Talespin Expands Immersive Soft Skills Learning Content Library

Talespin

Training solution specialist Talespin has been building up its library of content aimed specifically at helping companies who are keen on improving their employees skills. Further improving its services, today Talespin has announced an expansion of its off-the-shelf learning content library whilst making its services easier to access.

Talespin

Today sees the addition of Recognizing Bias and Practicing Self-Awareness to its library, both powered by Talespin’s CoPilot virtual human training technology. Both feature real-time scoring and feedback to aid a user’s development.

  • Recognizing Bias Module: Learners take on the role of a producer at a fictional large tech company. They are tasked with filling a programmer position with an experienced candidate who can hit the ground running. The learner must interview three candidates and find the right one for the role, while navigating their own biases. They will learn how to identify and mitigate the common biases found in the workplace.
  • Practicing Self-Awareness Module: Learners take on the role of an account manager who recently had to let an important client know that the team will not be able to meet an agreed-upon deadline. After a stressful exchange with their boss about the missed deadline, the learner must effectively identify and manage their emotions in a follow-up meeting with the internal project manager to establish what went wrong. 

“The past year has proven the impact that better learning and deeper skills data can have on solving workforce development challenges,” said Kyle Jackson, Chief Executive Officer and Co-Founder of Talespin in a statement. “Our new desktop streaming capability and content will bring the benefits of immersive learning to our customers and learners at scale.” 

Talespin

“The workforce of the future needs prepared leaders with strong communication skills, who can learn and lead, creating a model for work that’s collaborative, inclusive, and productive. Talespin’s new immersive learning content and desktop streaming platform capabilities align with our mission to lower the barrier to entry for professional development, and to accelerate skill attainment and greater accessibility to advanced technology,” said Stephen Yadzinski, senior innovation officer, JFF. “We are excited to expand our partnership with Talespin to continue driving social impact in learning and education.” 

While Talespin has been focused on providing its content via VR headsets its now added desktop content streaming support so that users can access modules through a website link, improving accessibility in the process. VRFocus will continue its coverage of Talespin and soft skills training in VR, reporting back with further updates.

The Liquid Book: a new Business Model for the Educational Publishing sector

Clearly, the “Italian way” toward digital transformation has proven bumpy to say the least, and when the execution of certain activities has been rocked by force majeure events, we paid a hefty price to the lack of a long-term vision.

The same pattern repeated itself in a number of areas: where technological solutions could have been designed in advance to first support, and in the long term partly replace, the traditional approach, today we witness a panicky rush to batten down the hatches.

Tourism, work, healthcare, are just few of such sectors. Similar considerations can surely be made for education in general, and in particular for educational publishing.

Updates: a key to learning or a trick?

A problem has been affecting this sector for a while.

By definition, research and new knowledge bring updated perspectives that must be integrated within the exiting schoolbooks.

Brand new editions are therefore produced and adopted in the new courses, thus making the old books – which now bear outdated information – totally useless.

Incidentally, this represents a key monetisation mechanism for publishers, who have therefore the opportunity to produce and spread frequently books that – even though perhaps just partly updated – are technically new by all accounts.

Now, it is true that students would typically adopt the book for just one year before moving on to the next course; but there is a huge second hand market to potentially source from, not to mention the cases where books can be inherited by siblings or cousins.

And here is the kernel of the issue: with a clear incentive to produce new editions (which end up burdening severely the families’ finances), a thorny question arises as to how significant and necessary the imposed updates actually are.

So much so that in the past the Italian government decreed that publishers could not change the contents of the editions for five years, with the exception – and this is a key point to which we will come back – of appendices “to be made separately available”.

The publishers did not exude enthusiasm at the idea and, to cut a long story short, the following government eventually recalled the decision.

During the course of the years the Italian Ministry of Education, even launched a digital scheme, associating to the book a code that would give access to additional online resources.

Problem is, nobody showed interest: when only 5.3% of students unlocks the codes to access the extra contents, the approach should be at the very least re-discussed.

To summarise, two points seem to emerge:

  1. An inverse relationship between the profits of publishers and the satisfaction of families as economic actors (in other words, publishers prosper only if families spend more than they want). This clash of interests is well exemplified by the role of the second hand market, often a saviour for the families, always a thorn in the backside from the publishers’ standpoint.
  2. Even amongst the digital natives the physical book appears essential in the process of studying and learning.

A new business model

Well, the first step to solve the conundrum is to realise that publishers do not produce books: they produce contents.

(The fact that said contents are conventionally conveyed in a printed fashion has relative importance: after all the Odyssey, arguably one of the greatest books in the history of humankind, has been conveyed orally for centuries and printed only when a technological revolution allowed it).

