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Accenture Capability Network
THINK THANK
CENTRE OF EXCELENCE
AUGEMENTED
REALITY
INLEARNING
Version 1.0
Copyright © 2017 Accenture All rights reserved.
AGENDA
• MAIN DIFFERENCES BETWEEN AR.VR.MR
• VR & AR in LEARNING
• BENEFITS TRADITIONAL LEARNING VS AV / VR / MR
USAGE
• CURRENT USAGE OF AR/VR AND IT’S
DEVELOPMENT PATH
Copyright © 2017 Accenture All rights reserved.
MAIN DIFFERENCES
BETWEEN AR.VR.MR
Copyright © 2017 Accenture All rights reserved.
AR
(AUGMENTED REALITY)
DIFFERENCES
VR
(VIRTUAL REALITY)
MR
(MIXED REALITY)
Features
To enhance the experience and make virtual
reality exciting, headsets and cameras are
often used to block out the real world. It’s a
totally immersive experience allowing you to
interact with a totally different world.
Platform
VR has already been used to help with
training medical staff and military as well as
in gaming, to give an experience on a totally
different level. Recently, virtual reality has
stepped up to the next level offering users a
more realistic experience allowing for a
complete immersion.
Headset
By using a headset people are able to walk
around their own surroundings and yet feel
as if they were in a totally different reality.
They can interact with other users in games
and digital characters without an
interruption from the outside world.
Features
MR stands for mixed reality which brings the
digital world and the real world together to
provide you with a totally new experience.
Rather than just being added to the real
world, the experiences are interactive to a
point where they can be used in many
applications. Characters and scenarios can be
mixed with the real world surroundings.
Platform
Mixed reality allows you to get a better sense
of realism, as the digital scenarios take place
in the real world surroundings. This can be
used in training and in gaming technology.
Headset
Using a headset allows for a better sense of
realism, however, in mixed reality not all
scenarios would be suitable for headset use,
e.g. if you still wish to interact with others
who are physically present. It can, however,
allow other people using the mixed reality to
interact on a shared level.
Features
AR stands for augmented reality which is a
way in which you can get an indirect view of a
real life scenario or environment in a
supplemented way by use of digital
technology. Sound graphics and other
sensory input can help to make the
experience more realistic.
Platform
It can be used to interact with the real world
to help make suggestions of improvement,
such as recipe ideas based on real
ingredients laid out before the camera.
Headset
A headset is able to enhance the experience
further, for example by adding characters in a
game that are able to talk and make
suggestions, immersing you only partially, to
give you the feel of realism. Augmented
reality can be best described as a real life
overlay rather than a thorough digital and
sensory experience that takes you away from
it.
Copyright © 2017 Accenture All rights reserved.
DIFFERENCES
Copyright © 2017 Accenture All rights reserved.
VR&ARIN
LEARNING
Copyright © 2017 Accenture All rights reserved.
VR AND E-LEARNING
VR allows learners to directly interact with the
learning material. This increases the engagement
factor and also the motivation to learn. The use of this
technology can appeal to a range of learners.
New learning environments become available with VR,
and one can create courses that teach learners how to
work in dangerous or high-risk environments, work with
hazardous materials, or perform other complex
activities.
These settings for engaging learning provide learners
the opportunity to examine and evaluate each of their
actions, processes or procedures, and prepare them for
experiences they may not frequently encounter.
Learners can learn from their mistakes and arrive at
the right method; they will have the freedom to try
again and again.
VR&ARINLEARNING
AR AND E-LEARNING
AR provides training at the point of need. It helps
learners perform tasks that they have never done
before. Similar to virtual reality, AR can create a safe
environment where learners can practice without fear of
any harm. This has always been recommended as a
better way to learn. With AR, it is possible to create
practice environments in the real world. AR also allows
learners to collaborate and share their learning
experiences. Learners can simultaneously view what
others are seeing and interact with them, even if they
are not in the same physical location. According to
learning experts, this is the most promising potential AR
holds for the future of learning.
Copyright © 2017 Accenture All rights reserved.
Eye-catching Presentations
By integrating augmented reality
into your lectures, you’ll capture
the attention of your
audience. You will have their
undivided attention.
For instance, a teacher in dentistry
integrated Augment into his
lessons to show 3D models of teeth
and how the human jaw works.
VR&ARINLEARNING
REASONS TO USE AUGMENTED REALITY IN EDUCATION
Interactive Lessons
Let your audience
participate! Students are able to
access models on their own
devices via Augment’s app. By
viewing augmented models, the
students can gain a better
understanding of the concepts
they are studying. This is a fun way
to engage students and reinforce
concepts they’ve seen during class
lectures.
