Quale sarà il futuro del recruiting e dell’onboarding? Con la diffusione dell’intelligenza artificiale e dei mondi immersivi il metaverso è diventato luogo ideale non solo per giocare, per fare networking, per assistere a concerti o fare experience ed acquisti, ma anche per partecipare a sessioni di recruiting e di onboarding.
Da alcuni anni le aziende hanno compreso le opportunità offerte dai mondi immersivi nel settore HR e hanno iniziato a sperimentare. Alcune hanno tenuto riunioni, creato sale virtuali per recruiting e onboarding ed aule dove organizzare corsi per i nuovi assunti.
Accenture: i pionieri
Conoscere le realtà aziendali ed incontrare responsabili o colleghi nel metaverso non sono attività recenti, perché già nel 2021 Accenture aveva avviato un programma di onboarding che prevedeva l’invio ai nuovi assunti di una box contenente oggetti tra cui personal computer e visori Oculus.
In quest’articolo di Yahoo Finance potete leggere quanto afferma la CEO, Julie Sweet:
“Our new employees now get a welcome box. Sure, it has its computer. But it has these little signs that are … are like the posters they would have seen in the office,” she says. “… At the same time, we just ordered thousands of Oculus headsets. Why? Because our onboarding is now going to include virtual reality.“
Nel 2022 durante la pandemia 150.000 nuovi assunti avevano trascorso il loro primo giorno di lavoro nel metaverso Accenture creato nella piattaforma AltspaceVR.
Qui potete vedere l’intervista alla CEO a CNBC Television, intervista nella quale illustra le opportunità offerte dal metaverso.
Ad aprile 2023 Coty Inc., multinazionale del settore beauty, avevacreato Coty Campus in Spatial con le finalità di:
recruiting
onboarding
formazione di 11.000 dipendenti.
Come ha affermato il Coty Chief Digital Officer Jean-Denis Mariani sul sito: “With Coty Campus, we are proud to leverage Spatial’s Web3 and gaming technology on a groundbreaking scale to create new immersive experiences that will provide the most interactive solutions for collaboration and co-creation. Coty is thrilled to be the first Beauty company to embark on this kind of project.”
Career Center Roblox
Roblox aveva lanciato il Career Center, dove i candidati possono ancora oggi conoscere la realtà aziendale, interagire direttamente con i reclutatori, gli ingegneri e i responsabili HR, rispondere a quiz, partecipare a eventi dal vivo e prepararsi per i colloqui.
Possono usare la chat vocale, il rilevamento del volto e persino lavorare all’interno della piattaforma. Qui vedete il mio avatar all’esterno del Career Center.
Ancora oggi l’ambiente è molto frequentato, come potete notare dagli scatti e dai dati pubblicati in Roblox (2,8 milioni di visite e 54.000 like)
Ho fatto solo una piccola parte della visita, perché è un ambiente business riservato. Potete comunque leggere il mio articolo pubblicato su Medium.
Esperienza Polaris
Recentemente ho sperimentato il mondo dell’azienda PolarisEngineering che ha un digital twin in Spatial dove si possono tenere assessment e riunioni aziendali.
All’accesso troviamo esposti i valori aziendali che possiamo collezionare come in una caccia al tesoro, incontriamo robottini che spiegano le specifiche attività e ci possiamo visitare l’auditorium o le aule formazione.
Riflessioni
Qualche giorno fa ho letto il post di Jason Satterly in LinkedIn, post nel quale raccontava l’esperienza dell’onboarding dei nuovi dipendenti che incontravano il team dei dirigenti in una Metaverse Academy .
I vantaggi da lui descritti sono essenzialmente quattro: 1. coinvolgimento: i nuovi assunti hanno l’opportunità unica di incontrare i dirigenti in anticipo rispetto al primo giorno di lavoro, creando un forte legame iniziale. 2. comunicazione aperta: i nuovi dipendenti possono porre domande direttamente al gruppo dirigente, promuovendo la trasparenza e l’accessibilità. 3. motivazione e allineamento: comprendere la missione, i valori e gli obiettivi dell’azienda direttamente dai vertici aiuta i nuovi dipendenti a sentirsi più motivati e allineati con la nostra visione. 4. integrazione: l’interazione iniziale favorisce un senso di appartenenza e facilita la transizione nella cultura aziendale, facendo sentire i nuovi assunti parte del team fin dall’inizio.
Di seguito vi segnalo uno schema che contiene suggerimenti utili per l’onboarding nel metaverso, estratto da un articolo dal titolo “Navigating the Metaverse: How to Attract and Retain Top Talent?” pubblicato su LinkedIn a marzo 2023 da Rrahul Sethi.
