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Wearable Experiences for
Knowledge Intensive Training
lecture
presented by Mikhail Fominykh, Europlan UK ltd
MIKHAIL.FOMIN...
What is WEKIT?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
Funding: EU Horizon 2020, ICT-20 2015: Te...
What is WEKIT?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3
TEL community – driven project
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schoo...
Photo by Mikhail Fominykh
Experience and Knowledge
Wearable Computing
Augmented Reality
WEKIT methodology
Object-
centric
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9
Action-
centric
Experience and knowledge
Learning = converting
experience to knowledge
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENS...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information...
Photo by Ravensbourne
Wearable Computing
Wearable Computing –
WEARABILITY
Wearable computing pursues an interface ideal of a
continuously worn, intelligent assista...
Why Wearable Computing?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20
Better access and management of...
Wearability characteristics
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21
Head mounted
(headsets, gla...
Wearability Challenges
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22
Short life span
Low-user engagem...
Photo by Mikhail Fominykh
Augmented Reality
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25
+80 /
+100%
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26
https://www.youtube.com/watch?v=YJg02ivYzSs
Photo by Mikhail Fominykh
Reality is more rough
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28
Working example
21/06/2016
Viitaniemi et al. (2014):
Deliverable d4.2,
TELLME consortium
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAIN...
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30
Working example
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31
Working example
Photo by Mikhail Fominykh
Use case – performance
augmentation
Technology
What is Wearable Experience?
An experience that is facilitated by devices located on or in
the body that can in...
Methodology
What is Wearable Experience?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34
The Wearable E...
21/06/2016 35
WEKIT methodology
Phase A
Capturing
21/06/2016 36
WEKIT methodology
Phase B
Re-enactment
21/06/2016 37
WEKIT methodology
Phase C
Evaluation
21/06/2016 https://wekit-community.org/ideas/
21/06/2016 http://bit.ly/wekit-facebook
21/06/2016 40
Disclaimer
This project has received funding from the European Union’s
Horizon 2020 research and innovation programme unde...
Wearable Experience for Knowledge-Intensive Training WEKIT lecture
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Wearable Experience for Knowledge-Intensive Training WEKIT lecture

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This lecture gives an overview of Augmented Reality and Wearable Technology and their use in workplace learning. It explains the basic concepts related the relevant pedagogies
(learning by doing, experiential learning, tacit and explicit knowledge) and some technological details (state of the art and devices).The lecture introduces experience capturing and experience reenactment both as a training approach and from the technical point of view. The lecture also contains a brief introduction of the WEKIT EU project.

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Wearable Experience for Knowledge-Intensive Training WEKIT lecture

  1. 1. Wearable Experiences for Knowledge Intensive Training lecture presented by Mikhail Fominykh, Europlan UK ltd MIKHAIL.FOMINYKH@EUROPLAN-UK.EU 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 12th Joint European Summer School on Technology-Enhanced Learning | Tallinn, Estonia
  2. 2. What is WEKIT? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2 Funding: EU Horizon 2020, ICT-20 2015: Technologies for better human learning and teaching Budget: EUR 2.753.143,75 WEKIT Community https://wekit-community.org/ WEKIT project website http://wekit.eu/
  3. 3. What is WEKIT? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3 TEL community – driven project
  4. 4. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
  5. 5. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
  6. 6. jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler
  7. 7. Photo by Mikhail Fominykh Experience and Knowledge Wearable Computing Augmented Reality WEKIT methodology
  8. 8. Object- centric 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9 Action- centric
  9. 9. Experience and knowledge Learning = converting experience to knowledge 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 10
  10. 10. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) separated 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 11
  11. 11. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 12
  12. 12. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 13
  13. 13. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 14
  14. 14. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15
  15. 15. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 16
  16. 16. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) Experiencedlearner 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 17
  17. 17. Photo by Ravensbourne Wearable Computing
  18. 18. Wearable Computing – WEARABILITY Wearable computing pursues an interface ideal of a continuously worn, intelligent assistant that augments memory, intellect, creativity, communication, and physical senses and abilities*. Wearability involves the interaction between the body and the device (not technocentric – but the relationship – how one influences the other). 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 19 * Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681
  19. 19. Why Wearable Computing? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20 Better access and management of information Wearables provide portability during operation Enable hands free or hands-limited use Can focus the user’s attention Can run continuously; and attempt to sense the user’s current context (Rhodes, 2000) Focuses the user’s attention and presents information in an unobtrusive, context-dependent manner (Kortuem et al.).
  20. 20. Wearability characteristics 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21 Head mounted (headsets, glasses, ear attachments) Hand, wrist and arm mounted ( gloves, watches, rings, bands)Chest, neck back mounted ( belts, bands, wests, shirts) Leg, feet mounted ( bands, shoes)
  21. 21. Wearability Challenges 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22 Short life span Low-user engagement Power Requirements Network resources Privacy Concerns
  22. 22. Photo by Mikhail Fominykh Augmented Reality
  23. 23. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
  24. 24. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25 +80 / +100%
  25. 25. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26 https://www.youtube.com/watch?v=YJg02ivYzSs
  26. 26. Photo by Mikhail Fominykh Reality is more rough
  27. 27. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28 Working example
  28. 28. 21/06/2016 Viitaniemi et al. (2014): Deliverable d4.2, TELLME consortium WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
  29. 29. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30 Working example
  30. 30. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31 Working example
  31. 31. Photo by Mikhail Fominykh Use case – performance augmentation
  32. 32. Technology What is Wearable Experience? An experience that is facilitated by devices located on or in the body that can include: tracking user activity, biometric and environmental data matching and mapping user performance augmenting user’s activity with another user’s data adapting user’s activity and behavior 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
  33. 33. Methodology What is Wearable Experience? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34 The Wearable Experience training methodology aims to provide an innovative learning method that is based on the idea of capturing the experience of an expert and enabling trainees to wear it while re- enacting, thus giving the trainee access to the tacit knowledge of the expert. Scavo, Wild and Scott (2015) TELLME’s ‘GhostHands’ for teletutoring and hands-on remote instruction Wild, Perey, Helin, Davies and Ryan (2014) TELLME’s Learning Experience Model in action on the shop floor of a textile weaving mill
  34. 34. 21/06/2016 35 WEKIT methodology Phase A Capturing
  35. 35. 21/06/2016 36 WEKIT methodology Phase B Re-enactment
  36. 36. 21/06/2016 37 WEKIT methodology Phase C Evaluation
  37. 37. 21/06/2016 https://wekit-community.org/ideas/
  38. 38. 21/06/2016 http://bit.ly/wekit-facebook
  39. 39. 21/06/2016 40
  40. 40. Disclaimer This project has received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 687669. http://wekit.eu/ Q & A #WEKIT Presented by Mikhail Fominykh mikhail.fominykh@europlan-uk.eu http://www.mikhailfominykh.com/ http://www.linkedin.com/in/fominykh/ https://www.facebook.com/mikhail.fominykh/ http://slideshare.net/mfominykh/ 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 41 12th Joint European Summer School on Technology-Enhanced Learning | Tallinn, Estonia

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