Virtual Speak

Advanced Simulation Technologies & Embedded Training Systems

Virtual Speak

Advanced Simulation Technologies & Embedded Training Systems

With the current state of the economy many training budgets are on the decline. So what does this mean? Well, ever hear the saying “try to do more for less?” Although money does play a part; companies can either transform existing solutions into a new training medium or choose a less expensive training product. And although off-the-shelf type of products may be cost effective are they really learning effective? So the formidable challenge is to find a cost effective solution with unprecedented results. That’s where Visual Purple steps in… check out our CBT e-Simulation transformation into a virtual world with a very appealing price tag.

A recent online survey conducted by ASTD asked people what changes have been implemented within their companies’ training departments to weather today’s turbulent economy.
-49.7% reduced travel of learners for training
-42.5% reduced travel of instructors for training
-27.5% moved instructor-led courses to e-learning or web-based courses
-17.4% made no adjustments
-16.2% moved training in-house (instead of off-site)
-Creation of new content – 15.6% reduced
-Reuse of existing programs or courses – 15.6% increased
-Training dollars per employee – 20.4% reduced; 0.6% increased
-Training budgets for the remainder of the year – 34.5% reduced; 2.4% increased
-Training hours per employee – 13.2% reduced; 4.8% increased
dollar sign The Bottom Line  What’s Your Company’s Training Budget?

Well the short answer for Visual Purple simulations, is YES story really does drive a simulation! But to cover that enthusiastic “YES” a bit further let’s go down the storyline. Typically e-Learning solutions present an overload of information to the learner; which although some is absorbed, not a real high percentage is retained. When putting the “Learn by Doing” mantra on the table, then when a learner is engaged in a story-rich simulation of course more lessons, concepts and information will be retained. The learner basically chooses the paths of the storyline by making decisions throughout the course of the simulation and learns from those decisions in an evolving story context that he/she controls. And without a doubt, whenever one is empowered to make decisions, they buy in to the experience and enjoy a high level of emotional and intellectual engagement.

On one of his blog posts, Justin Gibbs, goes further in–depth on interactive story and its power over the player.

The most important thing is story-telling. It’s as singular and old-fashioned as that. –David Soul

story image 150x150 Does Story Really Drive the Simulation?

Hold onto your seats, we are going to take a ride to review where The Gaming & Simulation Industry has been and what the future holds. Gaming is serious business both economically and socially. Consumers spend $25 billion a year on video games and game components and there are an estimated 800 million gamers worldwide.

The use of gaming and simulation for training and learning purposes is becoming ever more prevalent, over the past 10 years Visual Purple has seen a lot of technological changes and all in a good way. Our training simulation worlds and technology continue to advance rapidly as does most technology. Buy an iPhone today and a newer model comes out tomorrow…

Venture Beat announced last month that Game and Virtual World Fundings reached $936.8 million in 2008.

Nielsen Games’ just released that Second Life was the second top PC game title in the month of March and SL users logged in a average of 760 minutes per week of seat time. Point is virtual worlds now have traction!

According to Virtual Worlds News: “The data is obtained by monitoring Web and application activity from 180,000 homes in the U.S. In online PC games, Second Life is second only to World of Warcraft. The obvious problem many Second Life users would have with the data is that it’s typically considered a virtual world, not a game, but the sheer popularity is impressive.”

New World Notes adds that Second Life has been in the top ten of Nielsen’s ratings before while Massively points out that the virtual world is also topping out over popular social networks like Facebook and Myspace. Second Life saw an average use time of 760 minutes each week, even higher for individuals than the more popular World of Warcraft, though the MMOG saw a significantly higher overall usage.

Serious Gaming is being embraced by many ranging from the United States Military to Fortune 500 Corporations. More and more real world applications have been brought to the table to make them a relevant choice in today’s technologically advanced world. I am extremely excited about the future of serious simulations and virtual worlds.

Internet users have long been consulting WebMD before actually calling/ visiting a real doctor and now healthcare providers are turning to computer-based virtual world simulations to assist them in training. These practice-based learning environments allow for key training and education for personnel involved within the medical industry while promoting safe patient care in an information rich learning environment. Computer-based virtual world medical simulations have thankfully progressed beyond passive learning. Now, with the advent of new virtual world technology collaboration is able to occur and immerse the learner in a simulated real-world environment. Virtual simulations allow for an experimental framework for health care practitioners to rehearse in without the real-world consequences like, say, injury or death. With the recent outbreak of the H1N1 virus (more popularly known as Swine Flu) it’s hard not to imagine that a more hands-on virtual world training approach may have vastly reduced real-world reaction times. There are quite a few proven success stories of this type of training and more within the health care arena have been venturing into utilizing virtual worlds for training. As a result, many medical students have been able to gain valuable hands-on experience without the risk of inflicting harm on live patients. Virtual worlds have seamlessly integrated into many instructor led classroom settings allowing for flexible, cost efficient and readily available training environments.

