Virtual Speak

Advanced Simulation Technologies & Embedded Training Systems

Virtual Speak

Advanced Simulation Technologies & Embedded Training Systems

Can training and entertainment really be delivered within a happy medium? Or does one have to train with a complete lack of entertainment? We have a theory here at Visual Purple and that is to add in certain elements to make training more entertaining, after all who wants to sit through three hours of seat time in a simulation learning environment learning about the concepts of compliance within a company without a few entertaining scenarios thrown into the mix? Let me just throw in my yawn now. It’s amazing to see e-Learning marketing today that emphasizes the fact that they now have fancier buttons to push within the course- let me just say this does not make something more entertaining. In stark contrast, immersive simulations result is richer experiences that encompass the processes of thinking, interacting, and doing, rather than rote memorization of factual content. The Edgar Dale studies have shown that “simulation training is a specialized type of e-learning that engages the learner into taking an active part in the training rather than simply reading or listening.”

It seems like all of the hype around live conferences has sizzled out…while some still attend these long drawn out networking events, money and time savings is on the forefront of leading to mass adoption of virtual events. The worldwide virtual conference market is forecasted to grow at a compound annual growth rate (CAGR) of 56% between the period of 2010 and 2015. This prediction has been made by Market Research Media Ltd, a leading market and technology research company, in its recent research report “Virtual Conference & Trade Show Market Forecast 2010-2015“. In the estimates made by the report the worldwide virtual conference and trade show market is predicted to reach $18.6 Billion over the period of 2010 to 2015 (and yes, I did say billion with a B).

virtualconferencemarket 300x300 Virtual Events  Coming to a Location Near You
Image Courtesy of Market Research Media

One of the big advantages of virtual events is that they are able to provide a host of reporting mechanisms on the fly, unlike traditional live conference events. Thus ultimately being better able to qualify and track leads. Interaction between the participants is much more straight-forward and saves wasted time that is spent with unqualified leads. Although the more personal interaction is taken out of the virtual conference scenario; great relationships are still able to be built. Not to mention the big factor of cost, which is much less than traditional face-to-face conferences. The fact of the matter is that event marketing has changed… now there is no need for the hefty price tags associated with fancy displays and travel costs in getting representatives to and from the trade show.

Military forces around the world rely on computer-based simulators to provide invaluable training for today’s warfighters. More and more military branches are turning to the simulation and virtual training market to increase retention and performance of our treasured warfighters, maximizing the benefits of this training technology. Computer wargames in military training have had a good run, but not until recently have you seen more and more publicity around them… sure, we can thank the military for their secretive ways on this one. These simulations and virtual training projects train military staff in a full gamut of activities; ranging from training exercises to rehearsing for complex systems, all of which provide a diverse range of training requirements that must be met. The world’s simulation industry is growing larger and larger with the United States being the leader in the simulation and virtual training markets, followed closely by the UK. Sure, sometimes resources (mainly funding) are hard to come by meaning that a lot of potential training that could be developed never makes it from the initial proposal stage to the drawing board and eventual implementation. These mission rehearsal modeling tools are aiding in overall military readiness by streamlining training capabilities. One thing is for sure it beats the so-called BOGSAT (or Bunch of Guys Sitting Around a Table). Emerging technologies are changing the way today’s military trains-up.

By Rudy Helm, Audio and Quality Assurance Tech, Visual Purple, LLC.

Continuing with our vlog ‘how-to’ series called, ‘Emulating Human Voice-overs with TTS Voices’ we now offer this newer presentation, suffixed as ‘Part Three’. We recommend that you review Part One and Part Two first but that is not necessarily a requirement. For this exercise we snipped out a small piece from one of our past projects. Unlike the premise of Part 2, where you learned to sync a TTS voice to a human voice-actor, this video tutorial will focus on the tactics of humanizing synthetic voice-clips with added detail. Today’s presentation does not only reinforce the techniques discussed in Part 1 and Part 2, but will show how to set the talk-pace to improve the phrasings and expressions of synthetic voices. And the concept of formant manipulation is introduced as well. Disclaimer: these are helpful tips, but generalized. Not all editing tools or TTS engines respond to specific techniques that you might try in the very same way. Mainly, just try to grasp the concepts, then adapt your technique to idiosyncrasies of your chosen tools.

