Agenda

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Description

Our current landscape is filled with promising, yet disjointed technologies, each showcasing their incredible potential. But when we merge AI + XR, we open doors to a future of learning never before imagined. This talk will delve into the exciting fusion of immersive, adaptive learning environments powered by AI-driven avatars. Envision a world where we finally have the tools for true personalized learning, continuous real-time assessment, tailored career development, and secure credential verification. The opportunities are limitless for those looking to build a groundbreaking future for learning. Be a part of this revolutionary journey.

Speakers

Founder , Th3 Third Door

Description

Incorporating compassion and empathy in metaversive learning can be an effective strategy for increasing the retention of discipline-specific lessons in immersive XR learning environments. Morehouse College is exploring the use of emotive experiences to increase student engagement in their Metaversity. By integrating virtual reality simulations, storytelling, and perspective-taking exercises, students are able to connect with the learning material on a deeper, emotional level.

Virtual reality simulations allow students to experience real-world scenarios that demonstrate the importance of the lesson in a more tangible way. The storytelling aspect engages students' emotions and helps them to retain the material better. Perspective-taking exercises encourage students to think outside of their own perspective and see issues from multiple angles, fostering empathy and understanding. These emotive experiences have resulted in increased student engagement and a deeper understanding of the material, which can be applied in real-world settings.

Morehouse College's approach to incorporating emotive experiences in their Metaversity has the potential to improve student outcomes and better prepare them for future success. Take a walk around their digital twin campus, journey back in time on the La Amistad slave ship and World War II, and discover life of others from the lens of storytelling.

Speakers

Associate Professor , Morehouse College
Metaversity Director and Professor , Morehouse College

Description

The promise of VR as the answer to what ails education has been widely touted. Yes, it's immersive and engaging, but do students retain what they learn, and is it a viable scalable alternative?

Welcome to the great debate. Team VR will feature Steve Grubbs, CEO of Victory XR which has already created digital twins for 12 university campuses. Team No VR features John Katzman as an American Ed-tech pioneer s an American EdTech pioneer. He has established numerous companies which assist students with their studies and career choices, including Princeton Review, 2U, and Noodle Partners. But he is not a fan of VR for education. The audience will be persuaded and vote for one side or another in this important debate. Moderated by Robin Raskin, longtime journalist, educator and events creator.

Speakers

CEO , Noodle
Founder , Virtual Events Group
CEO , VictoryXR

Description

The term “metaverse” has become the latest corporate buzzword, but how will virtual reality truly integrate into our professional lives?

To answer this question, think back to the late 90s: commercial internet access shrunk the world and established a new playing field for companies to facilitate team interaction, marketing, and product distribution.

Today, executives have a similar opportunity to transform their business’ operations and engage with customers in an immersive environment via the metaverse.

Opening up endless possibilities for communication, collaboration, morale and workplace culture, VR enables coworkers to catch up, watch a presentation, and brainstorm in an array of immersive settings without ever leaving home.

Join Andrew Hawken, CEO and Co-Founder of Mesmerise, and Leslie Marshall, Chief Marketing Officer at Mesmerise, as they discuss how companies can embrace VR for enhanced hybrid work environments. They'll also address the practicality of the medium and current tech limitations.

Speakers

Head of Customer Solutions , Mesmerise
Chief Marketing Officer , Mesmerise

Description

Stellantis and have been creating new VR training programs to transform the effectiveness of their workers in concert with the UAW.

Virtual Reality training is perfectly suited to the complex Stellantis manufacturing environment. One of the main aims of their training is to reduce to zero the danger of personal accidents and expensive mistakes. VR allows for highly realistic simulation training, that is deeply engaging for learners.

The goals of the VR training program are:

• Improve training outcomes for workers
• Improve safety, quality and proficiency of workers
• Ultimately they want to use AR / VR to improve production outcomes
• drive proficiency, efficiency and quality
• create real time manufacturing aids

Umajin have created a powerful VR / AR Authoring platform, that significantly reduces the cost of content creation. It provides:

• 3D content pipeline to make it easy to bring in existing assets. With the NVIDIA Omniverse tools the 3D models can be imported from the live manufacturing data from the Siemens CAD systems.
• It allows for multi participant scenarios
• Accurate tracking of people, tools and props within the VR environment
• LMS integration
• After action review

Speakers

CEO , Umajin

Description

Andy Trainor, former Chief Learning Officer at Walmart, will cover the good, bad and ugly experiences and lessons learned as a leader introducing immersive learning into a fortune 1 company.

