WEKIT – Wearable Experience for Knowledge Intensive Training

Authors: Kaj Helin, Mikhail Fominykh and Carlo Vizzi
Type: Poster in conference proceedings
Source: the Euro VR Conference
Publisher: Euro VR, online
Date: 22 November, 2016

Abstract: This poster introduces European commission funded H2020 project called WEKIT – Wearable Experience for Knowledge Intensive Training. This three-year project has left two years and it will produce a WEKIT platform which exploits Augment training in situ with live expert guidance, a tacit learning experience and a re-enactment of the expert, in knowledge-intensive environments. Project has three industrial cases: (1) Aircraft maintenance: exploiting Augmented Reality and Wearable Technology for inspections, decisions making and safety (2) Healthcare: exploiting Augmented Reality for improving innovation in technology and responsibility in healthcare applications for medical imaging; and (3) Space: exploiting Augmented Reality and Wearable Technology for astronauts training and for supporting the assembly integration and test of payloads and sub-systems. The WEKIT platform will be tested together with end-users with iterative development loops.

D3.1 Requirement analysis and sensor specifications – First version

In this first version of the deliverable, we make the following contributions: to design the WEKIT capturing platform and the associated experience capturing API, we use a methodology for system engineering that is relevant for different domains such as: aviation, space, and medical. Furthermore, in the methodology, we explore the system engineering process and how it can be used in the project to support the different work packages and more importantly the different deliverables that will follow the current.

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WEKIT leaflet #04

This leaflet was designed for the first WEKIT Community Event collocated with ECTEL 2016. It addresses the educational technology community, elaborate on the evaluation cases, and explains why and how to join the WEKIT community.


D1.1 & D1.2 Training Industry Needs & Technology Industry Needs

This deliverable joins D1.1 (User Industry Needs) and D1.2 (Technology Industry Needs and Affordances) and reports on the outcomes of Tasks T1.1 (Training Industry Assessment) and T1.2 (Technology Industry Assessment).
This deliverable gathers information about current practices in the training industry about the current and potential use of AR/WT in educational processes in order to assess training industry needs (D1.1) and to extract input for the WEKIT Framework and Training Methodology (T1.1).

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D1.4 Requirements for Scenarios and Prototypes

In WP1 the WEKIT consortium develops a framework for wearable experience, specifies a corresponding methodology for vocational training, creates suitable application scenarios, and derives requirements for the technological platform accordingly. The first findings are documented in the Deliverables 1.1-4. This deliverable (D1.4) is the first outcome of the WEKIT Task 1.4

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Wearable Experience: New Educational Media for Knowledge Intensive Training

Author: Mikhail Fominykh
Type: Invited speech publication
Source: EdMedia: World Conference on Educational Media and Technology
Publisher: AACE, USA
Date: 29 June 2016

Abstract: Wearable computing and augmented reality are disruptive technologies. They fundamentally change the way we educate and train people to a master level of performance. With advanced sensors we can capture experience as it emerges. For example, a trainee can receive live guidance in the form of semi-transparent 3D hands that appear at the right place spatially and are operated by a remote expert using sensor data. Captured guidance provides reference to scale, allowing repeated access to the information asynchronously at the right time and in the right place where it is most urgently needed. Expert guidance can be captured with wearable sensors and later re-enacted by trainees with augmented reality creating a believable illusion of a master-apprentice knowledge sharing. The captured experience therefore represents a new type of educational media that has properties of carrying both explicit and tacit knowledge. This new media helps to convert experience to knowledge and enable learning by bringing closer the theoretical knowledge and immediate experience, which are traditionally separated. Tailored content of captured experience can be presented with augmented reality using intuitive and immersive user interfaces. This can have a positive impact on mental processing and memorization, not only adding scaffolds for high performance, but also acting as a safety net preventing potential problems sensed in the environment. Learning how to master a complex task usually involves reflecting on your own performance, looking back at your behavior and comparing it to that of others. The goal of this new training methodology is to enable the full cycle of immersive experience observing an expert, training with and without guidance, and observing own performance.

D8.1 Exploitation and IPR Plan

This document outlines our evolving framework for managing results and linked IPR from WEKIT and similar projects. Our ‘work-in-progress’ approach is presented as a storyline based on a learning journey. The journey begins with desk research into current good practice relating to results and IPR, and ends with examples of incorporating innovations such as (WEKIT-linked) evolving open standards and workflows that are being developed by industry and standards groups.

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D7.1 Dissemination Plan

The WEKIT dissemination plan provides a structured planning of relevant activities within the timeline of the project. The plan contains the dissemination aims and principles, the target audiences, the WEKIT communication strategy, the communication actions and tools, communication management plans, as well as the measures of success.

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