Agenda

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Description

Andy Trainor, former Chief Learning Officer at Walmart, will cover the good, bad and ugly experiences and lessons learned as a leader introducing immersive learning into a fortune 1 company.

Topics covered will include:
• Creating and selling the initiative
• Breaking down the project into deliverables
• Mistakes that could have been avoided
• Success stories
• The bridge from a single successful project to established tools and methodologies in production

Speakers

CEO - North America , SkillsVR

Description

The way we work is changing at a rapid pace, propelled by the fast adoption of digital technologies, and normalization of remote and hybrid working.
Organizations are already boarding the XR bandwagon, especially for hard skills – and there is growing need to integrate XR in other areas including soft skills, workplace learning and capacity building, as well as the overall employee experience and motivation- which are enhanced by the use of VR and AR.

This comes at a time when the younger generation is already using and becoming more comfortable with XR, thereby setting an expectation that organizations utilize these tools when they become part of the workforce.

This panel will discuss the changing workplace and the various dimensions of integrating XR within organizations giving food for thought to reimagine the future of work.

Speakers

Education Consultant & VR Developer , DredwardsVR Consulting
Head of Learning Experiences & Client Services , Edstutia
Innovation Digital Product Manager , Major Wealth Management Firm
CEO , Moonbeam

Description

Stellantis and have been creating new VR training programs to transform the effectiveness of their workers in concert with the UAW.

Virtual Reality training is perfectly suited to the complex Stellantis manufacturing environment. One of the main aims of their training is to reduce to zero the danger of personal accidents and expensive mistakes. VR allows for highly realistic simulation training, that is deeply engaging for learners.

The goals of the VR training program are:

• Improve training outcomes for workers
• Improve safety, quality and proficiency of workers
• Ultimately they want to use AR / VR to improve production outcomes
• drive proficiency, efficiency and quality
• create real time manufacturing aids

Umajin have created a powerful VR / AR Authoring platform, that significantly reduces the cost of content creation. It provides:

• 3D content pipeline to make it easy to bring in existing assets. With the NVIDIA Omniverse tools the 3D models can be imported from the live manufacturing data from the Siemens CAD systems.
• It allows for multi participant scenarios
• Accurate tracking of people, tools and props within the VR environment
• LMS integration
• After action review

Speakers

CEO , Umajin

Description

The term “metaverse” has become the latest corporate buzzword, but how will virtual reality truly integrate into our professional lives?

To answer this question, think back to the late 90s: commercial internet access shrunk the world and established a new playing field for companies to facilitate team interaction, marketing, and product distribution.

Today, executives have a similar opportunity to transform their business’ operations and engage with customers in an immersive environment via the metaverse.

Opening up endless possibilities for communication, collaboration, morale and workplace culture, VR enables coworkers to catch up, watch a presentation, and brainstorm in an array of immersive settings without ever leaving home.

Join Andrew Hawken, CEO and Co-Founder of Mesmerise, and Leslie Marshall, Chief Marketing Officer at Mesmerise, as they discuss how companies can embrace VR for enhanced hybrid work environments. They'll also address the practicality of the medium and current tech limitations.

Speakers

Head of Customer Solutions , Mesmerise
Chief Marketing Officer , Mesmerise

Description

Drawing on a rich institutional history of teaching, scholarship, and innovation, students and faculty of Shenandoah University are recreating the drama of the Constitutional Convention in an experiential learning opportunity for inclusive audiences. The Shenandoah Center for Immersive Learning (SCiL) collaborates with constitutional scholars and teachers to develop a multi-component, immersive experience in the debates at the Constitutional Convention of 1787.

This reconstruction in virtual reality focuses on the debate over how to elect the chief executive, or president. Employing 3D scanning and motion capture technologies, and in collaboration with the National Parks Services and the National Constitution Center, this work resulted with a high fidelity recreation of Independence Hall's assembly room and avatars of the founders. The experience itself immerses participants in the 1787 time and place to acquaint them with principles, procedures, drama, and learning moments of this occasion. This is delivered in five levels of increasingly interactive scenarios that take the participant from a basic understanding of the Constitution into a dynamic, real-time debate engaging the key goals and challenges facing the founders of the United States.

In this panel or presentation, the project principals aim to discuss the approaches used to create such an environment, debut a short demo of it on stage, and open a discussion with audience members about the utility of such a platform for education and pedagogy.

Speakers

Professor of History , Shenandoah University
Associate Professor of History , James Madison University
Associate Professor of AR/VR , Shenandoah University
EVP & Chief Immersive Officer , AccessVR

Description

While AR and VR technologies focus on bringing everything virtual, there are a number of people bringing it back into the real world. This panel will bring together a dynamic, diverse group of trailblazers that create new experiences incorporating robotics and XR technology. There will be a discussion of hardware and software that enables technology, common challenges and how you can think about linking the real world with the virtual world. If you have ever wanted to found a startup, create entertainment on or off stage or develop useful robots you should come to this talk to better understand what it entails.

Speakers

PhD Candidate Research Assistant , Northeastern University
President & Co-Founder , Haply Robotics
Fellow , AMD
Partnerships Engagement , MassRobotics

Description

When people think of emerging technology such as AI, XR, and more, consumer activities and gaming tend to dominate the conversation. But with ongoing business disruptions, including persistent labor shortages and widening skills gaps, business applications could emerge on top for these technological developments in 2023. In fact, according to Deloitte, the U.S. manufacturing industry alone is expected to have 2.1 million unfilled jobs by 2030. There is a need for digital transformation.

From retailers to manufacturers, businesses are looking to the functionality of generative AI, XR and other enterprise technology to enhance operations, especially regarding training for high-risk, industrial jobs. High impact industries such as manufacturing and construction are just a couple of the real-world environments where employee mistakes can prove fatal.

While traditional classroom settings can bolster learning retention, most acquire 70% of the necessary skills from the type of experiential learning that XR training provides.

Additionally, in an age of social media and the internet, training manuals and long-form video or training sessions are no longer effective. The attention span of the average millennial is 8 seconds, and with millennials anticipated to make up 75% of the workforce by 2025, the need for an upgrade of existing training will never be higher. 

In the future, if new hires have access to intuitive and immersive training, not only will the process become more interactive, personalized and therefore more easily applied, but also workplace accidents could be reduced significantly – meaning more lives could be saved.

In this presentation, Jinhwan An, Senior Manager of New Business Development at LG Electronics and Entrepreneur in Residence at LG NOVA, LG Electronics’ North American Innovation Center, will discuss:

• An outlook of the future of training– including AI, XR, and remote learning
• How businesses can leverage smart technologies in workforce training, and the infrastructure needed to support the digital transformation
• Real-life companies and case studies who are developing this technology with large corporate partners

Speakers

Sr Mgr of Business Development , LG NOVA
Founder & CEO , Nakamir
CEO , iQ3Connect

Description

Integrating XR into a learning strategy can be tricky. Knowing where and when to supplement existing and new training with XR is a new skill set for learning professionals. The most effective integration of XR into learning is with a blended approach that mixes traditional learning modalities with XR enhancements. In this session, we will explore what blending XR into learning looks like, how learning teams can jump from traditional to immersive learning modalities, and explore how different XR options fit into an overall learning strategy.

Speakers

Learning Solutions Architect , The Ken Blanchard Companies
XR Solution Architect , Intellezy