Back to the idea of appendices “to be made separately available”: the rationale clearly is to keep a solid basis – indeed, the book – upon which to build the updates in a modular fashion.

The proposed model wasn’t however clear: how would these updates be made available? Would the publishers have the chance to monetise on those, considering the extra manufacturing and distributions costs? Would it not happen that, once on the students’ shelves, these updates stay separate from the books, get lost and are eventually not made use of?

We’d run a risk similar to that seen with the online updates: detached from the context of the book, information are not perused.

This is why it is paramount to envisage a model where the updates are modular, but contextualised within the fruition of the book.

The Liquid Book

The solution is offered by Augmented Reality, which allows to overlay digital contens onto the physical world.

By designing projects based on a book as the cornerstone and a mobile App able to activate certain contents when interacting with the book itself, one can envisage the following new scenario:

  • Publishers produce contents and updates with the required frequency.
  • The updates are sold online and viewed via the existing App, in context with the book.
  • Publishers monetise on the updates only, without needing to produce a new edition altogether (with all its relevant costs)
  • The book enjoys an extended lifespan. No longer an enemy to fight, the second hand market becomes in fact an indirect ally for the circulation of the “cornerstone-book” upon which to build a new way of enjoying contents (with even vertical integration opportunities).
  • Families attain significant savings. Think of a case where, instead of 50 euro for a brand new book, one can pay 25 euro for its second hand version plus 7 euro for the relevant updates: savings in the region of 35/40% are not unreasonable to imagine.

This hypothesis of “liquid book” would then resolve the false trade-off between publishers’ profits and unwarranted costs out the families’ pockets, while allowing a plunge in the digital era without leaving the reassuring presence of the physical book.

But there is more.
Employing augmented reality would open endless possibilities in terms of innovative contents, as well as offer a helpful tool for students with special needs – all stemming from the very same cornerstone: the good old schoolbook.

Finally, there is a significant environment-related consideration to make: not only would the liquid book model reduce the waste of quickly dismissed books, but also the Co2 emissions linked to the production and distribution of the final product.

A win for all, then? Well, not really, as it would appear. In the depicted scenario, the actual manufacturers of the books, that is, the printing companies, seem to be the ones losing out.

Not so fast, though. This proposal does not threaten the book: it saves it.
The most likely alternative scenario, in fact, is not the indefinite conservation of the status quo – clearly unrealistic – but a radical online shift instead: augmented reality can give paper a new life.

In a such re-designed value chain, printing companies should in fact consider to include augmented reality within their products’ portfolio: by using ad-hoc platforms they can do so without developing in-house technical competences – hence without shifting their focus away from their core business -, thus innovate in a planned and strategic manner, not in a panicky response to a sudden threat.

Switching the geAR in Education

For those who have kids in school age, the last couple of months have been quite a revelation.
Used to kiss them goodbye in the morning and see them again only many hours later, whatever happened all day long inside the classroom was largely a guessing game, with the sole prop of clues that were either sporadic (the interaction with the teachers) or outright poor (the recounts of the usually reticent pupils).

But when suddenly home-schooling became the new normal, it was as if the fourth wall collapsed, allowing us to take a glimpse at what happens routinely behind the scenes.
A somewhat displacing experience, the one thing it did was giving us a better understanding of both the benefits and the limitations of digital and traditional means to deliver education.

There is no doubt that a physical interaction with teachers and peers is crucial, not only for learning purposes, but also for a healthy social development; on the other hand, the increased adoption of communication technologies that are already part of the youngsters’ lives plays a role in engaging them more and better in the learning process.

As such, we suddenly found ourselves at a crossroads where we must solve the dilemma and obtain the best of both worlds: by blending real world and digitally constructed contents, immersive technologies can be the answer.
Let’s be clear about this: the pandemic did not raise the question from nowhere; it simply put it right at the top of the agenda. The case for mixed reality was already there well before the outbreak, and it rests on a set of reasons that we can schematically summarise as follows.

The Benefits of Augmented Reality in Education

Improve students’ engagement

This is arguably the most powerful driver, as the interactive nature of Augmented and Virtual Reality help raise attention’s levels on any subject.
Think about a maths lesson where pupils learn proportions by designing a building and then seeing it digitally erected: if their calculations are wrong, the result will be evidently disastrous! Not only that, but they will be extra-motivated to understand the theory better in order to improve the outcome.

Increase knowledge retention

Research on the topic is extensive and unequivocal: by pulling contents through their own discovery, users recollect more memories – and more vividly – than they do when they are at the receiving end of a “passive” teaching approach.

