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Wearable Experiences for
Knowledge Intensive Training
lecture
presented by Mikhail Fominykh, Europlan UK ltd
MIKHAIL.FOMINYKH@EUROPLAN-UK.EU
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1
12th Joint European Summer School on
Technology-Enhanced Learning | Tallinn, Estonia
What is WEKIT?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2
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/
What is WEKIT?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3
TEL community – driven project
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
jTEL summer schooler
Photo by Mikhail Fominykh
Experience and Knowledge
Wearable Computing
Augmented Reality
WEKIT methodology
Object-
centric
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9
Action-
centric
Experience and knowledge
Learning = converting
experience to knowledge
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 10
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
separated
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 11
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
21/06/2016 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’)
21/06/2016 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’)
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 14
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 16
Experience and knowledge
Learning =
= converting experience to knowledge
immediate
experience
(aka ‘practice’)
information for a
master level
(aka ‘theory’)
Experiencedlearner
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 17
Photo by Ravensbourne
Wearable Computing
Wearable Computing –
WEARABILITY
Wearable computing pursues an interface ideal of a
continuously worn, intelligent assistant that augments
memory, intellect, creativity, communication, and physical
senses and abilities*.
Wearability involves the interaction between the body and
the device (not technocentric – but the relationship – how
one influences the other).
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 19
* Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro,
Volume 21, Issue 4, DOI: 10.1109/40.946681
Why Wearable Computing?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20
Better access and management of information
Wearables provide portability during operation
Enable hands free or hands-limited use
Can focus the user’s attention
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 characteristics
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21
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)
Wearability Challenges
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22
Short life span
Low-user engagement
Power Requirements
Network resources
Privacy Concerns
Photo by Mikhail Fominykh
Augmented Reality
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25
+80 /
+100%
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26
https://www.youtube.com/watch?v=YJg02ivYzSs
Photo by Mikhail Fominykh
Reality is more rough
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28
Working example
21/06/2016
Viitaniemi et al. (2014):
Deliverable d4.2,
TELLME consortium
WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30
Working example
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31
Working example
Photo by Mikhail Fominykh
Use case – performance
augmentation
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
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
Methodology
What is Wearable Experience?
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34
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.
Scavo, Wild and Scott (2015) TELLME’s
‘GhostHands’ for teletutoring and hands-on
remote instruction
Wild, Perey, Helin, Davies and Ryan (2014)
TELLME’s Learning Experience Model in action
on the shop floor of a textile weaving mill
21/06/2016 35
WEKIT methodology
Phase A
Capturing
21/06/2016 36
WEKIT methodology
Phase B
Re-enactment
21/06/2016 37
WEKIT methodology
Phase C
Evaluation
21/06/2016 https://wekit-community.org/ideas/
21/06/2016 http://bit.ly/wekit-facebook
21/06/2016 40
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
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/
21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 41
12th Joint European Summer School on
Technology-Enhanced Learning | Tallinn, Estonia

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Wearable Experience for Knowledge-Intensive Training WEKIT lecture

  • 1. Wearable Experiences for Knowledge Intensive Training lecture presented by Mikhail Fominykh, Europlan UK ltd MIKHAIL.FOMINYKH@EUROPLAN-UK.EU 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 12th Joint European Summer School on Technology-Enhanced Learning | Tallinn, Estonia
  • 2. What is WEKIT? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 2 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/
  • 3. What is WEKIT? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 3 TEL community – driven project
  • 4. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 4
  • 5. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 5
  • 6.
  • 7. jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler jTEL summer schooler
  • 8. Photo by Mikhail Fominykh Experience and Knowledge Wearable Computing Augmented Reality WEKIT methodology
  • 9. Object- centric 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 9 Action- centric
  • 10. Experience and knowledge Learning = converting experience to knowledge 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 10
  • 11. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) separated 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 11
  • 12. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 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’) 21/06/2016 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’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 14
  • 15. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 15
  • 16. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 16
  • 17. Experience and knowledge Learning = = converting experience to knowledge immediate experience (aka ‘practice’) information for a master level (aka ‘theory’) Experiencedlearner 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 17
  • 19. Wearable Computing – WEARABILITY Wearable computing pursues an interface ideal of a continuously worn, intelligent assistant that augments memory, intellect, creativity, communication, and physical senses and abilities*. Wearability involves the interaction between the body and the device (not technocentric – but the relationship – how one influences the other). 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 19 * Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681
  • 20. Why Wearable Computing? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 20 Better access and management of information Wearables provide portability during operation Enable hands free or hands-limited use Can focus the user’s attention 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.).
  • 21. Wearability characteristics 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 21 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)
  • 22. Wearability Challenges 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 22 Short life span Low-user engagement Power Requirements Network resources Privacy Concerns
  • 23. Photo by Mikhail Fominykh Augmented Reality
  • 24. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 24
  • 25. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25 +80 / +100%
  • 26. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26 https://www.youtube.com/watch?v=YJg02ivYzSs
  • 27. Photo by Mikhail Fominykh Reality is more rough
  • 28. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 28 Working example
  • 29. 21/06/2016 Viitaniemi et al. (2014): Deliverable d4.2, TELLME consortium WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 29
  • 30. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 30 Working example
  • 31. 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 31 Working example
  • 32. Photo by Mikhail Fominykh Use case – performance augmentation
  • 33. 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 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 33
  • 34. Methodology What is Wearable Experience? 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 34 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. Scavo, Wild and Scott (2015) TELLME’s ‘GhostHands’ for teletutoring and hands-on remote instruction Wild, Perey, Helin, Davies and Ryan (2014) TELLME’s Learning Experience Model in action on the shop floor of a textile weaving mill
  • 41. 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 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/ 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 41 12th Joint European Summer School on Technology-Enhanced Learning | Tallinn, Estonia