L’autore dell’articolo sottolinea che: ‘In the metaverse, employee #onboarding and #training can be a whole new ball game. It offers a unique opportunity to create immersive, engaging experiences that can truly transform the way your employees learn and develop new skills.’
Fonte: articolo “Navigating the Metaverse: How to Attract and Retain Top Talent?”
Dal mio punto di vista il metaverso può aiutare le generazioni Z e Alpha a sentirsi a proprio agio e conoscere le realtà aziendali in modo informale.
L’entrata in azienda è un momento delicato per il nuovo dipendente e il rapporto che si può instaurare da subito con il capo diretto o con i colleghi diventa fondamentale per comprendere le dinamiche di gruppo. Non bastano, tuttavia, le riunioni online o la presenza nei mondi immersivi, ma possono certamente completare ed arricchire di esperienze i primi passi in azienda e soprattutto coinvolgere, aggiungendo un pizzico di novità e divertimento.
Lato azienda l’onboarding nel metaverso può consentire un contenimento di costi, non richiedendo spostamenti e fornire un’immagine di compagnia innovativa, tecnologica e allettante per le generazioni più giovani.
Idee per il futuro
Ecco qualche idea per sfruttare al meglio le opportunità offerte dai mondi immersivi:
superare i classici Zoom, Meet e altre piattaforme per far incontrare colleghi di altre sedi nel digital twin dell’azienda ed organizzare momenti ludici e di intrattenimento.
organizzare sessioni formative specifiche per i nuovi assunti. Grazie all’intelligenza artificiale unita al metaverso si può personalizzare sempre di più la formazione, andando a coinvolgere i partecipanti in modo innovativo.
attraverso simulazioni realistiche e analisi comportamentali comprendere e valutare le prestazioni dei nuovi dipendenti. Un ambiente più informale permette di esprimersi liberamente.
creare mentori che all’interno del metaverso accompagnino i nuovi dipendenti sia alla scoperta dell’ambiente lavorativo sia del team con cui dovranno collaborare.
Se desiderate approfondire e ricevere una consulenza in merito, contattatemi 🙂
Le storie in XR e social VR incontrano Elisabetta Rotolo, Chief Executive Officer & Founder di MIAT. Ci siamo conosciute su LinkedIn ed in particolare grazie alla VR/AR Association. Ho seguito un suo speech tenuto all’interno di ‘Metaverse’, evento dello scorso dicembre e da allora sono una fedele lettrice dei suoi articoli pubblicati su Artribune.
Chi è Elisabetta Rotolo
Elisabetta Rotolo è CEO, Founder, Creative-Executive Producer and Artistic Director at MIAT (Multiverse Institute For Arts & Technology).
La storia di Elisabetta
Scopriamo insieme i primi passi di Elisabetta nell’XR. L’ho intervistata per voi. Su sua richiesta l’intervista è in lingua inglese.
Elisabetta Rotolo
What were your first experiences in the XR and your impressions?
I started to take interest in emerging technologies and among them XR in 2016 after my MBA in the UK. I was undertaking a PhD because I was interested in understanding how serious games in VR could develop emotional intelligence to enable authentic and transformational leadership and how they could help creating and developing more and more Learning Organizations that are guided by authentic, widespread and shared leadership. From that moment I realized that XR technologies would become the next computing platform and that they would be disruptive across all industries, as well as transforming our lives: the way we learn, entertain, shop, experience, meet. For me it was immediately a very clear vision, as if what I saw, and had not yet developed, I already had at hand. It was natural.
Subsequently I returned to Italy and instead of returning to work within a company, after 20 years as Global Chief Brand Innovation and Communication Officer, I wanted to deepen these issues even more and after researching and touring in different countries in order to understand what was happening in the world. Then I founded MIAT – Multiverse Institute For Arts & Technology, where we train the talents of the future and design and produce immersive experiences based on strong research and with an Artech approach.
If 23 million jobs are expected in XR with a 2100% growth in 2030, as indicated in your ‘Metaverse’ speech, what could be the role of VR or AR and why? There will be a greater investment in AR (see probable launch of Apple’s smart glasses) due to the high costs of the viewers, the scarcity of VR content, etc. or will there be a change dictated by Meta?
In recent years in the field of immersive technologies we are witnessing a real revolution dictated partially by the pandemic situation in which a large part of the world is pouring, but also by a change in attitudes and consumption that came with generational change and technological progress. In a short time, the major companies that produce VR / MR headset have reduced the size and costs of the latter, allowing the devices to reach both the homes and offices of companies.