Topics covered will include:
• Creating and selling the initiative
• Breaking down the project into deliverables
• Mistakes that could have been avoided
• Success stories
• The bridge from a single successful project to established tools and methodologies in production

Speakers

CEO - North America , SkillsVR

Description

Drawing on a rich institutional history of teaching, scholarship, and innovation, students and faculty of Shenandoah University are recreating the drama of the Constitutional Convention in an experiential learning opportunity for inclusive audiences. The Shenandoah Center for Immersive Learning (SCiL) collaborates with constitutional scholars and teachers to develop a multi-component, immersive experience in the debates at the Constitutional Convention of 1787.

This reconstruction in virtual reality focuses on the debate over how to elect the chief executive, or president. Employing 3D scanning and motion capture technologies, and in collaboration with the National Parks Services and the National Constitution Center, this work resulted with a high fidelity recreation of Independence Hall's assembly room and avatars of the founders. The experience itself immerses participants in the 1787 time and place to acquaint them with principles, procedures, drama, and learning moments of this occasion. This is delivered in five levels of increasingly interactive scenarios that take the participant from a basic understanding of the Constitution into a dynamic, real-time debate engaging the key goals and challenges facing the founders of the United States.

In this panel or presentation, the project principals aim to discuss the approaches used to create such an environment, debut a short demo of it on stage, and open a discussion with audience members about the utility of such a platform for education and pedagogy.

Speakers

Associate Professor of AR/VR , Shenandoah University
EVP & Chief Immersive Officer , AccessVR
Professor of History , Shenandoah University
Associate Professor of History , James Madison University

Description

The way we work is changing at a rapid pace, propelled by the fast adoption of digital technologies, and normalization of remote and hybrid working.
Organizations are already boarding the XR bandwagon, especially for hard skills – and there is growing need to integrate XR in other areas including soft skills, workplace learning and capacity building, as well as the overall employee experience and motivation- which are enhanced by the use of VR and AR.

This comes at a time when the younger generation is already using and becoming more comfortable with XR, thereby setting an expectation that organizations utilize these tools when they become part of the workforce.

This panel will discuss the changing workplace and the various dimensions of integrating XR within organizations giving food for thought to reimagine the future of work.

Speakers

Innovation Digital Product Manager , Major Wealth Management Firm
CEO , Moonbeam
Head of Learning Experiences & Client Services , Edstutia
Education Consultant & VR Developer , DredwardsVR Consulting

Description

Hear how PwC is experimenting with the metaverse and implementing these new technologies into the workplace – to bring teams together, connect employees across the globe, and create a shared sense of culture across their entire organization.

Speakers

Innovation leader for Acceleration Centers , PwC
Co-Founder and CEO , Virbela

Description

Delta Air Lines is the U.S. global airline leader in safety, innovation, reliability, and customer experience. Powered by its employees around the world, Delta has, for a decade, led the airline industry in operational excellence while building on its reputation for award-winning customer service.

Creating a safe environment for its employees and customers is one of Delta's top priorities. As such, it is imperative that new employees go through rigorous training to do their job safely and effectively to achieve the high-quality service that Delta is known for.

This talk delves into the benefits and challenges of using a virtual reality first design approach for creating interactive training simulations. We explore the advantages of utilizing VR technology to enhance learning and development and how designing with full VR interactivity in mind leads to more effective training outcomes. We will then discuss the impact of adding moderator capabilities into an iPad companion app to enhance the experience for the person in virtual reality and test their skills at a higher level.

Find how Delta identified the intended means of distribution and deployment, as well as the process for determining if WebXR (desktop version of the VR simulation) is a viable solution. We will share the process of adapting the virtual reality simulations for use on desktop platforms to increase accessibility for a wider audience while still preserving immersion. The presentation will cover topics such as the process of designing simulations that are both immersive and effective and the technical considerations involved in adapting VR simulations for use on desktop platforms.

This session will leave attendees with the following takeaways:

• Deeper understanding of how to design and develop training simulations that take full advantage of the unique capabilities of VR technology

• Benefits of intentional design

• How to translate VR simulations to other platforms for maximum reach and impact

• Considerations for prototyping and production before you start your own project

• Technical considerations for designing simulations that can be used in both virtual reality and desktop environments

Speakers

CEO , Futurus
Program Manager , Delta Air Lines