VR/AR/MR DEFINITION
Carlos J. Ochoa Fernández ©
Virtual Reality (VR) refers to a
completely simulated reality,
which is built with computer
systems by using digital formats
in immersive environments.
Building and visualizing this
alternative reality requires a
specific hardware and software
capable to create a realistic
immersive experience.
Augmented Reality (AR)
superposes synthetic
elements like 3D objects,
multimedia contents or text
information onto real-world
images, increasing its
possibilities of interaction
with the user.
Mixed Reality (MX): The
predominantly virtual spaces
where real world objects or
people are dynamically
integrated into virtual worlds
to produce new environments
and visualizations where
physical and digital objects
co-exist and interact in real
time.
There are multiple access points to VR, AR and MR (Smartphone, PC,
Tablet and Standalone). Each facilitates specific types of experiences
with varying degrees of immersion, presence, and agency.
Carlos J. Ochoa Fernández ©
XR Technology
ECOSYSTEMS
Carlos J. Ochoa Fernández ©
Imagine a platform, that deploy an
intelligent XR ecosystem with the
specialized know-how to turn
unstructured data into value-adding
information, e.g. when providing
services such as preventive
maintenance, security management or
operational management.
XR INDUSTRY
ECOSYSTEM 4.0
Carlos J. Ochoa Fernández ©
New skills development for more complex jobs. Technicians need to be
proficient and continue to change rapidly as tasks become more
complex. Find the right info at the right moment. Technicians need fast
access to all info to take fast and complex decisions.
 High Training cost. Time, resources, maintaining and quality standards.
 High Digitalization cost (paper, no automatization processes, decisión
taking.
 Data integration and maintenance. Manuals, documents, files…
 Data visualitation. Format, devices, avalaibility, usability
 Risk and performance. New complex and unpredictable situations.
Actions based training methodology.
 Quality, standards and sustainability
 Expensive or difficult hand on practice (no experimental, no real world
scenarios…)
 Dificult assestment process.
 Most of existing solutions are isolated, expensive and not VRAR
designed. Also have a gap about learning processes, methodology and
instructional approach
Carlos J. Ochoa Fernández ©
Imagine a platform, that deploy an
intelligent VR/AR ecosystem to train
Medical Doctors and Health Care
environments.
XR HEALTH
ECOSYSTEM
Carlos J. Ochoa Fernández ©
Healthcare is one of the top 5 use cases for VR/AR.
Practitioners and entrepreneurs in traditional medicine,
medical education, and health and wellness verticals are
exploring practical use cases for everything from surgical
planning to 3D anatomy lessons to pain mitigation.
Carlos J. Ochoa Fernández ©
Imagine a platform, that deploy an
intelligent VR/AR ecosystem for
Engineering, Architecture, Building
Design and Security, Cultural
Heritage...
XR ENGINEERING
ECOSYSTEM
Carlos J. Ochoa Fernández ©
Virtual reality engineering includes the use of 3D
modelling tools and visualisation techniques as part of
the design process. This technology enables engineers to
view their project in 3D and gain a greater understanding
of how it works. Plus they can spot any flaws or potential
risks before implementation.Carlos J. Ochoa Fernández ©
The biggest challenger is near to come…
XR ESPORTS
ECOSYSTEM
Carlos J. Ochoa Fernández ©
Virtual Reality Is Leading Sports-Tech Wave
(Forbes)
The possibilities are endless with immersive
technology like virtual and augmented reality.
Through VR you can teleport yourself onto the
sideline of a game or put on a haptic suit and rush
outside the pocket trying to avoid a defensive
lineman coming at you. In AR you can scan a team’s
logo or brand sponsor and bring a custom animated
message to life. These mediums are advancing
every day allowing us the ability to build the
ultimate fan experienceCarlos J. Ochoa Fernández ©
Today, XR can enable experiential learning
by simulating real-world environments.
Students can test their skills, record their
work and interact with experts all within
XR.
