This lecture gives an overview of Augmented Reality and Wearable Technology and their use in workplace learning. It explains the basic concepts related the relevant pedagogies
(learning by doing, experiential learning, tacit and explicit knowledge) and some technological details (state of the art and devices).The lecture introduces experience capturing and experience reenactment both as a training approach and from the technical point of view. The lecture also contains a brief introduction of the WEKIT EU project.
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
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
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