Thought I would share a few good examples of health care training in virtual worlds…
A project is currently underway in the UK to creating virtual patients in Second Life for paramedic students.

In February of this year IBM announced a new healthcare island in Second Life. The healthcare island is to serve as a tool for healthcare customers complete with patient avatars.

The Stanford School of Medicine has employed desktop simulations and virtual worlds that allow patient interaction.

The critical role of virtual worlds and simulations in the health care industry allow for a workforce training solution that immerses the trainee in a rich learning environment. More simulations are currently in the making that will aid in detecting, combating and minimizing pandemics while training up future healthcare providers of tomorrow. With the years of study and practice attendant in the healthcare industry, one must praise the ability to practice and become competent within a virtual environment setting while gaining practical, hands-on experience.

The judge’s have spoken… and we are pleased to announce that Visual Purple’s ISR Sync Tool: Embedded Trainer produced for the Battle Command Battle Lab: Huachuca has been awarded a Silver Award for Product Website Demo in the 2009 Summit International Awards.

Winners were selected in categories that include print, broadcast, emerging media, online advertising, marketing materials, direct mail, political, corporate video, public service, best idea never produced, industry self-promotion, brand redesign, and student competition.

The International Summit Awards (SIA) organization was founded in 1994. The organization conducts the Summit Creative Award, the Summit Marketing Effectiveness Award and the Summit Emerging Media Award. The 2009 competition is the 15th year for the creative competition. We are very pleased to add this award to our trophy shelf!
sia logo Visual Purple is a Summit International Awards Winner!

Cisco has joined the list of innovative organizations like Visual Purple that will be conducting game, simulation and virtual world case studies at LEEF. Read about all the presenters including ACS Learning Services, Enspire Learning, ExperiencePoint, Humentum, NexLearn, ViaVivo, Visual Purple and others at LEEF.

Register by Monday May 18 to take advantage of the early registration discount!

Join the online discussion on LinkedIn

Learn more at www.leef2009.net. Email LEEF@HarrisburgU.net, or call 717.901.5167 for more information.

The schedule for the two-day event, set for June 18-19, will include more than a dozen case study presentations that explore and analyze the use of games, simulations, virtual worlds and console games for learning and performance. With titles ranging from Consultative Sales in a Virtual World to Developing Entrepreneurship with Serious Games, each 2-hour case study session will include a high-level overview of the project, hands-on engagement, and group analysis of how to apply the project’s best practices and lessons learned.

Featured Case Studies include:

ACS Learning Services—Consultative Sales in a Virtual World;
Center for Advanced Transportation Technology (CATT Laboratory),
University of Maryland – I-95 Corridor Coalition Virtual Incident Management Training;
Cisco – Cisco Certification Exam Study Games;
US Army War College—Military Global Distribution Game;
ViaVivo, Inc.—Developing Entrepreneurship with Serious Games
University of Maryland University College—Criminal Justice Simulations;
NexLearn, LLC—Essential Leadership Simulation Series;
Visual Purple, LLC—Winning in Wireless, CEO Simulation in a Virtual World;
Deep End Interactive—Winds of Orbis: An Active-Adventure;
Enspire Learning—Celebrity Calamity: Teaching Personal Finance through Games;
ExperiencePoint—Lakeview Change Management Simulation;
Humentum—US Sales and Marketing Policy Simulation;
JPL – Health Education Games;

“As it becomes more apparent that active, engaging and contextual learning solutions result in improved performance; games, simulations and virtual worlds will become more common in corporate learning and K-16 education. It’s all about results and games and simulations are delivering as organizations and individuals look to get the most learning and performance gain out of their training and education investments,” says Andy Petroski, Director of Learning Technologies and Assistant Professor of Learning Technologies at Harrisburg University of Science and Technology and a co-coordinator of the event.

“As organizations move to using games, simulations and virtual worlds for learning they should consider learning from others that have gone ahead of them. Organizations will be able to ease adaptation by learning from the experiences of others, and especially by learning from others that have been achieving positive results with games, simulations and virtual worlds. The case study presenters at LEEF are some of the best!”