XR EDUCATION
ECOSYSTEM
Carlos J. Ochoa Fernández ©
• Empowering teachers: With tools and methods to
become real entrepreneurs.
• Diversity of time and space: Through immersive
learning, students have the opportunity to study at
different times and in different places.
• Adaptive learning: Different levels of complexity will
be adapted for each student.
• Experimental Learning: From a simply ‘learning’ topic
to ‘interact and experiment’ the content.
• Free choice of content and learning path: Each
student can prepare with the tools and topics
needed to perform in the industry.
• The Immersive Experience: Retaining knowledge
through practice and immersive and interactive
experience.
• New Evaluation Methods and Processes: In this new
context, new evaluation process has to be defined,
according the new “student learning objectives”.
Carlos J. Ochoa Fernández ©
The biggest Value and ROI in Corporate
Training
XR TRAINING
ECOSYSTEM
Carlos J. Ochoa Fernández ©
XR and Simulation-based training, prefaced with
traditional training methods on process fundamentals,
is the most efficient and fastest way to train new
employees and prepare them for their daily work
providing huge added value and benefits
Carlos J. Ochoa Fernández ©
XR Technology
CASE STUDIES
Carlos J. Ochoa Fernández ©
IKEA Place
Ikea Place is a revolutionary new AR application that allows customers to visualize how furniture
will look in their house in the exact size dimensions. This was one of the first Apple ARKit
applications and remains one of the top 5 downloaded ARKit apps. Ikea isn’t new to virtual and
augmented reality having produced a VR Pancake Kitchen experience where you can cook
pancakes in a beautiful Ikea kitchen. They also made the app available for download on the
popular VR game distribution site, Steam. Another company doing VR and AR furniture
placement is Marxent Labs, based in Florida.
Modiface
Modiface has created a solution that allows people to try on makeup in real time using
augmented reality. This technology is currently being used by MAC, Smashbox, Estee Lauder and
more. Similar to the way Snapchat works, Modiface enables overlays with very high precision.
StriVR
StriVR is taking their experience in training college and pro sports teams using virtual reality to
enterprise. As their first client, Walmart is using virtual reality for training its employees in a
variety of tasks. The program is so successful, they are expanding it.
BEST PRACTICES: RETAIL
Carlos J. Ochoa Fernández ©
BEST PRACTICES: AIRLINES
Skylights
This San Francisco based startup is providing premium movie watching in VR for
long flights. By immersing people in VR during their flights with theatre size screens,
suddenly the flight from NY to LA will seem like a trip to the corner store.
Airbus
Global airline giant, Airbus is using mixed reality (Hololens) to train engineers and
cabin crew on the intricacies of their new A350 XWB line of planes.
Eon Reality
Training employees on dangerous emergency procedures is costly and impractical.
Using VR to allow employees to train in scenarios on a more frequent basis will
allow for a much more prepared workforce. Eon Reality has been working on
industrial training for a long time focusing in the energy, pharma, medical, public
service, aerospace and airports sectors.
Carlos J. Ochoa Fernández ©
BEST PRACTICES: AUTOMOTIVE
Porsche Cars North America
Porsche Cars North America, Inc. announced the introduction of “Tech Live Look,” an Augmented
Reality technology designed to improve technical services at Porsche dealerships in the United
States. “Tech Live Look” uses the AiR Enterprise™ software platform from Atheer, Inc., a leading
provider of AR solutions, in conjunction with lightweight smart glasses. These high-tech spectacles
feature the latest in projection technology and come equipped with a high-resolution, auto focus
camera that shows even fine details such as threading on screws. The glasses include a powerful
LED to illuminate dark spaces in the engine compartment or under the car.
Ford
Ford’s immersive Vehicle Environment (FiVE) Lab is doing some incredible work using visualization
of vehicles in the design process. Ford executives must view every vehicle in VR before they are
approved to be made. VR is saving time and money on costly iterations.