The growing awareness of the AR and VR sectors has led to an exponential market growth. For example, during the Christmas period, the most downloaded App in the Apple store was Oculus. Consumer habits are changing rapidly.
Both AR and VR demand have reached new highs as, for example, the need for remote collaboration or participation in virtual events has begun to gain prominence in the commercial sector and new work habits. Meanwhile, the consumer segment continues to be driven by games as a primary use case, fitness has gained some traction within virtual reality, while media consumption remains popular within the consumer segment for the AR.
According to IDC, shipments of AR and VR headsets reached 9.7 million units at the end of 2021 and are projected to grow to 32.8 million units by 2025 with a compound annual growth rate (CAGR). 45.9%. While VR headsets will undoubtedly lead, AR will face substantial growth from 2023 to 2025 and will acquire a third of the share by the end of 2025.
Regarding the offer, 100% of the content productions are already made in digital contexts, pushing companies to redefine their business and digital offer, brand strategies, business, art and offer of cultural services. This has given rise to numerous new jobs and opportunities for both young people and individuals and companies who want to undertake up-skill programs. The jobs of the future that underpin the XR sector and the metaverse are of different genres such as: digital creators, directors for immersive content, XR producers and showrunners; XR developer, software engineers, UX / UI designers, Web developers, 3D artists, Animators, Motion Designers and VFX, creative technologists, blockchain engineers.
The two key factors that have further accelerated this surge in product sales with XR technologies are certainly the shift to remote work during the Covid-19 pandemic and the announcement of Facebook’s rebranding in Meta, which put the concept of metaverse in people’s minds, further pushing the demand for XR products, both in terms of devices and in terms of multimedia content and applications, the various business sectors. From healthcare to precision mechanics, from logistics to real estate , from art to culture to entertainment, up to education and the military sector, all activities are approaching and developing business projects and strategies related to emerging technologies.
To date, AR is more usable especially when you can experience it through devices such as smart phones or tablets. For example, the sectors in which AR is most popular and effective are numerous, for example:
Education: Games like ARchitect, a game that allows students to build 3D bridges, towers, and other structures while learning about strengths and materials, are just the beginning of a long list of opportunities for using AR in education. Inside and outside the classes.
Health: like the Eye4Care app, a platform that connects those in charge of home care with remote doctors (or nurses) by video.
Retail: with the try-on in AR adopted by global brands from Bulgari, Nike, Gucci.
Tourism, art and culture: with AR catalogs and AR tours of important monuments and points of interest such as on the KeyARt app or Google Arts and Culture AR, AcuteArt.
Entertainment: In the entertainment industry, it’s about building a strong relationship with your brand characters and the audience, as Niantic and Warner Bros did with Harry Potter Wizards Unite.
Repair and Maintenance: Repair and maintenance personnel are starting to use AR headsets and goggles as they go about their work to provide useful information on the spot.
The panorama of multimedia content that can be used in VR is also in clear quantitative and qualitative growth and is applied to the same sectors, allowing for superior immersion and smoother operation supported by ad hoc performing hardware. VR has been used by large companies in the field of corporate training with programs for their employees and training on soft skills as PwC did. VR can be used in product design and retail as Adidas did, it is functional to education by remote thanks to platforms such as ClassVR and Virbela, and much more as to socialize in VRChat and obviously entertainment with the numerous film productions and documentaries that are found on different platforms such as that of Oculus.
While VR is more immersive, AR today offers more freedom for the user and more possibilities for marketers because it doesn’t need to be a wearable headset.
Last June MIAT (Multiverse Institute For Arts and Technologies) opened in Milan, of which you are founder and CEO. How did the idea come about?
Last June we launched the first Immersive Storytelling Masterclass, which we will relaunch again this year and which is part of the offer of our immersive academy. The idea of MIAT, as I mentioned earlier, was born after an initial interest of mine in 2016 in order to understand the implications of these technologies in developing emotional intelligence and enabling authentic and transformational leadership.
Then, after in-depth research, I had confirmation of the fact that these technologies would change our personal and professional world, but at the same time I noticed that internationally there were no high-level artistic-creative contents applied to these technologies, with whom I have always had a nerdy approach. I noticed there were no hands-on trainings led by international professionals who teach at a theoretical, practical, experiential level and with a creative development approach to becoming the ArTech of the future, also being able to connect students to the market. Hence MIAT was born which is the first creative and educational hub for the arts and technologies where we offer, produce immersive experiences, train the talents of the future all based on strong research.