The How-To-Humanize your TTS Clips exhibit (Exhibit Part 3). A follow-up on VO elements originally presented in Part 2’s vlog. This time, we introduce Formant handling.

As always check back in for more on this topic and other fun and useful information!

The talk about generational differences is plentiful…but is there really a difference when everything boils down? Teens vs. Gen Y vs. Gen X are more frequently playing games online utilizing social networking sites, reading blogs/ forums and downloading music. I would say that just about everyone has at least one email address (or in my case 4). We use the Internet to get news, stay in touch and research products and services. Broadband access has increased significantly, giving us what we need to find right at our finger tips. Generation V, or otherwise known as Generation Virtual is not defined by age, nor gender but rather by the use of various channels of digital media utilized to discover information, etc. The online environment is alluring to many. Technology is radically changing and generational differences are becoming more apparent than ever as to what information is accessed and the technology utilized to access it. The variety of generations today are staying within the workforce longer and living longer- so why not adapt online activities and training so all generations can utilize them? Multigenerational workplaces and blending of the generations to be able to utilize one type of training for everyone in an organization is now possible and very beneficial (especially on a tight training budget).

Leveraging Simulation

April 26th, 2010

By leveraging simulation for training purposes a company can reap a host of benefits, not the least of which is significant cost savings. The fundamental design goal of a computer generated decision simulation is to create the learning environment that is learner/ trainee centric. While specific characteristics of game design are employed within the simulation, authentic stories and scenarios are key in the believability that the training simulation itself promotes. Typically the trainee analyzes a situation presented within a simulation, makes a decision, and the simulation then provides feedback on that decision. By utilizing this cause and effect method the simulation aids in developing real-life knowledge and skills. This method of training has been proven to motivate learners and allow for you to actually “do something” in an immersive environment and more significantly provide the ability to practice high consequence/life threatening tasks all within a no-risk environment. Simulations are inherently highly experiential, no matter the application.

Frustration abounds! Lately it seems as though the term “virtual worlds” has morphed to such a wide variety of meanings that it is nearly impossible to go back to “meaning zero.” No longer is one going to understand what I mean when describing a virtual world, instead most folks have fallen victim to confusing articles and experiences resulting in many different visions of what a virtual world is. It is a shame that it has come down to this and a few months ago I thought it would iron itself out…alas. The social gaming applications are overtaking the term/ meaning of virtual worlds (and no I do not consider Farmville on Facebook to be a virtual world). These social games are giving virtual worlds the wrong image in people’s minds, which is very unfortunate. These iPhone types of game applications are simplistic in nature, non-immersive and frankly just a graphically unimpressive experience. Sure, I could just settle on ‘serious virtual worlds’ instead, but compared to Farmville, what is considered serious nowadays?

Yes they are more fantasy like virtual worlds- not too much mimicking of the real world going on here folks. Oh yes and unrealistic avatars too. YoVille compared to Second Life is like comparing apples to oranges. Social gaming has taken over the real meaning of virtual worlds, more and more users are signing up daily for the likes of World of Warcraft and Habbo. The technology bar has officially been lowered. Facebook and 2D games take things back a few steps in some respects, but that’s where the users and the money are fortunately or unfortunately. Virtual worlds have now gone social and there is no turning back to redefine the term. Immersive, 3D environments must now take on a new name, other than the virtual world term. So maybe it’s virtual training or perhaps even a virtual collaborative environment, time will tell. Regardless, much opportunity abounds for users and producers across training and social gaming/media.

Militainment, huh? Just the name makes it sound so gamey and just plain wrong for training today’s techno savvy warfighters. The title itself belies the high standards of military training today. Take for example the official U.S. Army game called America’s Army, while it is a wildly popular gaming application and not to mention a great online recruiting tool, it’s still just a game. First released in 2002 and with over 26 versions since, America’s Army continues to enjoy many new players downloading each and every day. While this type of recruitment tool will awe many of the younger video game generation- is it really an accurate depiction of one might really encounter in the service? And, does it really matter??? The U.S. Army’s seven core values are promoted and while it remains one of the most popular games downloaded and played on the Internet today it isn’t free to the Army but is a real bargain comparatively speaking. The Army has done well in drawing in younger generations connecting them with something that they already enjoy doing, playing games. According to an MIT study, 30 percent of Americans 16-24 years of age had a positive impression of the Army because of the America’s Army game.