Finger Food Studios
Vancouver-based Finger Food Studios is focused on using the Microsoft Hololens to allow
engineers to visualize wind flow for a new truck for Paccar Group. This working proof of concept
is already leading to shorter design turn around times, thus saving millions per year.
Carlos J. Ochoa Fernández ©
BEST PRACTICES: HEALTH AND MEDICAL
HealthiAR
This comprehensive information site covers all things VR/AR medical related.
Invivo
Toronto-based, medical VR company, Invivo is helping pharmaceutical companies, hospitals and
physicians provide lessons in virtual and augmented reality. With clients like Lilly and Novartis,
this company is leveraging its 20 years experience in the medical field to bring quality VR/AR
products to the market.
Bioflight VR
VR training for physicians and surgeons in a variety of scenarios is what Bioflight VR has done very
well. From pediatric trauma to smoking cessation, this VR training is setting the bar high.
Virtual Reality Medical Centre / VR Phobia
VRMC is using VR to treat patients for everything from PTSD to phobias of spiders. Using
immersion therapy, this San Diego based company is pushing the limits of what’s possible.
Kapanu
A Swiss company, Kapanu is using AR in a unique way to show patients what their teeth will look
like after cosmetic surgery. By using advanced scanning techniques, they are able to recreate the
new teeth in place of the old in real time. This technique is similar to the face tracking that
Snapchat uses to put bunny ears on your head, only a little more useful.
Carlos J. Ochoa Fernández ©
BEST PRACTICES: TRAVEL & TOURISM
Discovery TRVLR
Discovery Channel is heavily invested in VR producing tons of unique and exciting content
including mini travel documentaries, all available for free. You can zip down Armenia’s longest
zipline or descend into a holy dungeon, all from the safety of your VR headset.
Google Earth VR
Using the power of Google Maps 3D data, this free magical VR experience allows users to travel
anywhere in the world and stand in the middle of the action. Most people take this opportunity
to travel to their first house and look around. Brands have not yet tapped into this wonderful
experience, but that might be coming soon.
XPLR by Travelweek
This custom VR application has been used by Celebrity, Carnival and Holland Cruiselines to bring
the ship to you through VR. Check out the free app to view your next travel destination today.
VisitAR by NextReality. An AR product developed to provide indoor and outdoor experiences - it
animates paintings, creates X-ray holes in buildings, allows you to walk inside churches that
don’t exist anymore and allows you to be guided by holographic knights into castles and palaces.
Carlos J. Ochoa Fernández ©
BEST PRACTICES: VOCATIONAL TRAINING
VR/AR products are amongst those with some of the highest market demand in
the ICT sector.
It is in this context that we will be launching the Jobs4tech project over the next
two years, providing vocational training in the relevant skills for employment and
entrepreneurship with these technologies.
The general objective is to align Vocational Training (VET) with the needs of the
labour market in the new technologies sector, and specifically in virtual and
augmented reality, to improve the employability of its students.
To achieve this goal, 12 VET professors from Germany, Estonia, Lithuania and
Spain, from the technological area and their students will experience an
integrated itinerary in the field of VR/AR, which will contemplate in a coordinated
way both the teaching of technical skills and the necessary competencies for
work as an employee or self in this sector.
Carlos J. Ochoa Fernández ©
BEST PRACTICES: SCHOOLS OF THE FUTURE
Is a program aimed at Educational Centers, Colleges and Institutes, with entrepreneurial,
innovative and creative will at the disposal of the Educational Community.
Throughout this program of 6/9 months, we help and facilitate organizations the learning of
VR/AR in the Classroom and discovering how it can be an effective tool for educators and
students.
Likewise, we provide a platform with VR / AR content and we teach students how to create
their own content.