In MIAT we also have a creative center of immersive content, where we design and produce immersive, multi-platform experiences, including, for example, virtual worlds, NFTs, digital twins, immersive storytelling, documentaries and 360 videos, immersive projects to support marketing strategies. and communication, immersive art exhibition.
MIAT in Milan
Our teams are international global-award winners, mainly Anglo-American, have a decade of experience in the immersive and metaverse sector, are digital creators, storytellers, XR developers, lead artists, filmmakers, immersive sound designers, 3D modellers, riggers, animators, producers creative and executive, digital curators, marketing, branding and communication experts.
Our immersive Academy is the first in the world where here we train the talents, the ArTechs of the future, both individuals and companies, where e teach them how to develop, understand emerging technologies and their potential, strategic use in business but also develop an artistic mind, creative-technological and strategic and create projects and contents with these technologies. Finally we teach what the metaverse is, how it will develop and how to maximise the positioning of a brand within the metaverse and acquire the skills necessary to respond to these rapid changes in the market. We have a unique and cutting-edge methodology that combines theory, hands- on, experiential, and sensory workshops, and creative design thinking.
Student at MIAT
Did you find it difficult to create this hub which includes an immersive studio and an e-tech Academy? How did you get over them?
Yes, I have found considerable difficulties. Initially, no one understood what I was talking about. Companies, organisations, investors, friends found it very cool, but they saw it as an incomprehensible and very distant world. In the UK, for example, there is a strong ecosystem and public and private financial support. In Italy, the ecosystem does not actually exist and neither does financial support. The VR in Italy has the logic of small investments with very short exit requests. If we look overseas or even just in Israel, they truly invest in innovation, even in projects that are on paper with $ 1.5 million chips to get start-ups up and running quickly. The phrase I always heard from investors or organisations when they saw MIAT was that it is a visionary project at least 10-15 years ahead of the market and that clearly, I would open it in the UK or the US. Personally, however, I believe in Italy, in my country, a country where talent and creativity are fundamental assets, which is why I decided to open MIAT here.
Nowadays we talk every day about the Metaverse that you defined as ‘multiverse’ in an article by Artribune. In the panel ‘Are we ready for MetaEducation?’ of the ‘Metaverse’ event organized last December by VR / AR Association you specified that: ‘The metaverse will be also an interoperable dynamic multi-user mirror world story-based & story-driven’. How would you explain it to the famous ‘housewife from Voghera’? What future can it have in the short term?
The first thing I would do is to let the housewife live and experience the metaverse. The simplest way to describe the metaverse is as a virtual world parallel to the real, physical world, in which people in the form of 3D avatars (their digital counterpart) will be able to move, interact, and perform any activity: work, play, socialize, buy, all virtually. Let’s just take a simple example of one of the many things you can do.
Imagine waking up one day: you start a virtual meeting with your colleagues or friends with your avatar, present your project or organise a visit to a museum. After the presentation or your visit, you will celebrate with your friends and colleagues at a party where a rock band will give their virtual concert, but before attending, run to your favorite shop and buy the dress or accessories for your evening. After you have chosen what best suits your Avatar, also based on your mood, you pay in cryptocurrency, which will be the currency of the metaverse where you are. After the party, you easily lend your outfit to a colleague or friend who wants to lend it to her daughter, happy to browse it during her concert on Roblox or Decentraland the following day.
Since now even the housewives of Voghera have a Facebook account, just imagine that the famous social network does not appear only in the form of a blank page but that it is a virtual world, with buildings, streets, plants, and people in which to immerse yourself and live just like if you went out the front door, but with an infinite number of possibilities and without ever leaving home. Now, for example, neither virtual reality viewers nor augmented reality applications are needed, all you need is a stable internet connection and a sufficiently powerful computer or smartphone and access the platforms as you access any website or application. In the short term, VR / MR will develop more and more and these technologies together with other emerging technologies such as artificial intelligence or holograms, for example, will create a strong sense of presence and interactivity.
Although in people’s minds the concept of metaverse is being consolidated, many platforms are already active and populated, so you don’t need to be a visionary to understand the potential. From a business point of view, it is already possible to access a virtual version of an office and interact with your colleagues just as if we were in the same room, it is possible to access a university campus or a digitally recreated classroom and actively participate to the lessons. Personally, I have several online meetings in a digital sea-like environment, when the temperature outside the home is below zero, it relaxes me, and they are often much more effective than continuous boring online meetings. As for social events, there are many events that have moved online due to the pandemic and in the metaverse instead of looking at a screen, you are immersed in first person.