Higher Retention
With a simple scan, students can
access augmented models
representing anything from a part
of the human anatomy to a famous
monument to a molecule. Also,
students can access websites
directly from the Augment’s
app. This experience creates a
complete learning cycle. Your
students will retain more
knowledge for a longer period.
Copyright © 2017 Accenture All rights reserved.
VR&ARINLEARNING
SOME INTERESTING FACTS
Source: Futurism.com
Copyright © 2017 Accenture All rights reserved.
Augmented Reality has great potential in
education, and more specifically in
eLearning. It expands the definition and
scope of augmented learning, bringing it to
the next level. Augmented Reality can
create a new era for situated learning by
integrating itself with mobile learning and
other concepts and technologies.
With AR, there would be no need to define
the learning contexts and environments, as
the real-world circumstances define them.
Comprehensive one-suit-all learning
materials would no longer be useful as
each individuals can be the teacher and
learner for themselves.
CONCLUSIONS
SOME FINAL THOUGHTS
Copyright © 2017 Accenture All rights reserved.
BENEFITS
TRADITIONAL LEARNING
VS AV/VR/MRUSAGE
Copyright © 2017 Accenture All rights reserved.
TRADITIONALVSDIGITALLEARNING
TRADITIONAL DIGITAL
Learning Strategy
• Just in case; one size fits all.
• Static / top down curriculum.
Learning Design and content
• Content development.
• Learning courses.
• Company - selected sources.
Learning Delivery
• Less remote memorization.
• LMS – Learning Repository.
• Credentialed faculty experts.
• Pre - scheduled learning sessions.
Learning Delivery
• Less remote memorization.
• LMS – Learning Repository.
• Credentialed faculty experts.
• Pre-scheduled learning sessions.
Learning Strategy
• Just in time; one size fits one.
• Dynamic / personalized curriculum.
Learning Design and content
• Content curation.
• Just in time, bite sized, engaging learning.
• User driven, personalized learning.
Learning Delivery
• Active learning with performance support.
• LMS – Dashboard on what I know.
• Socially endorsed experts.
• Effective use of “pull“ and “push” learning.
Learning Delivery
• Specific insights from integrated systems.
• Continuos improvement with better insights.
Copyright © 2017 Accenture All rights reserved.
DIGITALLEARNINGPRODUCTS
SOME INTERESTING PRODUCTS
13Copyright © 2017 Accenture All rights reserved.
Social
learning
Digital
classroom
Experiential
learning
Gamified
learning
Knowledge
management
Augmented reality
and virtual reality
Mobile
learning
Bite-sized
learning
Copyright © 2017 Accenture All rights reserved.
VR&ARTOIMMERSETHELEARNER
• Classroom of the future with
situated learning.
• Drive engagement through
immersive experiences.
• Boost the real-time
performance support, self-
feedback.
• Add on to actual system
with simulation interface.
• Automated guidance.
• Live analytics.
• Prior knowledge
considered.
• Recommendations on user
profile and learning history.
• Avoid unnecessary learning
and increase assimilation
capacity.
BENEFITS
Copyright © 2017 Accenture All rights reserved.
VR&ARTOIMMERSETHELEARNER
BENEFITS
Perspectives and Points of View (POVs)
POV1: Reality existing beyond the natural human
perception level and infeasible for unaided body
capabilities, specific for a particular moment in time, and
disclosed by additional, supporting equipment enabling to
observe and process it.
POV2: Tools, solutions, and technologies that increase
human abilities of interaction with the surrounding world.
POV3: Experience of a living organism (human, animal,
plant) created to redesign how it interacts with the world
and enhanced by technological solutions for different
purposes (like increasing its capabilities, enabling it to
deal with challenges or natural disasters, aiding
communication, etc.)
POV4: Interaction with permanent objects that introduces
learners to a specific event or time period, providing
information through handheld technology by layering the
experience on top of the current geography.
15Copyright © 2017 Accenture All rights reserved.
Copyright © 2017 Accenture All rights reserved.
VR&ARTOIMMERSETHELEARNER
Immersive VR training multiplayer video-HD
SAMPLE
Copyright © 2017 Accenture All rights reserved.
THEFUTUREOFWORKINTHEDIGITALAGE
Source: LATAM Learning Talks – Digital Learning Trends 2017.
Digital drives open
ecosystems of work
and new forms of
collaboration.
Digital radically disrupts
traditional ways of
organizing work.
Technology-enabled
talent transforms
work practices.
Digital demands
– and enables –
a fundamentally
different workforce.
Digital employers compete
on democratized,
customized work
experiences.
