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WEKIT
Performance Augmentation in
Industrial Training by Mikhail Fominykh
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1
International Technology Enhanced Assessment Conference
5-6 October 2017 | Barcelona, Spain
Disruptive Technology in
Technology-Enhanced Assessment
Questions for steering the Discussion:
Does your technology allow the assessment of competences or
performance which was not possible before? Or is it assessed in a more
accurate way?
What is the primarily construct/competence your technology is assessing?
What are the evidences in terms of outcomes your technology collects to
assess knowledge/skills/attitudes? So how does your technology infer
conclusions, for example to give feedback?
What feedback and/or feedback forward does it give?
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3
(Frey & Osborne, 2013)
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
(CIPD, 2016;
UKCESS, 2015)
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
(Grace et al., 2017)
“Overall, we find that,
on average across
the 21 OECD countries,
9% of jobs are automatable.”
(Arntz, Gregory, & Zieran,
2016)
Object-
centric
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 6
Action-
centric
Information
communication
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 7
Experience-
communication
Images: http://www.unmuseum.org/, http://en.wikipedia.org/, http://digitalxtrememedia.com/;
https://www.youtube.com/watch?v=7d59O6cfaM0, https://www.microsoft.com/en-us/research/project/holoportation/
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 8
Human
Performance
Augmentation
Smart Assistance: Intelligent
Training and Guidance Systems
Healthy workplaces: ergonomic,
safe, facilitating fitness
New work models
https://vimeo.com/133828847
Giuseppe Scavo, Fridolin Wild and Peter Scott(2015) The GhostHands UX: telementoring with hands-on
augmented reality instruction, DOI: 10.3233/978-1-61499-530-2-236
Augmented Reality
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 10
Augmented Reality
Kaj Helina, Timo Kuulaa, Jaakko Karjalainena, Iina Aaltonena, Fridolin Wildb, Juhani Viitaniemia, Antti
Väätänena (2015) Usability of the ARgh! Augmented Reality system for on-the-job learning
Experience and knowledge
Learning = converting
experience to knowledge
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 11
Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing
Live Experience with Virtual and Augmented Reality”, DOI: 10.3233/978-1-61499-530-2-298.
Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
separated
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 12
Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 13
Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 14
Training Methodology
What is Wearable Experience?
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15
The Wearable Experience training methodology aims to support
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 and enabling master-apprentice knowledge
sharing.
Capture Re-enact Evaluate
WEKIT methodology
Phase A
Capturing
WEKIT methodology
Phase B
Re-enactment
WEKIT methodology
Phase C
Evaluation
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
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21
Software architecture
Recorder
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22
Augmented
Reality
Learning
Experience
Model
P15891 working group of the
IEEE standards association
http://arlem.cct.brookes.ac.uk
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 23
Hardware
design
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
Wearable
design
Maintenance workers
in Aeronautics
Imaging and diagnostic
workers in Healthcare IT
Sub-system integration,
operation & maintenance
in Space
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28
WEKIT facts
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/
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 -
Performance Augmentation in Industrial Training
Presented by Mikhail Fominykh
05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
International Technology Enhanced Assessment Conference
5-6 October 2017 | Barcelona, Spain

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Wekit - performance augmentation in industrial training - technology enhanced assessment conference tea2017

  • 1. WEKIT Performance Augmentation in Industrial Training by Mikhail Fominykh 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 International Technology Enhanced Assessment Conference 5-6 October 2017 | Barcelona, Spain
  • 2. Disruptive Technology in Technology-Enhanced Assessment Questions for steering the Discussion: Does your technology allow the assessment of competences or performance which was not possible before? Or is it assessed in a more accurate way? What is the primarily construct/competence your technology is assessing? What are the evidences in terms of outcomes your technology collects to assess knowledge/skills/attitudes? So how does your technology infer conclusions, for example to give feedback? What feedback and/or feedback forward does it give? 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
  • 3. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3 (Frey & Osborne, 2013)
  • 4. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4 (CIPD, 2016; UKCESS, 2015)
  • 5. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5 (Grace et al., 2017) “Overall, we find that, on average across the 21 OECD countries, 9% of jobs are automatable.” (Arntz, Gregory, & Zieran, 2016)
  • 6. Object- centric 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 6 Action- centric
  • 7. Information communication 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 7 Experience- communication Images: http://www.unmuseum.org/, http://en.wikipedia.org/, http://digitalxtrememedia.com/; https://www.youtube.com/watch?v=7d59O6cfaM0, https://www.microsoft.com/en-us/research/project/holoportation/
  • 8. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 8 Human Performance Augmentation Smart Assistance: Intelligent Training and Guidance Systems Healthy workplaces: ergonomic, safe, facilitating fitness New work models
  • 9. https://vimeo.com/133828847 Giuseppe Scavo, Fridolin Wild and Peter Scott(2015) The GhostHands UX: telementoring with hands-on augmented reality instruction, DOI: 10.3233/978-1-61499-530-2-236 Augmented Reality
  • 10. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 10 Augmented Reality Kaj Helina, Timo Kuulaa, Jaakko Karjalainena, Iina Aaltonena, Fridolin Wildb, Juhani Viitaniemia, Antti Väätänena (2015) Usability of the ARgh! Augmented Reality system for on-the-job learning
  • 11. Experience and knowledge Learning = converting experience to knowledge 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 11 Mikhail Fominykh, Fridolin Wild, Carl Smith, Victor Alvarez and Mikhail Morozov: "An Overview of Capturing Live Experience with Virtual and Augmented Reality”, DOI: 10.3233/978-1-61499-530-2-298.
  • 12. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) separated 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 12
  • 13. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 13
  • 14. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 14
  • 15. Training Methodology What is Wearable Experience? 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15 The Wearable Experience training methodology aims to support 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 and enabling master-apprentice knowledge sharing. Capture Re-enact Evaluate
  • 19.
  • 20. 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 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20
  • 21. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21 Software architecture Recorder
  • 22. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22 Augmented Reality Learning Experience Model P15891 working group of the IEEE standards association http://arlem.cct.brookes.ac.uk
  • 23. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 23 Hardware design
  • 24. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24 Wearable design
  • 26. Imaging and diagnostic workers in Healthcare IT
  • 27. Sub-system integration, operation & maintenance in Space
  • 28. 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28 WEKIT facts 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/
  • 29. 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 - Performance Augmentation in Industrial Training Presented by Mikhail Fominykh 05/10/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29 International Technology Enhanced Assessment Conference 5-6 October 2017 | Barcelona, Spain