An Overview of Capturing Live Experience with Virtual and Augmented Reality
- Submitting institution
-
Ravensbourne University London
- Unit of assessment
- 32 - Art and Design: History, Practice and Theory
- Output identifier
- CS05
- Type
- C - Chapter in book
- DOI
-
-
- Book title
- Workshop Proceedings of the 11th International Conference on Intelligent Environments
- Publisher
- IOS Press
- ISBN
- 978-1-61499-530-2
- Open access status
- -
- Month of publication
- -
- Year of publication
- 2015
- URL
-
https://ebooks.iospress.nl/volume/workshop-proceedings-of-the-11th-international-conference-on-intelligent-environments
- Supplementary information
-
-
- Request cross-referral to
- -
- Output has been delayed by COVID-19
- No
- COVID-19 affected output statement
- -
- Forensic science
- No
- Criminology
- No
- Interdisciplinary
- No
- Number of additional authors
-
3
- Research group(s)
-
L - Learning Technology Research Centre
- Proposed double-weighted
- No
- Reserve for an output with double weighting
- No
- Additional information
- This work represents an attempt to create an entirely new form of media called ‘Wearable Experience’. Wearable Experience is designed for Knowledge Intensive Training’ where the latest in wearable and motion tracking technology is used to enable to trainee to embody other contexts.
Research method: Smith reviewed the use of virtual and augmented reality technologies for capture and externalization of tacit knowledge from complex activity in knowledge-intensive professions. This builds on his prior papers concerning Mixed and Augmented Reality to promote effective and engaging learning, and focuses on technologies for converting experience hidden in activity with the aim to boost industry competitiveness, innovation, and facilitate learning on the job.
As such types of knowledge and experience are difficult to capture and represent in traditional media, we explore emerging technology along two lines of investigation. With the paper’s other authors, Smith moves from applications of virtual reality to then, second, focus on using sensors, augmented reality, and wearable technologies. We discuss existing and future applications of experience capturing with virtual and augmented reality technologies. This review provides a comprehensive overview for those interested in recording virtual, real, and augmented activities, methods for delivering the recorded data, and extracting knowledge.
Research outcome: This output resulted in the 2.8 million Euro award from Horizon 2020 for the project '[WEKIT] Wearable Experience for Knowledge Intensive Training’ (ranked number 1 in the call of 174 proposals). WEKIT is an ambitious European research and innovation project to develop and test within three years a novel way of industrial training enabled by smart Wearable Technology (WT).
13 WEKIT partners in academia and industry from six countries in Europe built a ground-breaking industrial-strength learning technology platform and unique methodology to capture expert experience and share it with trainees in the process of enabling immersive, in-situ, and intuitive learning.
- Author contribution statement
- -
- Non-English
- No
- English abstract
- -