Copyright © 2017 Accenture All rights reserved.
CURRENT USAGE
OFAR/VRANDIT’S
DEVELOPMENTPATH
Copyright © 2017 Accenture All rights reserved. 19
AR/VRACROSSINDUSTRIES
VR ADOPTION
In the industries that benefit
from immersive experiences
and rich storytelling.
Automobiles, Hospitality Services, Mass
Media, Telecommunication, Energy,
Aerospace, Defense
AR ADOPTION
In the industries that thrive on
direct interactions with
consumers.
Retail, Consumer Goods, Banking,
Consumer Electronics
Copyright © 2017 Accenture All rights reserved. 20
AR/VRACROSSINDUSTRIES
ENERGY (Petroleum, Oil & Gas) and UTILITIES
Energy companies are largely using VR/ AR currently in their
training, engineering/design functions and promotional
activities.
Crane operators, emergency response teams, equipment
reassembling oil field visualization and simulation are some
of the areas training is aimed at. Virtual reality is helping
these companies to engage the trainees in a real life
scenario, in safer environments.
AR’s ability to visualize complex equipment and systems like
gas pipes through interactive 3D models, makes it an ideal
tool for engineering maintenance and planning activities in
energy and utility companies. The Energy industry is also
using AR for employee education and training, maintenance
activities and to a lesser extent, for promotional activities.
USAGE IN TRAINING
AEROSPACE AND DEFENCE
The industry has been primarily using AR/VR for training and
designing and product engineering of aircrafts, cabins, military
tanks, training aircraft and maintenance crews, deliver situational
awareness information to dismounted soldiers and marines.
Virtual experiences are an immersive and safer way of providing
training to military personnel, aircraft and maintenance crews.
The aerospace and defense industry may even look towards VR to
solve its engineering skills gap.
Aerospace and defense industry is already using AR in the form of
product offering where the technology is embedded into the
aircraft/ground transportation vehicles. The industry also uses AR
apps as a tool to provide maintenance checks. In defense it is
being used as a means of providing awareness communication to
soldiers at warfront.
The armed forces are already incorporating VR into troop training
in a wide variety of ways, making training more interactive and
engaging than ever. As a result, troops acquire skills more quickly
and retain the knowledge they learn.
Copyright © 2017 Accenture All rights reserved. 21
AR/VRACROSSINDUSTRIES
BANKING
The ability of AR and VR to provide interactive experience
has been leveraged by banks in giving better customer and
trader assistance. For employees, banks have been adopting
uses of AR and VR for training, workplace aids for booking
meeting rooms and cool aid ad product information tools.
Virtual experiences prove to be a more engaging way of
training bank employees. It is being used as a medium of
imparting knowledge transition about various bank processes
and methodologies of project deliveries.
For example, the Commonwealth Bank of Australia has built
a VR application to attract technical talent by showing them
through Google cardboard goggles how innovative and agile
the bank is in addressing customer and employee needs.
Through a virtual journey, users are able to view how project
teams create solutions for bank customers. The other way in
which AR is proving as a beneficial tool is in providing
product and service information to employees.
USAGE IN TRAINING
INDUSTRIAL EQUIPMENT
VR environments act as experiential learning spaces for
employees in industrial equipment manufacturing. Some
companies are also using these technologies as a means to
gamify their training and education process.
AR is used for training purpose and maintenance and
management of equipment. The training could be either for
employee engagement or education and learning for customers.
AR provides an interactive medium to equipment handlers and
guides them during equipment repair by displaying any critical or
required information in their field of view. Some companies find
AR apps useful in error prevention by using it in quality checks. It
helps detect deviation by superimposing the as-is design with
expected designs.
Copyright © 2017 Accenture All rights reserved. 22
AR/VRACROSSINDUSTRIES
NUCLEAR AND RENEWABLE ENERGY
The evolving demands on the electricity industry are causing
a number of workforce challenges for the electricity industry,
which include large shifts in skills needed and in geographic
location of jobs, a skills gap for deploying and operating
newer technologies.
VR Solutions:
• Allows large numbers to be trained remotely and cheaper
and can simulate dangerous and risky scenarios.
• Enables exploration as experience for the real world.
• Provides realistic and accurate practice of skills.
• Offers highly visual approach where complex concepts
and theories can be chunked to improve or refresh skills.
USAGE IN TRAINING
HEALTHCARE
In the medical field, AR and VR are mainly being used for patient
and doctor training, patient treatments and marketing. The
industry has found it an effective way to train and educate
physicians and clinicians. Beyond that, the medical profession is
using VR and AR for therapy and treatment.
