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Wearable Experiences
for Knowledge Intensive Training
Mikhail Fominykh, PhD
Europlan UK Molde University College
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1
June 28-30, 2016 • Vancouver, BC, Canada
Wearable Experience: New Educational Media for Knowledge Intensive Training
Invited speech
29/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
June 28-30, 2016 • Vancouver, BC, Canada
#WEKIT
#edmedia
#edmediaconf
About me
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3
Project manager in
workplace training with
Augmented Reality
and Wearables
Associate Professor
and researcher in
Emergency Management
training
Adjunct Professor and teacher
in Virtual Reality
Software developer in
psychological
treatment training
Software developer in
welfare personnel
training
Software developer in
cooperation training for
medical students
Background:
Experiential learning
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
Mikhail Fominykh, Peter Leong, and Brenda Cartwright (2016/2017) A Study on Experiential Learning in a 3D
Virtual Environment within a Professional Counseling Distance Course, in progress.
Background:
Virtual Reality Recording
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
Real time class
R0
R1
R1
R2
Recording
Replay
Recording
Mikhail Morozov, Alexey Gerasimov, Mikhail Fominykh, and Andrey Smorkalov (2013) Asynchronous Immersive
Classes in a 3D Virtual World: Extended Description of vAcademia, DOI: 10.1007/978-3-642-38803-3_5
Background:
Experiential learning
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 6
Background:
Experiential learning
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 7
Photo by Mikhail Fominykh
Wearable Computing
Augmented Reality
Experience and Knowledge
WEKIT methodology
Information
communication
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9
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/
https://www.youtube.com/watch?v=qAsu-RoVgWc
AR?
https://www.youtube.com/watch?v=7d59O6cfaM0
AR!
Object-
centric
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 12
Action-
centric
Performance Augmentation
with wearables
sensor-sensory loop:
super-real experience
010000100001000010001010001111110
The guest
enacts experiences
The stager
produces narratives
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING29/06/2016 13
Photo by Ravensbourne
Wearable Computing
Wearable computing pursues an interface ideal of a continuously
worn, intelligent assistant that augments memory, intellect,
creativity, communication, and physical senses and abilities*.
* Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681
Why Wearable Computing?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15
Better access and management of information
Portability during operation
Enable hands free or hands-limited use
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.)
Wearability
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 16
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)
Photo by Mikhail Fominykh
Augmented Reality
Augmented Reality provides an enriched view onto the physical
world, adding layers with contextually useful information,
delivered visually or by stimulating other senses.
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 18
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 19
+80 /
+100%
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20
https://www.youtube.com/watch?v=YJg02ivYzSs
Photo by Mikhail Fominykh
Reality is more rough
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22
Working example
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
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 23
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
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
Working example
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25
Working example
What is WEKIT?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26
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/
Experience and knowledge
Learning = converting
experience to knowledge
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 27
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
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 32
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
Experiencedlearner
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34
Methodology
What is Wearable Experience?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 35
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 and enabling master-apprentice knowledge sharing.
Capture Re-enact
Evaluate
Methodology
What is Wearable Experience?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 36
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 and master-apprentice knowledge sharing.
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
Capture
example
Methodology
What is Wearable Experience?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 37
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 and master-apprentice knowledge sharing.
Wild, Perey, Helin, Davies and Ryan (2014) TELLME’s Learning Experience Model in action on the shop
floor of a textile weaving mill
Re-enact
example
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 38
Jan Schneider, Dirk Börner, Peter van Rosmalen and Marcus Specht (2015) Presentation Trainer:
Polishing your communication skills, DOI: 10.1007/978-3-319-24258-3_52
Evaluate
example
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.
Capture | Re-Enact
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING28/06/2016 39
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
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 40
# 41
Maintenance workers
in Aeronautics
# 42
Imaging and diagnostic workers
in Healthcare IT
# 43
Sub-system integration,
operation & maintenance
in Space
Photo by European Space Agency
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING29/06/2016 44
WEKIT methodology
Phase A
Capturing
WEKIT methodology
Phase B
Re-enactment
WEKIT methodology
Phase C
Evaluation
Goals
Capture of Expertise
What are relevant aspects of expertise and how to capture them?
Enable enactment of expertise
How to actively support the transfer of expertise to a learner?
Design of learning task
How should learning activities be designed to support / complement
expertise transfer?
Requirement generation
How should technology be designed to foster all of the above?
48WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING28/06/2016
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 49
Domain limited (Fernand and Herbert, 1996)
Failure to recall surface features (Schmidt and Boshuizen, 1993)
Inaccurate prediction judgement and advice (Hinds, 1999)
Inflexibility and bias (Sternberg and Frensch, 1992)
Qualities of Experts
Superior Mental Knowledge (De Groot, 1978)
Perceptual abilities (Lesgold et al., 1988)
Qualitative analysis (Klein, 1998)
Better strategies (Lemaire & Siegler, 1995)
Cognitive effort (Patricia 2003)
Shortcomings of Experts
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 50
Top-down approach
Identify tangible and intangible aspects relevant in all tasks
Find abstract key factors and rating scheme
Assess tasks and mechanisms according to factors and
schemes
WEKIT methodology
Bottom-up approach
Start to analyse concrete tasks in industrial settings
Classify them according to common scheme identifying
aspects of expertise and learning
Try to find mechanism suitable to support expertise
transfer
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 51
Task Classifications
Transfer
mechanism
Highprecision
Highspeed
Decisiontaking
Collaborative
tasks
Highmemory
load
Perceptualtask
Assertivetask
Dualtask
Performance
Managing
Uncertainty
HighSpatial
Task
Slow motion
Zoom 3 13
Think aloud protocol 1 8
Object enrichment 2
Contextualization 3, 9 3
Self awareness of physical state 14
Directed focus 15
Case identification 16
Spatial Simulation 18
In Situ Real-time Feedback 4 17
Mobile control
Virtual Post its 5 5
Haptic hints
5,
12
Virtual/Tangible Manipulation 6
3,
10,
11
Remote symmetrical tele-
assistance
7 7
Literature
1Schraagen, 1993
2Tang et al., 2003
3Quarles et al., 2008
4BMW AR system, 2010
5Sabine et al., 2011
6Lahanas V et al., 2014
7Chinthammit et al., 2014
8Lundgrén-Laine et al, 2010
9Curtis et al., 1998
10Seichter, 2004
11Wang, Chen, Gong, & Hsieh, 2007
12Khademi et al., 2012
13Mulloni, Dünser &Schmalstieg 2010
14Larkin, 1983
15Jarodzka et al., 2013
16Mulzoff, 1990
17Kotranza, Lind, Pugh & Lok 2009
18Martin-Gutierrez et al., 2010
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 52
Tasks
Cognitive
Perceptual
Developmental
Human
Machine
Environment
Space
Time
Target
Domains Dimensions
Top-down approach
What is WEKIT?
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 53
TEL community – driven project
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 54
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 55
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
28/06/2016 https://wekit-community.org/ideas/
28/06/2016
http://bit.ly/wekit-facebook
http://bit.ly/wekit-twitter
http://bit.ly/wekit-linkedin
http://bit.ly/wekit-plus
http://bit.ly/wekit-youtube
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 59
Disclaimer
This project has received funding from the Europea n Union’s
Horizon 2020 research and innovatio n programme under
grant agreeme nt No 687669. http: //we kit. e u/
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/
28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 60

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Wearable Experience: New Educational Media for Knowledge Intensive Training

  • 1. Wearable Experiences for Knowledge Intensive Training Mikhail Fominykh, PhD Europlan UK Molde University College 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 June 28-30, 2016 • Vancouver, BC, Canada Wearable Experience: New Educational Media for Knowledge Intensive Training Invited speech
  • 2. 29/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2 June 28-30, 2016 • Vancouver, BC, Canada #WEKIT #edmedia #edmediaconf
  • 3. About me 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3 Project manager in workplace training with Augmented Reality and Wearables Associate Professor and researcher in Emergency Management training Adjunct Professor and teacher in Virtual Reality Software developer in psychological treatment training Software developer in welfare personnel training Software developer in cooperation training for medical students
  • 4. Background: Experiential learning 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4 Mikhail Fominykh, Peter Leong, and Brenda Cartwright (2016/2017) A Study on Experiential Learning in a 3D Virtual Environment within a Professional Counseling Distance Course, in progress.
  • 5. Background: Virtual Reality Recording 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5 Real time class R0 R1 R1 R2 Recording Replay Recording Mikhail Morozov, Alexey Gerasimov, Mikhail Fominykh, and Andrey Smorkalov (2013) Asynchronous Immersive Classes in a 3D Virtual World: Extended Description of vAcademia, DOI: 10.1007/978-3-642-38803-3_5
  • 6. Background: Experiential learning 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 6
  • 7. Background: Experiential learning 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 7
  • 8. Photo by Mikhail Fominykh Wearable Computing Augmented Reality Experience and Knowledge WEKIT methodology
  • 9. Information communication 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9 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/
  • 12. Object- centric 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 12 Action- centric
  • 13. Performance Augmentation with wearables sensor-sensory loop: super-real experience 010000100001000010001010001111110 The guest enacts experiences The stager produces narratives WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING29/06/2016 13
  • 14. Photo by Ravensbourne Wearable Computing Wearable computing pursues an interface ideal of a continuously worn, intelligent assistant that augments memory, intellect, creativity, communication, and physical senses and abilities*. * Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681
  • 15. Why Wearable Computing? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15 Better access and management of information Portability during operation Enable hands free or hands-limited use 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.)
  • 16. Wearability 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 16 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)
  • 17. Photo by Mikhail Fominykh Augmented Reality Augmented Reality provides an enriched view onto the physical world, adding layers with contextually useful information, delivered visually or by stimulating other senses.