He adds, “The LEEF is unlike many other professional development events that provide a high-level overview of a large variety of topics. The two-hour session format will allow participants to gain in-depth knowledge about presenters’ projects and get hands-on experience with the projects.”

leef logo1 LEEF: Cisco Case Study, Early Reg Deadline and Podcasts

1. It costs too much!
Not really- in fact it will more than likely save you money. Virtual world training can now be produced at CBT prices. Coupled with higher engagement, knowledge retention and trainees actually getting excited about ‘playing’ in a virtual world, you have a potent combination. Not to mention that virtual worlds are easily updated and extended.
2. Why would I let my employees wander around aimlessly?
Contrary to popular belief- you don’t have to allow trainees to wander around aimlessly within a virtual world environment. Rather, specific defaults and invisible triggers can be set to guarantee continuous trainee engagement.
3. How can you train in a virtual world?
Training in a virtual world has made more and more headwind and is leading to mainstream adoption. The virtual world model allows a very realistic training environment when compared to alternative training methods.
4. There isn’t a product on the market that fits the bill of what my company’s training needs are.
Although most people are led to believe this- I just think you haven’t seen all that Visual Purple is capable of. We don’t just have one type of world that we can offer, rather the sky is the limit when it comes to Visual Purple’s training capabilities.
5. It would take too long to implement.
Virtual world development and deployment is actually often faster than traditional training methods.
6. I have a wide age range of employees, this type of training won’t meet everyone’s needs.
With the increase of the number and diversity of trainees today a virtual world training application can more closely meet the needs of an entire organization. It provides for a realistic environment and training arena.
7. Not realistic enough…
Although some remain skeptical, most virtual worlds today mimic the real world and provide high fidelity 3D graphics and a high level of user interaction.
8. Security Issues
How can I guarantee that my training platform is safe? Visual Purple’s virtual world solutions are available in a private and secure worlds so no need to worry about security.
9. My company doesn’t have the latest and greatest in computers- will a virtual world application even run on old computers?
Probably, the experience can be scaled based on hardware quality. The virtual world applications can also be browser-based.
10. What about collaboration?
Since a key term in the virtual world industry is “collaboration”… Yes, it can be done. Or, depending on the mission, you have the option to interact within a virtual world asynchronously. Whichever you prefer…

I just finished reading the latest issue of TSJ (Training & Simulation Journal). An editorial entitled War Gaming by Karen Walker resonated with me. The article outlines the use of serious games to meet the needs of a variety of military organizations.

A couple of key points….
-A interesting computer game simulation utilized to train military police was developed for the U.K. Ministry of Defence.
-The learner landscaping is shifting. So training Generation Y with engaging and immersive experiences through simulation training applications rather than “Death-by-PowerPoint slides” just makes sense.
-By institutionalizing and standardizing the use of gaming technology for training today’s warfighters the military is able to manage limited resources more efficiently and effectively.
-Game-based training solutions can add entertainment value and provide for education and training to succeed.
-The Army’s latest field manual, FM 7-0 is the new cornerstone for the future of Army training.
-Serious games are demonstrating that they are effective in teaching invaluable decision-making skills.

Yes, the military gaming revolution is on track and gaining momentum while utilizing serious gaming technology to prepare troops for current and future missions.

An article just released online today by World Politics Review is just another testament to the use of games for training within the military sector.

Visual Purple is excited to announce that we will be attending the Learning and Entertainment Evolution Forum (LEEF) in June to present Winning in Wireless, CEO Simulation in a virtual world case study.

See Visual Purple’s persistent virtual world, a proprietary combination of powerful tools and techniques, in action. Visual Purple’s case study will focus on converting and applying conventional computer-based training (CBT) into a virtual world.

The project centers on practicing management decision making skills in a virtual world. By successfully navigating challenges in the virtual world, the learner gains critical insight and knowledge about the role of management and why decision making, strategic and financial forecasting and adherence to company vision, values and mission is important. The case study will provide insight into best practices for converting conventional CBT to a virtual world environment and illustrate how key skills can be taught while simultaneously providing functional cross-training and developing understanding of the roles and skills of others within an organization.

Visual Purple’s persistent virtual world provides a private and secure, asynchronous environment with advanced questing. There are options for browser-based deployment, multi-player deployment, behavioral and synthetic intelligence implementation and LTMS configuration for tracking and/or deployment.

Join Visual Purple as they outline their process and practices and demonstrate a case study about improving managerial situational awareness for decision making aligned with corporate vision, objectives and strategy.

We are seeing more and more news around government entities adopting virtual worlds as pilot programs. Of course, this is a good thing… but one must wonder how many we don’t even know about.

I found this valuable article on the Army adopting the use of simulations and virtual worlds for training. It just re-iterates the value of simulators for military training purposes in preparing the next generation of warfighters.

The Air Force purchasing land and set-up “MyBase” in Second Life is another prime example. Many technologies have come together to make military simulation and virtual world training a success in the 21st century.