The applications of VR Training in Healthcare are:
• Trauma / Emergency Room Training
• Medical Training
• Dentistry
• Exposure Therapy
• Surgical Training
Copyright © 2017 Accenture All rights reserved. 23
AR/VRACROSSINDUSTRIES
RETAIL
Due to its ability to successfully convey any kind of complex
environment, VR is being applied more widely in corporate
training across the retail industry. For over a year now,
Walmart has been utilizing VR to provide its employees with
life-like experiences resembling some critical events that may
take place at the store. Through VR, the employees get
exposure to such situations as store evacuation, theft or a
Black Friday sale. VR proves to be especially convenient in all
training situations conveying a real-world environment that is
complex, unpredictable and otherwise hard to mimic.
Content development for such training is made easy with the
3D camera enabling a quick and dynamic content creation.
This in turn, ensures that the training provided to the
employees is always relevant and up to date.
USAGE IN TRAINING
Source: Learning By Virtual Reality: It's Here And It Works, Josh Bersin, LinkedIn, 2017
Copyright © 2017 Accenture All rights reserved. 24
AR/VRACROSSINDUSTRIES
USAGE IN TRAINING
SPORTS
Some companies take advantage of the VR’s ability to effectively move users into a whole different setting, to help professional
athletes and sports teams improve their performance in the field. By simulating the real-world play, the application exposes players
to life-like situations in the field, urging them to respond accordingly. The fact that players can rehearse various scenarios at any
place and time, while having the ability to stop, replay and analyze all movements in slow motion, results in retention rate 30 %
higher than in the case of traditional training.
Source: Learning By Virtual Reality: It's Here And It Works, Josh Bersin, LinkedIn, 2017
Copyright © 2017 Accenture All rights reserved. 25
WHAT’SONTHEHORIZONFORAR/VR?
WIDELY ACCESSIBLE
Augmented Reality is predicted to break its way to the
mainstream, and a big step on the roadmap is the launch of
Apple iOS 11 as well as the ARCore platform from Google
planned for the upcoming winter. The ARCore platform
(equivalent to Apple’s ARKit) will give developers an
opportunity to build AR applications for Android, enabling
them to create experiences involving motion tracking,
environmental understanding (detecting horizontal surfaces)
and light estimation (light effects giving objects a realistic
feel), among others. With the ability to launch on the
estimated number of existing smartphones as high as 100
million (smartphones supported by Android 7.0 Nougat and
Android Oreo), ARCore is bound to make AR more accessible
than ever before. Source: Google's ARCore SDK brings AR creation tools to Android, Adario Strange,
Mashable, 2017
Copyright © 2017 Accenture All rights reserved. 26
WHAT’SONTHEHORIZONFORAR/VR?
DEVELOPMENT OF AR/VR TECHNOLOGY
One challenge that the AR/VR industry needs to face in efforts to
expand the range of VR consumers, is to make the mainstream
interested in buying headsets. Over the course of last year, aside
from a small group of early adopters, not many consumers have
invested in a pair of their own. This is due to the still expensive
price points, and the reliance of headsets on VR-capable
machines. To bring more headsets to the market, companies like
Acer, Dell, HP or Lenovo are likely to bridge the gap between the
high-end and the cheaper headsets, by releasing affordable, mid-
range headsets of their own. Alongside, VR developers are
constantly working on creating new experiences and features that
could boost the mass adoption of the AR/VR technology.
Source: Lenovo Explorer is a smart and affordable jack-of-all-trades VR
headset, Darran Allan, Techradar, 2017
Copyright © 2017 Accenture All rights reserved. 27
WHAT’SONTHEHORIZONFORAR/VR?
WIDELY ACCESSIBLE
Accenture and Apple on 29th of August 2017 announced start of their cooperation.
Apple and Accenture are partnering to help businesses transform how their people engage with customers
through innovative business solutions for iOS. But not only.
As said Gene Reznik, senior managing director of technology and ecosystem at Accenture, another focus will
be augmented reality (AR). That technology could be useful to service technicians in the field, for example by
pointing an iPhone or iPad at an engine and highlighting a faulty part that needs repair.
+
Copyright © 2017 Accenture All rights reserved. 28
WHAT’SONTHEHORIZONFORAR/VR?
THE GROWTH OF HAPTIC TECHNOLOGY
The next step for VR to become even more immersive, is to
add the sense of touch to a visual-only experience. This is
where the haptic devices come in, with technology
allowing users to interface to the virtual world. A company
Manus VR is working on developing their high-end data
gloves. The gloves track your hands in real time, thus
allowing you to use your hands in a realistic manner but –
in virtual space. Manus VR boasts “bridging a crucial gap
between the physical and the virtual world”. Proliferation
of the haptic technology is expected to be a big step
forward, providing users with more life-like experiences.
