The document discusses the WEKIT project, which aims to develop a wearable experience training methodology. This methodology involves capturing an expert's experience, enabling trainees to re-enact it wearing augmented reality devices, and then evaluating the training. The WEKIT platform and prototype use various sensors and AR tools to match trainee performance to expert data. The project is evaluating the approach in industrial settings like aircraft maintenance and healthcare imaging. The goal is to provide innovative learning that transfers experts' tacit knowledge through immersive experience sharing.
WEKIT Learning Methodology and Technology Design @ TCC online conference
1. Wearable Experiences
for Knowledge Intensive Training
Mikhail Fominykh, PhD
Europlan UK Molde University College
20/04/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1
Learning Methodology and Technology Design
Regional session
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June 28-30, 2016 • Vancouver, BC, Canada
#WEKIT
#tcc22nd
3. About me
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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 cooperation
training for medical students
Project manager in
workplace experience
capturing with 360 videos,
Augmented Reality and
Virtual Reality
4. What is WEKIT?
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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/
17. https://vimeo.com/133828847
Enriching the ‘real’ world with
virtual visual overlays
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
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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
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Kaj Helina, Timo Kuulaa, Jaakko Karjalainena, Iina Aaltonena, Fridolin Wild, Juhani Viitaniemia, Antti
Väätänena (2015) Usability of the ARgh! Augmented Reality system for on-the-job learning
24. Information
communication
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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/
25. Experience and knowledge
Learning = converting
experience to knowledge
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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.
26. Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
separated
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27. Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
20/04/2017 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 27
28. Experience and knowledge
Learning =
= converting experience to knowledge
immediate experience
(aka ‘practice’)
information for a master
level
(aka ‘theory’)
20/04/2017 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’)
20/04/2017 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’)
20/04/2017 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’)
20/04/2017 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’)
Experiencedlearner
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33. 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
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34. Methodology
What is Wearable Experience?
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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
43. 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
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Augmented
Reality
Learning
Experience
Model
P15891 working group of the
IEEE standards association
http://arlem.cct.brookes.ac.uk
61. 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
Presented by Mikhail Fominykh
mikhail.fominykh@europlan-uk.eu
http://www.mikhailfominykh.com/
http://slideshare.net/mfominykh/
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#WEKIT