The main objectives of the program are evaluate:
•benefits of VR / AR technology in the classroom,
•benefits in student outcomes,
•benefits in the social integration of the students,
•benefits to incorporate more students to STEM studies,
•benefits in the Creative Arts and analyze barriers to entry,
•the impact of the use of VR / AR devices on students health
Carlos J. Ochoa Fernández ©
XR Technology
FUTURE JOBS OPPORTUNITIES
Carlos J. Ochoa Fernández ©
FUTURE JOBS OPPORTUNITIES
Carlos J. Ochoa Fernández ©
FUTURE JOBS OPPORTUNITIES
Carlos J. Ochoa Fernández ©
FUTURE JOBS OPPORTUNITIES
Carlos J. Ochoa Fernández ©
XR Technology
MEGATRENDS 2020
Carlos J. Ochoa Fernández ©
THE ESSENTIALS 8 TECHNOLOGIES 2020 OUTLOOK
Carlos J. Ochoa Fernández ©
Reimagining Smart Spaces
Classroom Set of Devices
5 Senses Learning
total Immersion
The Hierarchy of Needs in
VR
Convergence of
Technologies
Soft Skills integration
MEGATRENDS IN XR IN EDUCATION
Carlos J. Ochoa Fernández ©
MEGATRENDS: VIRTUAL WORLDS
Carlos J. Ochoa Fernández ©
MEGATRENDS: HAPTIC FEEDBACK
Carlos J. Ochoa Fernández ©
MEGATRENDS: TOTAL IMMERSION AND CONVERGENCE OF
TECHNOLOGIES
Carlos J. Ochoa Fernández ©
Advance Realities
in
Disruptive Education
(Reimagining Education
through immersive realities
learning experiences)
By Carlos J. Ochoa
(ONE Digital Consulting Ltd / Chairman Education Committee VR/AR)
THANK YOU
VERY MUCH
Carlos J. Ochoa
Carlos J. Ochoa Fernández ©

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Advanced Realities in Disruptive Education. ONE STC MOE_2019

  • 1. Advance Realities in Disruptive Education (Reimagining Education through immersive realities learning experiences) By Carlos J. Ochoa (ONE Digital Consulting Ltd / Chairman Education Committee VR/AR)
  • 2.
  • 3.
  • 4. Carlos J. Ochoa Fernandez: Engineer from Madrid Polytechnic University, MBA from Babson College, Certificate in Innovation and Entrepreneurship by Maryland University, Certificate in Digital Marketing for International Business Development (ICEX) and ITC & Gis Certificate by Siemens Data-Technic Schule (Germany ). Chapter President VRAR Madrid, Co-Chair of Education Committee, Immersive Learning Founding Member, ICICLE X-Reality for Learning and Performance Augmentation SIG, Member of Smart Cities Experts Group of AENOR (Spain) With over 25 years of International experience in the Innovation and New Advance Digital Technologies in ITC Industry and Digital Education. Leading successful organizations (SIEMENS, Sagentia, Altran, Founder and CEO of E_Learning Consulting, ONE Digital Consulting & SmartEducationLabs, with a balance strategic mission and innovative business development vision. Author of the White Paper “Best Practices in VR in Education” by VR/AR Association and Member of Several Experts Committees in XR in Training, Education, Healthcare, Cultural Heritage, Tourism and Smart Cities www.carlosjochoa.com http://es.linkedin.com/in/carlosochoafernandez http://es.slideshare.net/CarlosOchoaFernandez https://twitter.com/CarlosJOchoaFer Carlos J. Ochoa Fernández ©
  • 5. “Educating the individual is this country’s most valuable investment. It represents the foundation for progress and development“ Carlos J. Ochoa Fernández ©
  • 6. Skills, and skills development, are an essential component of all efforts in this challenging society. Too many workers are simply unprepared to meet the needs of firms, particularly in more competitive economic environments. Carlos J. Ochoa Fernández ©
  • 7. Engineers with the right skills, with excellent experience and experimental training, are the demands in the industry worldwideCarlos J. Ochoa Fernández ©
  • 8. If we wish to prepare a generation of citizens, entrepreneurs and leaders for the 21th. century who can face real-world problems, we must give them real-world problems to solve. Carlos J. Ochoa Fernández ©