Source: manus-vr.com
Copyright © 2017 Accenture All rights reserved. 29
ACCENTUREResearch Workstream of
Think Tank CoE
operating under
TD&L Innovation Center
in
Accenture Capability
Network
Learning Workstream Lead:
Jerzy Skora
jerzy.skora@accenture.com

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AR/VR/MR in Learning Primer v1.0 final

  • 1. Accenture Capability Network THINK THANK CENTRE OF EXCELENCE AUGEMENTED REALITY INLEARNING Version 1.0
  • 2. Copyright © 2017 Accenture All rights reserved. AGENDA • MAIN DIFFERENCES BETWEEN AR.VR.MR • VR & AR in LEARNING • BENEFITS TRADITIONAL LEARNING VS AV / VR / MR USAGE • CURRENT USAGE OF AR/VR AND IT’S DEVELOPMENT PATH
  • 3. Copyright © 2017 Accenture All rights reserved. MAIN DIFFERENCES BETWEEN AR.VR.MR
  • 4. Copyright © 2017 Accenture All rights reserved. AR (AUGMENTED REALITY) DIFFERENCES VR (VIRTUAL REALITY) MR (MIXED REALITY) Features To enhance the experience and make virtual reality exciting, headsets and cameras are often used to block out the real world. It’s a totally immersive experience allowing you to interact with a totally different world. Platform VR has already been used to help with training medical staff and military as well as in gaming, to give an experience on a totally different level. Recently, virtual reality has stepped up to the next level offering users a more realistic experience allowing for a complete immersion. Headset By using a headset people are able to walk around their own surroundings and yet feel as if they were in a totally different reality. They can interact with other users in games and digital characters without an interruption from the outside world. Features MR stands for mixed reality which brings the digital world and the real world together to provide you with a totally new experience. Rather than just being added to the real world, the experiences are interactive to a point where they can be used in many applications. Characters and scenarios can be mixed with the real world surroundings. Platform Mixed reality allows you to get a better sense of realism, as the digital scenarios take place in the real world surroundings. This can be used in training and in gaming technology. Headset Using a headset allows for a better sense of realism, however, in mixed reality not all scenarios would be suitable for headset use, e.g. if you still wish to interact with others who are physically present. It can, however, allow other people using the mixed reality to interact on a shared level. Features AR stands for augmented reality which is a way in which you can get an indirect view of a real life scenario or environment in a supplemented way by use of digital technology. Sound graphics and other sensory input can help to make the experience more realistic. Platform It can be used to interact with the real world to help make suggestions of improvement, such as recipe ideas based on real ingredients laid out before the camera. Headset A headset is able to enhance the experience further, for example by adding characters in a game that are able to talk and make suggestions, immersing you only partially, to give you the feel of realism. Augmented reality can be best described as a real life overlay rather than a thorough digital and sensory experience that takes you away from it.
  • 5. Copyright © 2017 Accenture All rights reserved. DIFFERENCES
  • 6. Copyright © 2017 Accenture All rights reserved. VR&ARIN LEARNING
  • 7. Copyright © 2017 Accenture All rights reserved. VR AND E-LEARNING VR allows learners to directly interact with the learning material. This increases the engagement factor and also the motivation to learn. The use of this technology can appeal to a range of learners. New learning environments become available with VR, and one can create courses that teach learners how to work in dangerous or high-risk environments, work with hazardous materials, or perform other complex activities. These settings for engaging learning provide learners the opportunity to examine and evaluate each of their actions, processes or procedures, and prepare them for experiences they may not frequently encounter. Learners can learn from their mistakes and arrive at the right method; they will have the freedom to try again and again. VR&ARINLEARNING AR AND E-LEARNING AR provides training at the point of need. It helps learners perform tasks that they have never done before. Similar to virtual reality, AR can create a safe environment where learners can practice without fear of any harm. This has always been recommended as a better way to learn. With AR, it is possible to create practice environments in the real world. AR also allows learners to collaborate and share their learning experiences. Learners can simultaneously view what others are seeing and interact with them, even if they are not in the same physical location. According to learning experts, this is the most promising potential AR holds for the future of learning.
