As one of the world’s referenced VR/AR live events, the VRDay draws industry experts from many verticals and enthusiasts from companies and universities to explore the latest advancements, knowledge and prototypes in VR/AR technology. During the complete Saturday, more than 200 attendants, 20+ speakers, 10+ exhibitors, 5 thematic round tables, 2 workshops and 2 masterclasses and an amazing demo zone with more than 10 VRAR experiences and a live performance, 2019 was the biggest year yet (according the organization).
The VRARA was represented by the Chapter President and Co_Chair of Education, Carlos J. Ochoa and 4 of our most relevant Spanish members and executives from: Seabery, Virtualware, participating in the Industry panel, Visyon presenting the Masterclass ElCano360 and ONE digital consulting in the Education and Training panel.
We had the opportunity to present the Association Ecosystem and in particular, the activities of the Education Committee, the White Paper of VR in Education and the VR/AR in Education Survey.
I want to express my gratitude to the organization and their team, for the excellent work done hanging the «Sold Out» sign for several weeks before.
“Attending VRDayMadrid was a great opportunity to showcase the strength of the VR/AR ecosystem, and the incredible talent at work, case studies and projection from our members and share experiences and opportunities with other local companies and institutions.” Carlos J. Ochoa, President of the VRAR Association Madrid Chapter.
“The world as we have created it is a process of our thinking. It cannot be changed without changing our thinking.” Albert Einstein
New technologies such as robotics and artificial intelligence are rapidly changing people’s jobs and lives. Technology will likely change many of the existing jobs, requiring workers and companies to adjust. While maybe only one in seven jobs may be lost to automation, many others will change significantly. OECD suggests in their study (2018), that around 14% of all jobs across 32 countries analyzed have a high risk of automation, 32% of existing jobs may experiment significant changes to how they are carried out.
In the other hand, and according the OECD study, It is now essential to ensure that schools prepare students for a world in which they will constantly be adjusting to new technologies, new business models, and new ways of working. People, including young people, need to be equipped with the type of skills that will allow on average 25 job changes throughout their lives.
Therefore, learning systems will need to adapt to the changes brought about by automation and teach students that allow them to take full advantage of the current wave of technology adoption. This includes skills such as cognitive and social intelligence but also extends to the skills needed to work effectively in a digital context, both as specialists and users of digital technologies.
New technologies are an emerging industry creating employment opportunities and entrepreneurial possibilities. According to projections set out by the European Commission, market demands for qualified information and communications technology (ICT) specialists will not be met, seeing a shortfall of up to 500,000 ICT professionals in 2020. Virtual and augmented reality solutions are amongst those with some of the highest market demand in the ICT sector.
Skills, and skills development, are an essential component of all efforts in this challenging society. Too many workers are simply unprepared to meet the needs of firms, particularly in more competitive economic environments.
New skills development for more complex jobs. Technicians need to be proficient and continue to change rapidly as tasks become more complex. Find the right info at the right moment. Technicians need fast access to all info to take fast and complex decisions.
High Training cost. Time, resources, maintaining and quality standards.
High Digitalization cost (paper, no automatization processes, decision taking.
Data integration and maintenance. Manuals, documents, files…
Data visualization. Format, devices, availability, usability
Risk and performance. New complex and unpredictable situations. Actions based training methodology.
Quality, standards and sustainability
Expensive or difficult hand on practice (no experimental, no real world scenarios…)
Difficult assessment process.
Most of existing solutions are isolated, expensive and not VRAR designed. Also have a gap about learning processes, methodology and instructional approach.
Industry 4.0 Demands
Industry 4.0 is the of automation information and data exchange in manufacturing technologies.
Enhanced productivity through optimization and automation
Provide real-time data and information for real-time decision makers
Business continuity through advanced maintenance and monitoring possibilities
Higher quality products as a result of real-time monitoring and technology convergence
Better working conditions and superior sustainability
Engineers with the right skills, with excellent experience and experimental training, are the demands in the industry worldwide has become acute.
The need for efficient and effective workforce training and operation in the industry worldwide has become acute. VR/AR technology is the most efficient and fastest way to educate new employees and prepare them for their daily work. In the other hand, thanks to VR/AR and digital information, technicians can focus in operation & maintenance task enables them to cut down on time spent on administrative tasks, significantly increasing productivity.
VR/AR and Simulation-based training also helps increase professionals confidence because they can practice procedures until they master them. Further, trainees become more aware of safety procedures because they have to follow them in the simulations.
Reducing Training cost. Experiential training based on VRAR give real-time feedback and improve the efficiency of skills transfer, increased knowledge retention.
Reducing delays & mistakes. Using collaborative VR/AR and digital documentation, we can integrate “all in one”. Minimizing time to action in decision taking providing technicians the complete background on an asset, detailing all historical data and repairs to quickly perform the task in hand.