These ‘video-game’ like technologies are changing warfare today. But is it realistic enough? Military combat and training is serious stuff. Not to be confused with a game that you hope to beat someone’s high score. Recruits eat up the game and many choose the Army (and other branches of the service) specifically because of their experience from playing the ‘game’ or ‘recruitment tool.’ While even militainment can fall into the category of serious games- is this really the right category for it to take on? What is reality? Of course I’m all for the U.S. Military’s high-tech and cost savings approach of training military personnel through simulations, but the militainment title that is strictly for entertainment/recruitment purposes should not be confused with serious combat training for our soldiers that risk their lives everyday to safe guard our freedom and keep us safe. God bless them all!

By Rudy Helm, Audio and Quality Assurance Tech, Visual Purple, LLC.

Since there was great interest in a blog entry last Fall called, ‘Emulating Human Voice-overs with TTS Voices’ I have elected to present those lessons as a Vlog, and so it makes sense that we give this newer presentation the same title, but suffixed with ‘Part Two’. We recommend that you review Part One’s scenario before you proceed (to do so, click here) but doing so doesn’t have to be a requirement. For this exercise we snipped out a small piece from Part One’s cut-scene where there were several actors in the cast, but there is only one actor dealt with in this clip. Recall that the premise is that your project’s budget can afford only one human voice-actor. So, you’ve recorded your one human voice actor doing each role of the entire cast. This video tutorial will show the techniques discussed in Part One. Learn how to sync synthetic voices to the phrasings and expressions of your human model. Disclaimer: these are helpful tips, but generalized. Not all editing tools or TTS engines respond to specific techniques that you might try in the very same way. Mainly, just try to grasp the concepts, then adapt your technique to idiosyncrasies of your chosen tools.

Sound effects were mentioned in Part One, but that discussion will need to wait for a future vlog. Music was mentioned also, but we cover music in other vlogs, so be sure to look for those as well.

(Ex. Part 2) The How-To-Create synchronize TTS to Human Model exhibit. A Vlog on how we developed the VO elements originally presented in Part 1.

As always check back in for more on this topic and other fun and useful information!

Is Google Buzz-Worthy?

April 12th, 2010

So there’s been a lot of buzz around out there about Google Buzz (no pun intended), that was launched at the beginning of February. Will this be a game changer for social media? While it does bring a new face into the social media application mix does it have the potential to overtake existing well established social media applications such as Facebook and Twitter. While I will admit that it does offer a host of elements that Twitter and Facebook are unable to offer their users, quite simply because it integrates with Gmail. Sure we still get the run of the mill abilities such as: links, photos, status updates, etc. But is this really enough to catapult Google Buzz into a bigger app. than the likes of Twitter and Facebook? Yeah I know Gmail has 176 million users (compared to Facebook’s 400+million active users and over 18 million Twitter users, respectively). While all three of these big names are looking to high growth rates, who will reign supreme at the close of 2010? More than likely because of the Gmail (email) application the majority of these users are actually users, unlike Twitter where some users sign up never to return again. Although Facebook’s user stats are pretty impressive.

social network growth Is Google Buzz Worthy?

While I try to be sociable, updating all of the various applications that I am signed up for would eat a big chunk out of my day. Sure it’s nice to see what other tech and social media junkies are doing and my old high school and college acquaintances but I don’t feel that it needs to be a wasteful activity of potentially productive work time. Not to say that people that are always updating their Twitter and/or Facebook stream have nothing better to do but every little thing one does takes time, regardless if it is only 140 characters or not. In my opinion we are all part of the social revolution taking place, these social conversations enable the ability for one to share our personal experiences and the ins and outs of our daily lives. Sure Buzz doesn’t link to Twitter just yet, but I am sure that it will soon! The issue of privacy controls, not just with Buzz. Facebook seems to be a little tricky with that too as of late. Could Google Buzz be the next big social platform? In the end it’s really all about sharing…

According to a recent NielsenWire report on January 22, 2010, time spent on social networking sites has increased from 3 hours per month to 5.5 hours per month in the last year alone, representing a staggering 82% increase in the use of social media. Yes, I said 82 percent increase!

social media time1 Is Google Buzz Worthy?