  • 8. Copyright © 2017 Accenture All rights reserved. Eye-catching Presentations By integrating augmented reality into your lectures, you’ll capture the attention of your audience. You will have their undivided attention. For instance, a teacher in dentistry integrated Augment into his lessons to show 3D models of teeth and how the human jaw works. VR&ARINLEARNING REASONS TO USE AUGMENTED REALITY IN EDUCATION Interactive Lessons Let your audience participate! Students are able to access models on their own devices via Augment’s app. By viewing augmented models, the students can gain a better understanding of the concepts they are studying. This is a fun way to engage students and reinforce concepts they’ve seen during class lectures. Higher Retention With a simple scan, students can access augmented models representing anything from a part of the human anatomy to a famous monument to a molecule. Also, students can access websites directly from the Augment’s app. This experience creates a complete learning cycle. Your students will retain more knowledge for a longer period.
  • 9. Copyright © 2017 Accenture All rights reserved. VR&ARINLEARNING SOME INTERESTING FACTS Source: Futurism.com
  • 10. Copyright © 2017 Accenture All rights reserved. Augmented Reality has great potential in education, and more specifically in eLearning. It expands the definition and scope of augmented learning, bringing it to the next level. Augmented Reality can create a new era for situated learning by integrating itself with mobile learning and other concepts and technologies. With AR, there would be no need to define the learning contexts and environments, as the real-world circumstances define them. Comprehensive one-suit-all learning materials would no longer be useful as each individuals can be the teacher and learner for themselves. CONCLUSIONS SOME FINAL THOUGHTS
  • 11. Copyright © 2017 Accenture All rights reserved. BENEFITS TRADITIONAL LEARNING VS AV/VR/MRUSAGE
  • 12. Copyright © 2017 Accenture All rights reserved. TRADITIONALVSDIGITALLEARNING TRADITIONAL DIGITAL Learning Strategy • Just in case; one size fits all. • Static / top down curriculum. Learning Design and content • Content development. • Learning courses. • Company - selected sources. Learning Delivery • Less remote memorization. • LMS – Learning Repository. • Credentialed faculty experts. • Pre - scheduled learning sessions. Learning Delivery • Less remote memorization. • LMS – Learning Repository. • Credentialed faculty experts. • Pre-scheduled learning sessions. Learning Strategy • Just in time; one size fits one. • Dynamic / personalized curriculum. Learning Design and content • Content curation. • Just in time, bite sized, engaging learning. • User driven, personalized learning. Learning Delivery • Active learning with performance support. • LMS – Dashboard on what I know. • Socially endorsed experts. • Effective use of “pull“ and “push” learning. Learning Delivery • Specific insights from integrated systems. • Continuos improvement with better insights.
  • 13. Copyright © 2017 Accenture All rights reserved. DIGITALLEARNINGPRODUCTS SOME INTERESTING PRODUCTS 13Copyright © 2017 Accenture All rights reserved. Social learning Digital classroom Experiential learning Gamified learning Knowledge management Augmented reality and virtual reality Mobile learning Bite-sized learning
  • 14. Copyright © 2017 Accenture All rights reserved. VR&ARTOIMMERSETHELEARNER • Classroom of the future with situated learning. • Drive engagement through immersive experiences. • Boost the real-time performance support, self- feedback. • Add on to actual system with simulation interface. • Automated guidance. • Live analytics. • Prior knowledge considered. • Recommendations on user profile and learning history. • Avoid unnecessary learning and increase assimilation capacity. BENEFITS
  • 15. Copyright © 2017 Accenture All rights reserved. VR&ARTOIMMERSETHELEARNER BENEFITS Perspectives and Points of View (POVs) POV1: Reality existing beyond the natural human perception level and infeasible for unaided body capabilities, specific for a particular moment in time, and disclosed by additional, supporting equipment enabling to observe and process it. POV2: Tools, solutions, and technologies that increase human abilities of interaction with the surrounding world. POV3: Experience of a living organism (human, animal, plant) created to redesign how it interacts with the world and enhanced by technological solutions for different purposes (like increasing its capabilities, enabling it to deal with challenges or natural disasters, aiding communication, etc.) POV4: Interaction with permanent objects that introduces learners to a specific event or time period, providing information through handheld technology by layering the experience on top of the current geography. 15Copyright © 2017 Accenture All rights reserved.
  • 16. Copyright © 2017 Accenture All rights reserved. VR&ARTOIMMERSETHELEARNER Immersive VR training multiplayer video-HD SAMPLE
  • 17. Copyright © 2017 Accenture All rights reserved. THEFUTUREOFWORKINTHEDIGITALAGE Source: LATAM Learning Talks – Digital Learning Trends 2017. Digital drives open ecosystems of work and new forms of collaboration. Digital radically disrupts traditional ways of organizing work. Technology-enabled talent transforms work practices. Digital demands – and enables – a fundamentally different workforce. Digital employers compete on democratized, customized work experiences.
