The document describes an startup called oopSee that aims to become the first provider of widespread, cloud-based training content for wearable devices. OopSee will allow users to access real-time coaching and guidance for skills building in areas like sports, languages, and job training using hands-free devices. It utilizes voice interactions and adaptive learning to improve over time based on a user's responses and needs. The startup is seeking $1.8 million in funding to finish its platform, produce high-quality content, and expand its team to capitalize on the emerging wearables market and deliver a mobile version of online education platforms with a focus on coaching.
PeopleLink has been named the Video enabled Learning Partner for the Prestigious World Education Summit 2016 from 5th to 6th August 2016 at Le Meridien, New Delhi (India). The Education fraternity from the Government and Private sectors shall be a part of this event, Institutes of Higher Learning and Schools shall be a part of this event to evaluate different technologies which are taking learning to newer levels.
Tools and Techniques for mobile learninggeoff stead
Best Of mLearn: Geoff Stead of Qualcomm presenting an updated version of their mLearnCon2013 session, which was voted the Best Of mLearnCon.
An inside view on some of the apps developed by Qualcomm's mLearning team, why they build them, and some of the tools they use
mLearnCon 2014 Featured Session: How Emerging Mobile Technologies Are Redefin...geoff stead
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Presentation from my featured session at mLearnCon. I think there is a video from it. I'll update the link when I get it
http://www.elearningguild.com/mLearnCon/concurrent-sessions/session-details.cfm?session=5433
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PeopleLink has been named the Video enabled Learning Partner for the Prestigious World Education Summit 2016 from 5th to 6th August 2016 at Le Meridien, New Delhi (India). The Education fraternity from the Government and Private sectors shall be a part of this event, Institutes of Higher Learning and Schools shall be a part of this event to evaluate different technologies which are taking learning to newer levels.
Tools and Techniques for mobile learninggeoff stead
Best Of mLearn: Geoff Stead of Qualcomm presenting an updated version of their mLearnCon2013 session, which was voted the Best Of mLearnCon.
An inside view on some of the apps developed by Qualcomm's mLearning team, why they build them, and some of the tools they use
mLearnCon 2014 Featured Session: How Emerging Mobile Technologies Are Redefin...geoff stead
How Emerging Mobile Technologies Are Redefining the Concept of Content:
Presentation from my featured session at mLearnCon. I think there is a video from it. I'll update the link when I get it
http://www.elearningguild.com/mLearnCon/concurrent-sessions/session-details.cfm?session=5433
This is our pitch deck for StartCon 2016 (@startconHQ) which we had to keep under 2 minutes! This is a slightly longer version but still covers most key points. For further information from interested trainers, videographers or investors check out www.tappned.com.
Drona Mobile enables enterprises to engage their employees while they are in the office or on the move for learning, training, communications and etc through a robust and award wining smart phone platform. Mobile app is available across major operating devices that includes Android, Apple, Blackberry and Windows. Contents like AV's, PDF, PPT, Quiz & Survey can be check out phone with a lot of ease and pleasurable experience and also shared to other users in the system.
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Micro mobile measured our learning beyond the classroom strategy 101719Human Capital Media
As a great shift change looms on the horizon, many training orgs struggle to balance strategic planning and large-scale delivery of effective training during an unprecedented volume of churn. As boomers retire, the iGen replacement workforce expects that training on the job will match the learning style they grew up with — tech-enabled, personalized, self-guided and on-demand in mobile-friendly microlearning chunks. The digital transformation from traditional instructor-led training to self-guided delivery of iGen-friendly content has been a continuous improvement journey. Recognizing that the currency of the modern learning economy is your learner’s attention — hard to get and harder to keep — we are leveraging HTML5 and a learning technology stack to evolve our user learning experience design into a powerful consumer-level experience for corporate learning audiences. Gulfstream shares our Learning Beyond the Classroom strategy that allows for mobile-first design of scalable, sustainable training at the learner’s time and place of need.
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Mobile devices have become essential to the delivery of learning in many organizations. And video-based training is clearly at the leading edge of online training today. However, many organizations are struggling to create a nimble, effective approach that provides mobile and video learning across their organization, whenever and wherever it is needed.
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Micro mobile measured our learning beyond the classroom strategy 101719Human Capital Media
As a great shift change looms on the horizon, many training orgs struggle to balance strategic planning and large-scale delivery of effective training during an unprecedented volume of churn. As boomers retire, the iGen replacement workforce expects that training on the job will match the learning style they grew up with — tech-enabled, personalized, self-guided and on-demand in mobile-friendly microlearning chunks. The digital transformation from traditional instructor-led training to self-guided delivery of iGen-friendly content has been a continuous improvement journey. Recognizing that the currency of the modern learning economy is your learner’s attention — hard to get and harder to keep — we are leveraging HTML5 and a learning technology stack to evolve our user learning experience design into a powerful consumer-level experience for corporate learning audiences. Gulfstream shares our Learning Beyond the Classroom strategy that allows for mobile-first design of scalable, sustainable training at the learner’s time and place of need.
mLearnCon 2013 - Developer session, Geoff Stead, Head of Mobile Learning, Qua...worklearnmobile
Qualcomm Mobile Learning Developer session from mLearnCon2013: Geoff Stead, Head of Mobile Learning, offers some insights into their corporate strategy for m-learning, and together with the team, showcases current apps
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In this presentation, Learn About The Web (http://www.learnabouttheweb.com) discuss their online education solutions for universities, colleges and junior colleges
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Customer Case Study: Minnesota State Colleges & UniversitiesUniface
Minnesota State Colleges and Universities is the fifth largest system of public colleges and universities in America. Consisting of 31 institutions with 54 campuses across the state that serves more than 410,000 students each year. Learn how they modernized a large customized ERP solution with Uniface.