  • 9. New technologies are an emerging industry creating employment opportunities and entrepreneurial possibilities. Virtual reality and augmented reality represent incredible areas of opportunity. VR failed to live up to the wildest promises when the new VR systems launched in 2015. But the number of job postings for VR and AR have risen 93% since 2015, with 17% of that growth happening in the past year. According to projections set out by the European Commission, market demands for qualified information and communications technology (ICT) specialists will not be met, seeing a shortfall of up to 500,000 ICT professionals in 2020. Virtual and Augmented Reality solutions are amongst those with some of the highest market demand in the ICT sector. Education is the driver to sustainability of our economy and functionality of humanity. Every day we seek to learn new information and and the way we take the lessons and apply to our every day lives, is the core of how we explore we grow and we build futures for ourselves. Through virtual and augmented realities, the technology allows the user to immerse themselves into a virtual experience or location and the immersive lesson is retained at a much quicker time frame with a more impactful lasting memory. VR & Learning, by the National Training Laboratory, advised retention rates for lecture style learning were at 5%, with reading rates at 10%. Meanwhile, the teaching method of VR scored a retention rate of 75%. Understanding we are moving into a world with exponential growth, there is a necessary requirement to update our education system to support innovative technologies to understand how it will be applied to job creation and support digital support systems and processes. Carlos J. Ochoa Fernández ©
  • 10. XR Technology HISTORY AND EVOLUTION Carlos J. Ochoa Fernández ©
  • 11. Carlos J. Ochoa Fernández ©
  • 12. • All humans and animals have binocular vision, meaning their vision is constructed using two eyes. Because our eyes are at different lateral positions on our heads, they project two slightly different images back to our retinas. The horizontal disparities between these two images are what creates the depth perception that allows us to perceive objects in three dimensions. While this is a naturally occurring process for people who have the regular use of binocular vision, it can be simulated. • Discovered in 1838 by Sir Charles Wheatstone, stereoscopy creates the illusion of three-dimensional depth using two- dimensional images. Stereoscopy takes two slightly different two-dimensional images and presents them separately to the left and right eye. These images are typically called stereograms, and with the help of a stereoscope, the brain accepts the images as one solid three-dimensional object. This combination of both images creates the perception of three-dimensional depth. FROM STEREOGRAMS TO VIRTUAL REALITY Carlos J. Ochoa Fernández ©
  • 13. FROM STEREOGRAMS TO VIRTUAL REALITY Carlos J. Ochoa Fernández ©
  • 14. FROM THE SMARTPHONE INVASION IN VR 2014 / 2015 Google Cardboard Samsung Gear Carlos J. Ochoa Fernández ©
  • 15. TO THE MIXED REALITY ALL IN ONE FUTURISTIC APPROACH 2019 Microsoft Hololens Magic Leap Carlos J. Ochoa Fernández ©
  • 17. Virtual Reality (VR) refers to a completely simulated reality, which is built with computer systems by using digital formats in immersive environments. Building and visualizing this alternative reality requires a specific hardware and software capable to create a realistic immersive experience. Augmented Reality (AR) superposes synthetic elements like 3D objects, multimedia contents or text information onto real-world images, increasing its possibilities of interaction with the user. Mixed Reality (MX): The predominantly virtual spaces where real world objects or people are dynamically integrated into virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. There are multiple access points to VR, AR and MR (Smartphone, PC, Tablet and Standalone). Each facilitates specific types of experiences with varying degrees of immersion, presence, and agency. Carlos J. Ochoa Fernández ©
  • 18. XR Technology ECOSYSTEMS Carlos J. Ochoa Fernández ©
  • 19. Imagine a platform, that deploy an intelligent XR ecosystem with the specialized know-how to turn unstructured data into value-adding information, e.g. when providing services such as preventive maintenance, security management or operational management. XR INDUSTRY ECOSYSTEM 4.0 Carlos J. Ochoa Fernández ©