  • 18. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 18
  • 19. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 19 +80 / +100%
  • 20. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20 https://www.youtube.com/watch?v=YJg02ivYzSs
  • 21. Photo by Mikhail Fominykh Reality is more rough
  • 22. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22 Working example 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
  • 23. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 23 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
  • 24. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24 Working example
  • 25. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25 Working example
  • 26. What is WEKIT? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26 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/
  • 27. Experience and knowledge Learning = converting experience to knowledge 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 27 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.
  • 28. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) separated 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28
  • 29. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
  • 30. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30
  • 31. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31
  • 32. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 32
  • 33. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
  • 34. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) Experiencedlearner 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34
  • 35. Methodology What is Wearable Experience? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 35 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 and enabling master-apprentice knowledge sharing. Capture Re-enact Evaluate
  • 36. Methodology What is Wearable Experience? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 36 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 and master-apprentice knowledge sharing. 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 Capture example
  • 37. Methodology What is Wearable Experience? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 37 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 and master-apprentice knowledge sharing. Wild, Perey, Helin, Davies and Ryan (2014) TELLME’s Learning Experience Model in action on the shop floor of a textile weaving mill Re-enact example
  • 38. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 38 Jan Schneider, Dirk Börner, Peter van Rosmalen and Marcus Specht (2015) Presentation Trainer: Polishing your communication skills, DOI: 10.1007/978-3-319-24258-3_52 Evaluate example
  • 39. 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. Capture | Re-Enact WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING28/06/2016 39
  • 40. 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 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 40
  • 42. # 42 Imaging and diagnostic workers in Healthcare IT
  • 43. # 43 Sub-system integration, operation & maintenance in Space Photo by European Space Agency
  • 44. WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING29/06/2016 44
  • 48. Goals Capture of Expertise What are relevant aspects of expertise and how to capture them? Enable enactment of expertise How to actively support the transfer of expertise to a learner? Design of learning task How should learning activities be designed to support / complement expertise transfer? Requirement generation How should technology be designed to foster all of the above? 48WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING28/06/2016
  • 49. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 49 Domain limited (Fernand and Herbert, 1996) Failure to recall surface features (Schmidt and Boshuizen, 1993) Inaccurate prediction judgement and advice (Hinds, 1999) Inflexibility and bias (Sternberg and Frensch, 1992) Qualities of Experts Superior Mental Knowledge (De Groot, 1978) Perceptual abilities (Lesgold et al., 1988) Qualitative analysis (Klein, 1998) Better strategies (Lemaire & Siegler, 1995) Cognitive effort (Patricia 2003) Shortcomings of Experts
  • 50. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 50 Top-down approach Identify tangible and intangible aspects relevant in all tasks Find abstract key factors and rating scheme Assess tasks and mechanisms according to factors and schemes WEKIT methodology Bottom-up approach Start to analyse concrete tasks in industrial settings Classify them according to common scheme identifying aspects of expertise and learning Try to find mechanism suitable to support expertise transfer
  • 51. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 51 Task Classifications Transfer mechanism Highprecision Highspeed Decisiontaking Collaborative tasks Highmemory load Perceptualtask Assertivetask Dualtask Performance Managing Uncertainty HighSpatial Task Slow motion Zoom 3 13 Think aloud protocol 1 8 Object enrichment 2 Contextualization 3, 9 3 Self awareness of physical state 14 Directed focus 15 Case identification 16 Spatial Simulation 18 In Situ Real-time Feedback 4 17 Mobile control Virtual Post its 5 5 Haptic hints 5, 12 Virtual/Tangible Manipulation 6 3, 10, 11 Remote symmetrical tele- assistance 7 7 Literature 1Schraagen, 1993 2Tang et al., 2003 3Quarles et al., 2008 4BMW AR system, 2010 5Sabine et al., 2011 6Lahanas V et al., 2014 7Chinthammit et al., 2014 8Lundgrén-Laine et al, 2010 9Curtis et al., 1998 10Seichter, 2004 11Wang, Chen, Gong, & Hsieh, 2007 12Khademi et al., 2012 13Mulloni, Dünser &Schmalstieg 2010 14Larkin, 1983 15Jarodzka et al., 2013 16Mulzoff, 1990 17Kotranza, Lind, Pugh & Lok 2009 18Martin-Gutierrez et al., 2010
  • 52. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 52 Tasks Cognitive Perceptual Developmental Human Machine Environment Space Time Target Domains Dimensions Top-down approach
  • 53. What is WEKIT? 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 53 TEL community – driven project
  • 54. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 54
  • 55. 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 55
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  • 57. jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler
  • 60. Disclaimer This project has received funding from the Europea n Union’s Horizon 2020 research and innovatio n programme under grant agreeme nt No 687669. http: //we kit. e u/ 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/ 28/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 60