Augmented Reality is the perfect vehicle at this respect: one thing is to learn chemistry on a book; a totally different experience is to so by conducting experiments virtually, thus – by the way – without the need to equip an expensive lab.

Seek cost-effectiveness

The “virtual lab” example has introduced the idea, but there is more to add in respect to costs saving.

Sure, immersive technologies entail upfront investments that, especially in the case of public institutions, might initially be seen as a stumbling block.
A couple of things however must be taken into account: first of all, applications of this kind increasingly run on hardware that is already in the students’ hands (their own mobile devices); and in the mid-run, the flexibility and the ease in updating the contents reduces the costs for designing and renewing the lessons.
In short: while acquisition costs are decreasing, cost savings are getting more and more conspicuous.

Develop the digital skills required by the new professions

Think about it: never in history was ever the opportunity to learn (and have fun) while building a professional profile in the process. Yes, of course traditional teaching methods mould the youth’s minds in ways that pay dividends years down the line in the work place.

But one can hardly argue that mastering the “technologies” and the methodologies historically deployed in the learning process (reading; taking notes; translating from Latin) could be immediately and effectively applied in a work environment.
Enjoying and creating mixed reality experiences in learning about any given topic, on the other side, offers an incredible hands-on training on skills that are in high demand in the digital world.

An engaging and proactive approach to learning, put in place in a cost-effective fashion while equipping students for the professional world: upon these pillars we now have the opportunity to re-think education.

Younger generations are accustomed to acquiring knowledge through mobile devices and active experiences, and educational institutions not adapting accordingly will struggle to cope with their demands. It’s been clear for a while that updating teaching methodologies, resources and curricula to adopt a new approach to education was the only way ahead: the time has now come to switch the gear.

The Extremes of Mental Presence: Cognitive Enhancement, Biohacking, Psychedelics, & Transhumanism

eric-matznerEric Metzner identifies as a Techno-Optimistic Futurist who sometimes works an entire second workday within VR exploring different ways to expand his mind. He’s pushing the limits of mental presence by using nootropic supplements for cognitive enhancement from his company Nootroo, experimenting with psychedelics and VR with the psychonauts from /r/RiftIntoTheMind, exploring sensory addition & biohacking with the Northpaw device, using EEG sensors and VR to have an embodied experience of neurofeedback, teaching himself how to type with one hand with a chorded Twiddler3 Keyboard, and Rapid Serial Visual Presentation to read up to 1000 words a minute using Virtual Desktop.

I had a chance to catch up with Metzner at an UploadVR party during GDC where he shared his explorations into the extremes of mental presence. For me, I’m interested in the balance between mental & social presence with embodied presence, emotional presence, and active presence. But Metzner wants to push the limits of what types of experiences are possible as well as use VR to help him focus on his learning practices.

LISTEN TO THE PODCAST

Part of the extremes of the air element is the risk of disassociation from his body and the real world, and Metzner is openly wondering whether or not reality is going to be able to keep up with how compelling VR is to him. He’s a part of an emerging group of Transhumanist Merry Pranksters of Silicon Valley experimenting with immersive technologies and daily habits to optimize productivity and happiness.

Links and show notes:


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Music: Fatality & Summer Trip

The post The Extremes of Mental Presence: Cognitive Enhancement, Biohacking, Psychedelics, & Transhumanism appeared first on Road to VR.

Training with Augmented Reality: the benefits in a case study

One of the downturns of the global population ageing is that the elders work longer, making the natural turnover at the workplace slower.
The ageing workforce doesn’t translate just in demographic problems, but also in knowledge transfer problems to the youngest generations.
Because the younger generations have less chances to start their career and build their skill set, the result is a big experience gap between old and young workers.

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This is where technology comes into play. Since providing an effective and comprehensive training requires a certain amount of hours spent in class and in the field, technologies like Augmented Reality can be a useful training tool for at least two reasons: 1) it is more practical; 2) the information is longer retained.

An important scenario where AR Training is extremely relevant is in safety applications. In 2014, there were close to 3.2 million non-fatal accidents that resulted in at least four calendar days of absence from work and 3.739 fatal accidents in the EU-28 (ESAW).

A case study for safety applications

The European project Angels (Augmented Reality Network Generating Learning on Safety) was carried out between 2013 and 2014 by a team made of Policlinico Tor Vergata (Italy), Hopital Brocà (France), NCONZO (Cech Republic), UJI (Spain), Entropy KN (Italy) and Inglobe Technologies (Italy) with the aim of assessing the impact of AR in training for prevention of risks in the workplace in the healthcare sector.