  • 20. New skills development for more complex jobs. Technicians need to be proficient and continue to change rapidly as tasks become more complex. Find the right info at the right moment. Technicians need fast access to all info to take fast and complex decisions.  High Training cost. Time, resources, maintaining and quality standards.  High Digitalization cost (paper, no automatization processes, decisión taking.  Data integration and maintenance. Manuals, documents, files…  Data visualitation. Format, devices, avalaibility, usability  Risk and performance. New complex and unpredictable situations. Actions based training methodology.  Quality, standards and sustainability  Expensive or difficult hand on practice (no experimental, no real world scenarios…)  Dificult assestment process.  Most of existing solutions are isolated, expensive and not VRAR designed. Also have a gap about learning processes, methodology and instructional approach Carlos J. Ochoa Fernández ©
  • 21. Imagine a platform, that deploy an intelligent VR/AR ecosystem to train Medical Doctors and Health Care environments. XR HEALTH ECOSYSTEM Carlos J. Ochoa Fernández ©
  • 22. Healthcare is one of the top 5 use cases for VR/AR. Practitioners and entrepreneurs in traditional medicine, medical education, and health and wellness verticals are exploring practical use cases for everything from surgical planning to 3D anatomy lessons to pain mitigation. Carlos J. Ochoa Fernández ©
  • 23. Imagine a platform, that deploy an intelligent VR/AR ecosystem for Engineering, Architecture, Building Design and Security, Cultural Heritage... XR ENGINEERING ECOSYSTEM Carlos J. Ochoa Fernández ©
  • 24. Virtual reality engineering includes the use of 3D modelling tools and visualisation techniques as part of the design process. This technology enables engineers to view their project in 3D and gain a greater understanding of how it works. Plus they can spot any flaws or potential risks before implementation.Carlos J. Ochoa Fernández ©
  • 25. The biggest challenger is near to come… XR ESPORTS ECOSYSTEM Carlos J. Ochoa Fernández ©
  • 26. Virtual Reality Is Leading Sports-Tech Wave (Forbes) The possibilities are endless with immersive technology like virtual and augmented reality. Through VR you can teleport yourself onto the sideline of a game or put on a haptic suit and rush outside the pocket trying to avoid a defensive lineman coming at you. In AR you can scan a team’s logo or brand sponsor and bring a custom animated message to life. These mediums are advancing every day allowing us the ability to build the ultimate fan experienceCarlos J. Ochoa Fernández ©
  • 27. Today, XR can enable experiential learning by simulating real-world environments. Students can test their skills, record their work and interact with experts all within XR. XR EDUCATION ECOSYSTEM Carlos J. Ochoa Fernández ©
  • 28. • Empowering teachers: With tools and methods to become real entrepreneurs. • Diversity of time and space: Through immersive learning, students have the opportunity to study at different times and in different places. • Adaptive learning: Different levels of complexity will be adapted for each student. • Experimental Learning: From a simply ‘learning’ topic to ‘interact and experiment’ the content. • Free choice of content and learning path: Each student can prepare with the tools and topics needed to perform in the industry. • The Immersive Experience: Retaining knowledge through practice and immersive and interactive experience. • New Evaluation Methods and Processes: In this new context, new evaluation process has to be defined, according the new “student learning objectives”. Carlos J. Ochoa Fernández ©
  • 29. The biggest Value and ROI in Corporate Training XR TRAINING ECOSYSTEM Carlos J. Ochoa Fernández ©
  • 30. XR and Simulation-based training, prefaced with traditional training methods on process fundamentals, is the most efficient and fastest way to train new employees and prepare them for their daily work providing huge added value and benefits Carlos J. Ochoa Fernández ©
  • 31. XR Technology CASE STUDIES Carlos J. Ochoa Fernández ©