  • 18. Copyright © 2017 Accenture All rights reserved. CURRENT USAGE OFAR/VRANDIT’S DEVELOPMENTPATH
  • 19. Copyright © 2017 Accenture All rights reserved. 19 AR/VRACROSSINDUSTRIES VR ADOPTION In the industries that benefit from immersive experiences and rich storytelling. Automobiles, Hospitality Services, Mass Media, Telecommunication, Energy, Aerospace, Defense AR ADOPTION In the industries that thrive on direct interactions with consumers. Retail, Consumer Goods, Banking, Consumer Electronics
  • 20. Copyright © 2017 Accenture All rights reserved. 20 AR/VRACROSSINDUSTRIES ENERGY (Petroleum, Oil & Gas) and UTILITIES Energy companies are largely using VR/ AR currently in their training, engineering/design functions and promotional activities. Crane operators, emergency response teams, equipment reassembling oil field visualization and simulation are some of the areas training is aimed at. Virtual reality is helping these companies to engage the trainees in a real life scenario, in safer environments. AR’s ability to visualize complex equipment and systems like gas pipes through interactive 3D models, makes it an ideal tool for engineering maintenance and planning activities in energy and utility companies. The Energy industry is also using AR for employee education and training, maintenance activities and to a lesser extent, for promotional activities. USAGE IN TRAINING AEROSPACE AND DEFENCE The industry has been primarily using AR/VR for training and designing and product engineering of aircrafts, cabins, military tanks, training aircraft and maintenance crews, deliver situational awareness information to dismounted soldiers and marines. Virtual experiences are an immersive and safer way of providing training to military personnel, aircraft and maintenance crews. The aerospace and defense industry may even look towards VR to solve its engineering skills gap. Aerospace and defense industry is already using AR in the form of product offering where the technology is embedded into the aircraft/ground transportation vehicles. The industry also uses AR apps as a tool to provide maintenance checks. In defense it is being used as a means of providing awareness communication to soldiers at warfront. The armed forces are already incorporating VR into troop training in a wide variety of ways, making training more interactive and engaging than ever. As a result, troops acquire skills more quickly and retain the knowledge they learn.
  • 21. Copyright © 2017 Accenture All rights reserved. 21 AR/VRACROSSINDUSTRIES BANKING The ability of AR and VR to provide interactive experience has been leveraged by banks in giving better customer and trader assistance. For employees, banks have been adopting uses of AR and VR for training, workplace aids for booking meeting rooms and cool aid ad product information tools. Virtual experiences prove to be a more engaging way of training bank employees. It is being used as a medium of imparting knowledge transition about various bank processes and methodologies of project deliveries. For example, the Commonwealth Bank of Australia has built a VR application to attract technical talent by showing them through Google cardboard goggles how innovative and agile the bank is in addressing customer and employee needs. Through a virtual journey, users are able to view how project teams create solutions for bank customers. The other way in which AR is proving as a beneficial tool is in providing product and service information to employees. USAGE IN TRAINING INDUSTRIAL EQUIPMENT VR environments act as experiential learning spaces for employees in industrial equipment manufacturing. Some companies are also using these technologies as a means to gamify their training and education process. AR is used for training purpose and maintenance and management of equipment. The training could be either for employee engagement or education and learning for customers. AR provides an interactive medium to equipment handlers and guides them during equipment repair by displaying any critical or required information in their field of view. Some companies find AR apps useful in error prevention by using it in quality checks. It helps detect deviation by superimposing the as-is design with expected designs.