The hospitals involved were:

  • Hôpitaux de Paris (France)
  • University Hospital Brno (Czech Republic)
  • Hospital Virgen de los Lirios; Hospital Nisa Rey Don Jaime; DIAVERUM center (Spain)
  • Policlinico Tor Vergata (Italy)

The main objective of the project was to compare the learning performance and ease of use of AR training with respect to traditional training on books and in the classroom.

How the AR Training was carried out

The method of assessment was a large scale trial, involving 117 participants from four countries with the following work roles: nurses; auxiliary nurses; nursing students; doctors; and other healthcare professionals (e.g. psychologists). The average age of seniority in the role was 8,76 years.

The training duration was 15 days, during this period the participants had the chance to use the system in one of the two available modes: free and guided.
Using the system in free mode the trainee is free to explore the environment retrieving information about generic risks.
Using the system in guided mode the trainee has to follow a series of obliged steps related to specific risks.
82% of the participants used the system in free mode, the remaining 18% used it in guided mode.

Before and after the training period, the participants filled in pre-assessment and post-assessment tests aimed at understanding their level of comfort with new technologies as well as the learning impact of using the ANGELS system.
Based on the information provided by the participants, by means of the assessment tests, results were prepared and summarized in the following paragraphs.

The ANGELS AR Platform for Safety

The Angels system used for the training activities is an authoring platform developed by Inglobe Technologies composed by a web-based software, a server and a mobile client.
The web-based platform enables the creation of custom Augmented Reality procedures for safety purposes, allowing the administrator to upload a planimetry related to the building where the safety risks have to be managed. The administrator can manually place the safety procedures in specific areas/rooms on the planimetry, so that when the user is in a given area of the building, by scanning the nearest QR Code, she can visualize what are the safety risks in the area and she can access the procedures on how to manage those risks.

Joint Analysis Results

The results of the study include an analysis of several variables like the participants’ capability of use of new technology, preference towards the traditional or the AR system, overall performance of participants trained with the traditional system compared to those trained with the AR system.

Regarding the familiarity with new technologies it is clear that the participants didn’t have a high technological aptitude, they were average users. It is not necessary to be a power user in order to be able to use AR systems effectively.

When faced with the decision of which system they prefer to use to carry out training activities, about three fourths of the participants declared they prefer the ANGELS AR system over the traditional one.

Finally, the results from the post-assessment questionnaire clearly showed how the ANGELS system was able to improve the level of knowledge of trainees about the risks in the hospitals. In general the guided training mode proved to be slightly at increasing the level of knowledge.

Conclusions

The evidence from the ANGELS project, clearly proves that Augmented Reality is a very effective technology used in the context of training activities.
Moreover no particular technological aptitude is required to trainees, in fact the average trainee can easily use AR training system with success and improve her knowledge.

References:
Platform Home Page: http://projects.armedia.it/projects/angelsSK/
Project Preliminary Paper: http://www.inglobetechnologies.com/wp-content/uploads/2014/06/paper_ICERI2013_Angels.pdf

MEL Science Bolsters Their VR/AR Learning Tool With $2.5 Million

MEL Science Bolsters Their VR/AR Learning Tool With $2.5 Million

Hands-on experiences can often provide better results when it comes to education, deeply embedding the knowledge and processes within the student. Some things will stick when reading and absorbing information tossed at a large group, but some subjects certainly require action. MEL Science embraces this ideal fully, providing a subscription service that includes 38 hands-on chemistry sets with a 3D microscope phone/tablet app to bolster the experience by showing what happens on a molecular level. It also is the first to include VR/AR implementation, further immersing their students in the practical project. Today, MEL Science announces that they’ve secured $2.5 million to take their education to the next level.

A look inside the MEL Science starter kit.

The MEL Science kit includes a smartphone macro lens, smartphone stand, syringes, a fuel stove, VR goggles, and other tools. It’s pretty neat to see a set of items that provides the essential things to experiment with chemistry while also tapping into the evolving digital culture that our children are growing up deeply embedded in. Kids and adults alike tend to have regular access to smartphones and tablets, so why not use these powerful devices to bolster the education process.

“First you touch the science physically with your hands, then you can look inside and see the processes at the molecular level,” says Vassili Philippov, who founded MEL Science in 2014, in a prepared statement. “This combination of practical training and virtual reality is the ideal form of learning. It helps you not just memorize but actually understand the essence of the event.”

Upload has previously reported on education initiatives involving virtual and augmented reality, including OpenSesame’s $9 million expansion of their e-Learning into VR and AR. Online language learning system Fluent Worlds is even planning the jump to VR. These types of programs are here to stay and potentially evolve as more investors recognize the huge potential in front of them.