  • 32. IKEA Place Ikea Place is a revolutionary new AR application that allows customers to visualize how furniture will look in their house in the exact size dimensions. This was one of the first Apple ARKit applications and remains one of the top 5 downloaded ARKit apps. Ikea isn’t new to virtual and augmented reality having produced a VR Pancake Kitchen experience where you can cook pancakes in a beautiful Ikea kitchen. They also made the app available for download on the popular VR game distribution site, Steam. Another company doing VR and AR furniture placement is Marxent Labs, based in Florida. Modiface Modiface has created a solution that allows people to try on makeup in real time using augmented reality. This technology is currently being used by MAC, Smashbox, Estee Lauder and more. Similar to the way Snapchat works, Modiface enables overlays with very high precision. StriVR StriVR is taking their experience in training college and pro sports teams using virtual reality to enterprise. As their first client, Walmart is using virtual reality for training its employees in a variety of tasks. The program is so successful, they are expanding it. BEST PRACTICES: RETAIL Carlos J. Ochoa Fernández ©
  • 33. BEST PRACTICES: AIRLINES Skylights This San Francisco based startup is providing premium movie watching in VR for long flights. By immersing people in VR during their flights with theatre size screens, suddenly the flight from NY to LA will seem like a trip to the corner store. Airbus Global airline giant, Airbus is using mixed reality (Hololens) to train engineers and cabin crew on the intricacies of their new A350 XWB line of planes. Eon Reality Training employees on dangerous emergency procedures is costly and impractical. Using VR to allow employees to train in scenarios on a more frequent basis will allow for a much more prepared workforce. Eon Reality has been working on industrial training for a long time focusing in the energy, pharma, medical, public service, aerospace and airports sectors. Carlos J. Ochoa Fernández ©
  • 34. BEST PRACTICES: AUTOMOTIVE Porsche Cars North America Porsche Cars North America, Inc. announced the introduction of “Tech Live Look,” an Augmented Reality technology designed to improve technical services at Porsche dealerships in the United States. “Tech Live Look” uses the AiR Enterprise™ software platform from Atheer, Inc., a leading provider of AR solutions, in conjunction with lightweight smart glasses. These high-tech spectacles feature the latest in projection technology and come equipped with a high-resolution, auto focus camera that shows even fine details such as threading on screws. The glasses include a powerful LED to illuminate dark spaces in the engine compartment or under the car. Ford Ford’s immersive Vehicle Environment (FiVE) Lab is doing some incredible work using visualization of vehicles in the design process. Ford executives must view every vehicle in VR before they are approved to be made. VR is saving time and money on costly iterations. Finger Food Studios Vancouver-based Finger Food Studios is focused on using the Microsoft Hololens to allow engineers to visualize wind flow for a new truck for Paccar Group. This working proof of concept is already leading to shorter design turn around times, thus saving millions per year. Carlos J. Ochoa Fernández ©
  • 35. BEST PRACTICES: HEALTH AND MEDICAL HealthiAR This comprehensive information site covers all things VR/AR medical related. Invivo Toronto-based, medical VR company, Invivo is helping pharmaceutical companies, hospitals and physicians provide lessons in virtual and augmented reality. With clients like Lilly and Novartis, this company is leveraging its 20 years experience in the medical field to bring quality VR/AR products to the market. Bioflight VR VR training for physicians and surgeons in a variety of scenarios is what Bioflight VR has done very well. From pediatric trauma to smoking cessation, this VR training is setting the bar high. Virtual Reality Medical Centre / VR Phobia VRMC is using VR to treat patients for everything from PTSD to phobias of spiders. Using immersion therapy, this San Diego based company is pushing the limits of what’s possible. Kapanu A Swiss company, Kapanu is using AR in a unique way to show patients what their teeth will look like after cosmetic surgery. By using advanced scanning techniques, they are able to recreate the new teeth in place of the old in real time. This technique is similar to the face tracking that Snapchat uses to put bunny ears on your head, only a little more useful. Carlos J. Ochoa Fernández ©