Improving Safety. Dangerous or difficult to replicate scenarios can be safely simulated with VRAR. This allows monitors to repeatedly practice critical or unpredictable scenarios while preventing damage to equipment and persons.
Improving quality, and standards. Experiential Training through VRAR actively participation in the activities obtaining higher retention rates. VRAR training allows employees to receive hands on training, in a virtual environment. This prevents expensive down time and disruptions in normal operations
Improving assessment process. Monitors can create specific complex situations to be resolved, where Technicians will deal with different task according their role or responsibility. They will be evaluated based on their performance on the relevant work items. This information can be integrated with the company’s internal record keeping systems for certification and/or administrative action.
Improving preventive maintenance. Integrating applications such as electronic job sheets and work orders, on-site workers are now able to focus on the task in hand while using VRAR with tablets or smartphones. This enables them to cut down on time spent at the end of each day on administrative tasks, significantly increasing productive-time.
Faster and better decisions. Decision-making processes are shortened and problems, as well as defects, can be resolved quickly and efficiently
Imagine a solution, that deploy an intelligent VR/AR ecosystem with the specialized know-how to turn unstructured data into value-adding information, e.g. when providing services such as preventive maintenance, security management or operational management.
INNVESTION is an innovative platform for training, operation and maintenance of plant services, which includes advanced reality technologies in immersive environments (extened reality, 360º video), methodologies in a modular architecture (on/off line).
A cloud platform will allow users to download the different modules. For a full INNVESTION experience, the user only needs a mobile device and VR glasses that fit the device. The training centre will need an internet connection to download modules, and these can be accessed offline, only needing a connection to update new content.
INNVESTION can be used from a single “low cost” VR device based on Samsung Gear Mobile VR, through the most advanced VR Oculus Rift, HTC Vive configuration.
Simulation-based training, prefaced with traditional training methods on process fundamentals, is the most efficient and fastest way to train new employees and prepare them for their daily work providing huge added value and benefits:
Faster project execution, commissioning and ”time to market“ through improved collaboration
Cost savings through consistent plant information available at all times
Higher plant availability, integrating real time data and 3d visualization
The true sign of intelligence is not knowledge but imagination. “Albert Einstein”
The future framework for smart digital education, leave permanently redefined from the continue impact of new technologies, communications and infrastructures development, experiences and case studies and last but not least international experiences from a more global perspective.
Virtual reality is not a passing fad, is not only a question around nice 3d pictures, disruptive words or video games…we are talking about the“Future of the Society”. Imagination, Innovation, Inspiration, Interaction, Interconnection and Improvement, a new paradigm pushing from the pillars of education «that needs to be agreed and adapted to the reality of each environment, preventing breaks and digital divides in access to knowledge and technologies that impoverish citizens and therefore to society.
Let’s talk about «Imagination».
The convergence of digital forces such as social media, mobility, analytics, and cloud computing is driving transformation across industries as well as in our personal lives. Disruptive Innovation is making headway in this complex interconnected world, where the contribution and converge of creativity, imagination, knowledge, technologies, procedures and methodologies, is revolutionizing the world of smart education though a more global and qualified professionals scenario. It is not a question about technology, is all about a new way of learning: We need to reimagine the Education from a new perspective in a new complex context.
Let’s imagining for a while the “Year 2025”…close your eyes and think about how it looks like. Your thoughts are sorted and limited by your background, education, knowledge and social issues. But try once again with an open mind, and try to reimaging the world in 2025. Think about the new society needs and demands, the new citizen’s skills, the Environmental challenges, the new Smart Ecosystems, the Internet of things implications, the eHealth and Well-Being ecosystem…And try to find the best answer to your imagination. Do you really think we are on the right track?
What about «Innovation».
If we wish to prepare a generation of citizens as entrepreneurs and leaders for the 21th. century who can face real-world problems, we must give them real-world problems to solve.
From my personal years of experience, I nurtured an interest in cultural heritage, topography, photogrametry, imagering and geography and learned a lot about ancient civilizations recreating Virtual Worlds of old cities, places and cultures. Similarly, millions of students have played with games and learned about the hazards of world culture. When we talk about the potential effect of virtual reality on education, we are talking about 4 main new concepts in education: 1) the ability for students to learn within immersive and transportive digital environments, 2) the gamification experiences of the learning process, 3) the process of learning by doing based in real experiences, and 4) the new paradigm where the student is in the center, not the teacher.
Some studies and early experiences have shown that VR is indeed a potentially transformative educational platform, where educators, teachers and students need to reimagine their new roles. Meanwhile, educators will have to learn how to best incorporate VR into their curriculum and class activities, while managers must create the flexibility for their teachers to learn and experiment. ¡¡¡This is the greatest challenge!!!.