There are many scenarios where people need to learn but don't have access to data networks. Offshore
workers, travelers, workers in developing nations, commuters, workers in aviation - all of these learners and
more may have offline learning needs. SCORMOfflineApp offers the most flexibel solution. Even without a LMS!
Mobile devices have become essential to the delivery of learning in many organizations. And video-based training is clearly at the leading edge of online training today. However, many organizations are struggling to create a nimble, effective approach that provides mobile and video learning across their organization, whenever and wherever it is needed.
The Japanese IT services company Synapse Innovation found that Uniface was the smart way to carry out package customizations, as well as standalone development.
For the full case study go to: www.uniface.com/customer-story/
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The effective management of brands is increasingly challenging due to the proliferation of media channels, the need to effectively manage global brands and deliver consistent but often localized messaging. On Brand is designed to address these challenges by empowering teams to control, protect, create and collaborate on all aspects of their brand through a simple and intuitive modular cloud-based solution. On Brand’s functionality enables and facilitates the creation of multiple brand interfaces, asset management, brand guidelines, creative approval, campaign management and resource management. Related topics covered include Brand Management, Digital Asset Management and Marketing Resource Management.
1.
Highlights:
*Novel
&
Disruptive
Platform
encouraging
engagement
“in
the
field.”
*Expands
Mobile,
Data
&
Wearable
*Patentable
Associated
Systems
and
Hardware
Technologies
*Early
Wearable
Content
Specialist
*Shows
Use
for
Google
Glass
*Sets
Course
for
Mobile,
Contextual
Education
&
Data
in
coaching/teaching
Product
Differentiations:
*1st
Free
Access
to
World
Class
Real
Time
Training
and
Coaching
*1st
Cloud
Based
Real
Time
Training
System
with
cross
application
analytics
*Mixes
language
learning
and
attention
focusing
into
training
topics
Management
Team:
Scott
Braymer,
Founder
and
CEO
Scott
is
a
coach,
teacher
and
parent
intent
upon
facilitating
direct
experience
training
opportunities
to
users
by
delivering
science-‐driven
content
that
emphasizes
process-‐oriented
learning.
Scott’s
RPM
Tennis
system
offers
one
of
the
sport’s
only
comprehensive,
integrated
perspectives
for
player
development.
Arthur
Mrozowski,
Co-‐Founder
Arthur
is
a
serial
entrepreneur
and
technologist,
who
has
a
passion
and
vision
for
new
and
emerging
media
technologies
and
new
market
solutions.
Has
been
a
CEO,
Sales,
Business
Development
and
Technologist:
SONY,
Meridian
Data/IBM,
and
Founder
of
MagicScreen3D
&
MGE,
a
Web
based
Video
on
Demand
Company.
Cezary Otowski, Chief Technology
Officer
Cezary is the developer of the oopSee
platform and developed Voodoo Dance.
Cezary has worked on contracts for
Polish television, and many other Polish
government contracts.
Michael
Mitchell,
Ph.D.,
Primary
Experience
Officer
Michael is a human factors engineer
with over 20 years of experience
investigating and designing for human-
machine interaction and usability. Has
been Senior Interaction Designer and
Chief Experience Officer at The
Moment Collective, Fjord and a
consultant for Lessink Inc., Eleven,
Chegg and Network Insights.
Market
Opportunity
To become the first provider of widespread access to cloud-based, hands-free training content
produced for wearable-device users seeking coaching and other real time, interactive
guidance.
How
it
Works
Wearing any voice-operated, hands-free device, users interact with oopSee applications
during skill building exercises for sports, arts, recreation, job training, product-assembly
instructions, home-improvement projects and real-time, context-oriented, foreign-language
training. Every time a user answers a question or reports results of training exercises, the
oopSee platform becomes better equipped to exceed the user’s future expectations by
updating the user’s preferences, propensities and challenges.
Why
it
Works
Beyond
providing
universal
access
to
the
world’s
best
coaching
and
guidance,
oopSee
users
experience
improved
results
by
learning
from
their
mistakes
in
private.
With
this
personal
permission
to
err
in
private,
users
sidestep
their
insecurities
and
benefit
faster
from
the
trial
and
error
learning
process.
Plus,
users
also
control
the
pace
of
lessons
through
voice
commands
like
pause
and
repeat
and
skip.
The
Kahn
Academy
has
proven
such
user
control
of
lessons’
pace
and
privacy
expedites
a
user’s
skill
building
in
math
and
science.
oopSee
simply
applies
this
to
wearable
devices
through
content
designed
for
real-‐time
practice.
Market
Strategy:
§ Content
production
for
manufacturers
• Content
production
for
institutions
• Content
production
of
our
own
content
brand
• Establish
the
freemium
business
model
for
oopSee
• Sell
voice
advertising
• Produce
voice
advertising
content
• Pursue
partnerships
to
valuate
our
services
and
our
brand
with
hardware
companies
that
enhance
oopSee
function
Business
Summary:
Ø Pioneering
content
production
and
access
for
the
emerging
wearables
market
Ø A
mobile
version
of
The
Kahn
Academy
that
is
more
voice
driven
and
coaching
oriented
Ø Although
in
the
early
stages,
we
have
almost
completed
the
prototype
for
our
platform
Ø Current
priorities
are:
finishing
our
platform,
raising
capital,
producing
high
quality
content,
expanding
our
team
and
developing
strategic
partnerships
and
creating
revenue.
THE
BOTTOM
LINE
The
purpose
of
this
document
is
to
raise
capital.
We
seek
1.8
million
for
34%
ownership.
We
are
also
interested
in
shorter-‐term
bridge
solutions
for
growing
our
team
and
producing
the
content
that
will
drive
our
ad
sales.