  • 36. BEST PRACTICES: TRAVEL & TOURISM Discovery TRVLR Discovery Channel is heavily invested in VR producing tons of unique and exciting content including mini travel documentaries, all available for free. You can zip down Armenia’s longest zipline or descend into a holy dungeon, all from the safety of your VR headset. Google Earth VR Using the power of Google Maps 3D data, this free magical VR experience allows users to travel anywhere in the world and stand in the middle of the action. Most people take this opportunity to travel to their first house and look around. Brands have not yet tapped into this wonderful experience, but that might be coming soon. XPLR by Travelweek This custom VR application has been used by Celebrity, Carnival and Holland Cruiselines to bring the ship to you through VR. Check out the free app to view your next travel destination today. VisitAR by NextReality. An AR product developed to provide indoor and outdoor experiences - it animates paintings, creates X-ray holes in buildings, allows you to walk inside churches that don’t exist anymore and allows you to be guided by holographic knights into castles and palaces. Carlos J. Ochoa Fernández ©
  • 37. BEST PRACTICES: VOCATIONAL TRAINING VR/AR products are amongst those with some of the highest market demand in the ICT sector. It is in this context that we will be launching the Jobs4tech project over the next two years, providing vocational training in the relevant skills for employment and entrepreneurship with these technologies. The general objective is to align Vocational Training (VET) with the needs of the labour market in the new technologies sector, and specifically in virtual and augmented reality, to improve the employability of its students. To achieve this goal, 12 VET professors from Germany, Estonia, Lithuania and Spain, from the technological area and their students will experience an integrated itinerary in the field of VR/AR, which will contemplate in a coordinated way both the teaching of technical skills and the necessary competencies for work as an employee or self in this sector. Carlos J. Ochoa Fernández ©
  • 38. BEST PRACTICES: SCHOOLS OF THE FUTURE Is a program aimed at Educational Centers, Colleges and Institutes, with entrepreneurial, innovative and creative will at the disposal of the Educational Community. Throughout this program of 6/9 months, we help and facilitate organizations the learning of VR/AR in the Classroom and discovering how it can be an effective tool for educators and students. Likewise, we provide a platform with VR / AR content and we teach students how to create their own content. The main objectives of the program are evaluate: •benefits of VR / AR technology in the classroom, •benefits in student outcomes, •benefits in the social integration of the students, •benefits to incorporate more students to STEM studies, •benefits in the Creative Arts and analyze barriers to entry, •the impact of the use of VR / AR devices on students health Carlos J. Ochoa Fernández ©
  • 39. XR Technology FUTURE JOBS OPPORTUNITIES Carlos J. Ochoa Fernández ©
  • 40. FUTURE JOBS OPPORTUNITIES Carlos J. Ochoa Fernández ©
  • 41. FUTURE JOBS OPPORTUNITIES Carlos J. Ochoa Fernández ©
  • 42. FUTURE JOBS OPPORTUNITIES Carlos J. Ochoa Fernández ©
  • 43. XR Technology MEGATRENDS 2020 Carlos J. Ochoa Fernández ©
  • 44. THE ESSENTIALS 8 TECHNOLOGIES 2020 OUTLOOK Carlos J. Ochoa Fernández ©
  • 45. Reimagining Smart Spaces Classroom Set of Devices 5 Senses Learning total Immersion The Hierarchy of Needs in VR Convergence of Technologies Soft Skills integration MEGATRENDS IN XR IN EDUCATION Carlos J. Ochoa Fernández ©
  • 46. MEGATRENDS: VIRTUAL WORLDS Carlos J. Ochoa Fernández ©
  • 47. MEGATRENDS: HAPTIC FEEDBACK Carlos J. Ochoa Fernández ©
  • 48. MEGATRENDS: TOTAL IMMERSION AND CONVERGENCE OF TECHNOLOGIES Carlos J. Ochoa Fernández ©
  • 49. Advance Realities in Disruptive Education (Reimagining Education through immersive realities learning experiences) By Carlos J. Ochoa (ONE Digital Consulting Ltd / Chairman Education Committee VR/AR)
  • 50. THANK YOU VERY MUCH Carlos J. Ochoa Carlos J. Ochoa Fernández ©