  • 22. Copyright © 2017 Accenture All rights reserved. 22 AR/VRACROSSINDUSTRIES NUCLEAR AND RENEWABLE ENERGY The evolving demands on the electricity industry are causing a number of workforce challenges for the electricity industry, which include large shifts in skills needed and in geographic location of jobs, a skills gap for deploying and operating newer technologies. VR Solutions: • Allows large numbers to be trained remotely and cheaper and can simulate dangerous and risky scenarios. • Enables exploration as experience for the real world. • Provides realistic and accurate practice of skills. • Offers highly visual approach where complex concepts and theories can be chunked to improve or refresh skills. USAGE IN TRAINING HEALTHCARE In the medical field, AR and VR are mainly being used for patient and doctor training, patient treatments and marketing. The industry has found it an effective way to train and educate physicians and clinicians. Beyond that, the medical profession is using VR and AR for therapy and treatment. The applications of VR Training in Healthcare are: • Trauma / Emergency Room Training • Medical Training • Dentistry • Exposure Therapy • Surgical Training
  • 23. Copyright © 2017 Accenture All rights reserved. 23 AR/VRACROSSINDUSTRIES RETAIL Due to its ability to successfully convey any kind of complex environment, VR is being applied more widely in corporate training across the retail industry. For over a year now, Walmart has been utilizing VR to provide its employees with life-like experiences resembling some critical events that may take place at the store. Through VR, the employees get exposure to such situations as store evacuation, theft or a Black Friday sale. VR proves to be especially convenient in all training situations conveying a real-world environment that is complex, unpredictable and otherwise hard to mimic. Content development for such training is made easy with the 3D camera enabling a quick and dynamic content creation. This in turn, ensures that the training provided to the employees is always relevant and up to date. USAGE IN TRAINING Source: Learning By Virtual Reality: It's Here And It Works, Josh Bersin, LinkedIn, 2017
  • 24. Copyright © 2017 Accenture All rights reserved. 24 AR/VRACROSSINDUSTRIES USAGE IN TRAINING SPORTS Some companies take advantage of the VR’s ability to effectively move users into a whole different setting, to help professional athletes and sports teams improve their performance in the field. By simulating the real-world play, the application exposes players to life-like situations in the field, urging them to respond accordingly. The fact that players can rehearse various scenarios at any place and time, while having the ability to stop, replay and analyze all movements in slow motion, results in retention rate 30 % higher than in the case of traditional training. Source: Learning By Virtual Reality: It's Here And It Works, Josh Bersin, LinkedIn, 2017
  • 25. Copyright © 2017 Accenture All rights reserved. 25 WHAT’SONTHEHORIZONFORAR/VR? WIDELY ACCESSIBLE Augmented Reality is predicted to break its way to the mainstream, and a big step on the roadmap is the launch of Apple iOS 11 as well as the ARCore platform from Google planned for the upcoming winter. The ARCore platform (equivalent to Apple’s ARKit) will give developers an opportunity to build AR applications for Android, enabling them to create experiences involving motion tracking, environmental understanding (detecting horizontal surfaces) and light estimation (light effects giving objects a realistic feel), among others. With the ability to launch on the estimated number of existing smartphones as high as 100 million (smartphones supported by Android 7.0 Nougat and Android Oreo), ARCore is bound to make AR more accessible than ever before. Source: Google's ARCore SDK brings AR creation tools to Android, Adario Strange, Mashable, 2017
  • 26. Copyright © 2017 Accenture All rights reserved. 26 WHAT’SONTHEHORIZONFORAR/VR? DEVELOPMENT OF AR/VR TECHNOLOGY One challenge that the AR/VR industry needs to face in efforts to expand the range of VR consumers, is to make the mainstream interested in buying headsets. Over the course of last year, aside from a small group of early adopters, not many consumers have invested in a pair of their own. This is due to the still expensive price points, and the reliance of headsets on VR-capable machines. To bring more headsets to the market, companies like Acer, Dell, HP or Lenovo are likely to bridge the gap between the high-end and the cheaper headsets, by releasing affordable, mid- range headsets of their own. Alongside, VR developers are constantly working on creating new experiences and features that could boost the mass adoption of the AR/VR technology. Source: Lenovo Explorer is a smart and affordable jack-of-all-trades VR headset, Darran Allan, Techradar, 2017
  • 27. Copyright © 2017 Accenture All rights reserved. 27 WHAT’SONTHEHORIZONFORAR/VR? WIDELY ACCESSIBLE Accenture and Apple on 29th of August 2017 announced start of their cooperation. Apple and Accenture are partnering to help businesses transform how their people engage with customers through innovative business solutions for iOS. But not only. As said Gene Reznik, senior managing director of technology and ecosystem at Accenture, another focus will be augmented reality (AR). That technology could be useful to service technicians in the field, for example by pointing an iPhone or iPad at an engine and highlighting a faulty part that needs repair. +
  • 28. Copyright © 2017 Accenture All rights reserved. 28 WHAT’SONTHEHORIZONFORAR/VR? THE GROWTH OF HAPTIC TECHNOLOGY The next step for VR to become even more immersive, is to add the sense of touch to a visual-only experience. This is where the haptic devices come in, with technology allowing users to interface to the virtual world. A company Manus VR is working on developing their high-end data gloves. The gloves track your hands in real time, thus allowing you to use your hands in a realistic manner but – in virtual space. Manus VR boasts “bridging a crucial gap between the physical and the virtual world”. Proliferation of the haptic technology is expected to be a big step forward, providing users with more life-like experiences. Source: manus-vr.com
  • 29. Copyright © 2017 Accenture All rights reserved. 29 ACCENTUREResearch Workstream of Think Tank CoE operating under TD&L Innovation Center in Accenture Capability Network Learning Workstream Lead: Jerzy Skora jerzy.skora@accenture.com