Talking about «Inspiration».
I have been involved in this technology for many years. In the early beginning it was focus on professional environment and technical applications. Very expensive, sophisticated and complex technology for common use. Now, thanks to the «Mobile Revolution» schools, universities and private training providers are using VR & AR in a smartphone environment, having an amazing impact on students’ learning experience. Examples of practice in video-game industry and higher education tend still very much to be centered on Engineering and eHealth. But I don’t think it will be long before we see more VR experiences being used across other industries and in a larger proportion of educational environments.
The teacher / tutor-student relationship is enhanced by the facilities that offer VR & AR technology when creating virtual communities and tools for use in the classroom in an effective, simple and friendly community. The efficient implementation of new technologies in old organizations needs to adapt methods and procedures in a new paradigm and changing the teacher/student role.
Think about «Interaction».
VR based on Actions Based Learning, is a new technology based training approach. Depending on the organization and training project to address, creates a matrix that meets the requirements for every action: which user profile addresses each action, which type of learning program, capacitive or training, the exchange of information and documentation to be used, the format and method to deliver information, the method to archive results based on Kpi´s and the best technology to be used in every action.
Nobody can realize how VR will looks like in 10 years, but one thing is for sure, VR is one of the big challenges for the next years. Almost all big players are making significant announcement every day, like Google, Facebook, Microsoft, Sony, Samsung, Huawei… The mobile virtual reality market is predicted to reach US$150 billion by 2020, and this will pit companies against each other as they seek to grow into these new rich and contextual environments. What’s next? It will be interesting to see how new players will respond to this new big challenge, how will interact with internet of things in smart environments, and what kind of Educational Ecosystems will be developed…we will see as main actors.
Making real impact on education “Interconnection”
Maybe there is a big pressure from big companies pushing the VR sector based on hardware platforms, new devices and gadgets. But what about apps and availability of contents?. Perhaps most relevant issue for next years is investment in “educational digital content”: games and experiences with educational value. In this new VR environment, storytelling plays a new roll and must be redefined according the new focus: “the student”. Contents must be well designed and ideally, including collaborative and social components. Here, there is much to learn from recent research into gamification of learning, fueled by the increasing availability of computers and devices in classrooms.
Immersive Virtual Reality Education must be placed into a new context. For students of all ages and abilities who wish to learn through experience rather than memory testing. Using Immersive AR & VR Environments we can place students in any real world or virtual situation with an active role in proceedings through various tasks they will need to complete. Situations and outcomes will dynamically change depending on the students input and this will keep the student active and engaged throughout the lesson.
According some research and studies, students of all ages typically retain between 10% and 30% of that they read and see. Traditional educational materials fail to inspire and engage further learning with most students as it forces them into a form of memory testing rather than retaining knowledge through practice and experience. Traditional lessons are also taught through ridged structures that don’t change if repeated. This causes fatigue and boredom with less student retention. Interactive 3D solutions have been shown to increase student’s attention levels by 92% and increase test scores by 35% – while at the same time creating a new level of engagement for students and staff.
As an ITC & Smart Education Consultor with 25+ years’ experience integrating technology, it is exciting for me to see a technology that so quickly captures the attention of the students, motivates them to make the effort to learn the procedures, and then opens them up to the relevant content.
Virtual and augmented reality is going to be a disruptive technology in education and we need to learn from experiences and permanently reimaging the context to make an impact on education. On one hand, virtual reality is already being tested and discussed all over the world through applications as diverse as training advanced medical students, in K-12 classrooms, and exhibits in cultural institutions and museums– virtual reality’s attraction is the immersive environment that it creates, and it seems intuitive that students are a perfect test case. But still there are a lot of issues that must be resolved: Standardization on devices, apps, internet access, availability of specific educational content, prices, stability of versions…
So what are we doing about Virtual and Augmented reality in education?. Well you might be confused by the VR & AR related headline, and wondering why the classroom needs that. Six months ago, we launched an innovative project «Smart Education Labs» embedded into 6 Learning Resource Center. This was our pilot experience with the Ministry of Education of United Arab Emirates, and a lot of changes and improvements were applied in the meantime. Now, we are working on a brand new platform that will be soon available with a whole range of affordable and new services and accessible materials for different devices and platforms (Oculus, Samsung VR and Cardboard).
But I know this is not enough, we need to improve a lot. We are creating Workshops to train teachers as a key success factor to implement new technologies in the better scenario and learning from the best practices. And we need to share experiences with the educational global community, in a continue learning process to adapt technology and process to the learning programs and users demands.
We are working hard on developing specific educational environments, contents and experiences based on our previous experiences, and implementing all these case studies in our new platform.
Our focus is to implement Smart Education Labs as an Innovative VR&AR space for the Global Educational Community. This is just the very first step to the future.