wearable experience for knowledge-intensive training wekit lecture

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Wearable Experiences for Knowledge Intensive Training lecture presented by Mikhail Fominykh, Europlan UK ltd [email protected] 21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1 12th Joint European Summer School on Technology-Enhanced Learning | Tallinn, Estonia

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Wearable Experiences for Knowledge Intensive Traininglecturepresented by Mikhai l Fominykh, Europlan UK l td

MIKHAIL .FOMINYKH@EUROPLAN -UK.EU

21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 1

1 2 t h J o i n t E u r o p e a n S u m m e r S c h o o l o n Te c h n o l o g y - E n h a n c e d L e a r n i n g | Ta l l i n n , E s t o n i a

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 teachingBudget: EUR 2.753.143,75WEKIT Community https://wekit-community.org/WEKIT project website http://wekit.eu/

What is WEKIT?

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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 KnowledgeWearable ComputingAugmented 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 knowledgeLearning =

= 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 knowledgeLearning =

= 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 knowledgeLearning =

= 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 knowledgeLearning =

= 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 knowledgeLearning =

= 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 knowledgeLearning =

= 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 knowledgeLearning =

= converting experience to knowledge

immediate

experience

(aka ‘practice’)

information for a

master level

(aka ‘theory’)

Exp

erie

nc

ed

lea

rne

r

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).

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* Starner (2011) The challenges of wearable computing: Part 1, IEEE Micro, Volume 21, Issue 4, DOI: 10.1109/40.946681

Why Wearable Computing?

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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

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21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 25

+80 /+100%

21/06/2016 WEARABLE EXPERIENCE FOR KNOWLEDGE-INTENSIVE TRAINING 26https://www.youtube.com/watch?v=YJg02ivYzSs

Photo by Mikhail Fominykh

Reality is more rough

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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

TechnologyWhat 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

MethodologyWhat 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.

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

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WEKIT methodologyPhase ACapturing

21/06/2016 36

WEKIT methodology Phase BRe-enactment

21/06/2016 37

WEKIT methodology Phase CEvaluation

21/06/2016 https://wekit-community.org/ideas/

21/06/2016 http://bit.ly/wekit-facebook

21/06/2016 40

D i s c l a i m e rT h i s p r o j e c t h a s r e c e i v e d f u n d i n g f r o m t h e E u r o p e a n U n i o n ’s H o r i z o n 2 0 2 0 r e s e a r c h a n d i n n o v a t i o n p r o g r a m m e u n d e r g r a n t a g r e e m e n t N o 6 8 7 6 6 9 . h t t p : / / w e k i t . e u /

Q & A#WEKIT

Presented by Mikhail Fominykh

[email protected]

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

1 2 t h J o i n t E u r o p e a n S u m m e r S c h o o l o n Te c h n o l o g y - E n h a n c e d L e a r n i n g | Ta l l i n n , E s t o n i a