The possibilities are endless and for now we have only seen the tip of the iceberg, also because it must be considered that the technological infrastructures to take full advantage of these advantages are not yet universally available. But they are developing fast. AR via mobile in all forms and for any purpose, street navigation, games, social media. MR (Hololens, etc) will start first in industrial fields like the computer did by first entering the offices before becoming a “personal” computer. MR for consumer (“personal MR”) will take time. Only towards the end of the next 5 years will we begin to see sales numbers of MR glasses reaching those who have VR headsets today.
Why should storytelling have a fundamental role in the metaverse?In your recent speech you said that ‘the metaverse needs to be conceived, designed and built by storytellers’.
To be habitable and usable to its full potential, the metaverse must be a dynamic virtual space, full of characters who can interact with each other or who ultimately have a well- defined and recognisable identity and history. Just as cities, regions and geographic states in the physical world are loaded with symbolism, traditions and culture, the metaverse will also have to emulate the physical world and therefore it is necessary that storytellers tell the history and origins of the virtual spaces that we will live.
There is an inherent need for interesting characters and meaningful virtual environments in which to immerse yourself. This brings new and complex narrative challenges:
Cities and environments: it is essential to give a history and a clear identity to the virtual environments in which users will immerse themselves, cities cannot be cold and distant, but intriguing and cohesive, to attract users and why not entertain them and arouse wonder and curiosity.
Engaging Learning Environments: Academics will find themselves replaced by AI teachers or become edutainers, working with developers, creatives and storytellers to create meaningful experiences for students to experience.
Immersive experiences: true, exciting, engaging, to also define how people will meet, live, share and socialise in the metaverse. The contents are not simply generated by storytellers: they also emerge from the interactions between users and favor the birth of entire communities with a precise identity. The storytelling approach to the metaverse is fundamental.
Story–Based Characters: With stories and values that can lead to interoperability in the metaverse. This will imply that people can move their Avatar from one platform to another, from one metaverse of origin to a completely different one.
An ethical approach will be essential. Although the metaverse is an anthropocentric virtual world, it is important that it is created with accessibility, diversity, equality and humanity in mind.
Accessibility: The metaverse should be accessible to meet various social needs.
Diversity: With physical limitations (such as geography, language, etc.), the real world cannot integrate various elements in one place to meet the needs of different people. However, the Metaverse has a space of unlimited extension and one in which to integrate different communities in different environments and achieve true diversity, diversification and integration.
Equality: In the metaverse, everyone can control custom avatars and exercise their power to build a fair and sustainable society
Humanity: The Metaverse could be an excellent approach for communication and cultural protection. For example, the Metaverse can provide storage and protection of cultural milestones and relics (Ubisoft rebuilt Notre Dame de Paris as a digital 3D model in Assassin’s Creed Unity)
There is a lot of talk about immersive education and universities are experimenting with the use of VR and AR. Last November Stanford University launched ‘Virtual people’, the first fully VR university course. In your opinion, what role can XR play in education and in the Italian school / university?
Due to the post-pandemic educational context, both teachers and students have reached a new level of understanding of technology in the service of education. And this also means that we have learned strategies to cope with the constraints imposed by distance, especially during synchronous lessons.
Immersive education has the potential to revolutionise education and modernise e educational processes which too often neglect the educational impact of non-traditional media. Immersive technologies allow you to take advantage of dynamic, interactive learning environments, to touch what you are learning with your own hands, complete with engaging experiences, all of which can be used intuitively via devices in both AR and VR.
The learning environment is not defined as a single virtual place where students meet but as a decentralized place capable of providing different stimuli to students. It is also an interoperable place where students will “teleport” to virtually any historical place or moment, experiencing firsthand what tends to be studied only in books.
Universities and educational institutions around the world are now on the same starting line. Obviously, there are realities that have infrastructures that are more ready and adapted to this technological transition, but I believe that it is necessary to innovate and experiment with new approaches and tools that can enable all types of activities possible with immersive technologies and above all that are for everyone. They should implement different technological experiences that promote the creativity and collaborative minds of students, increasing engagement and avoiding the risk of boring, ineffective frontal lessons. In Italy we must accelerate the digitisation processes and also the technological infrastructure.
What do you think about the Metaverse?
It is very important to me that those who will build the metaverse, individuals and companies adopt an ethical approach. We are facing a completely new anthropological moment in which having the ability to conceive and create immersive contents that is engaging, inclusive and that can inspire the human being and technologies that enable everyone to be able to experience them are central elements to be able to build a better future together.
Le storie in XR hanno un respiro internazionale nel 2022. Chi frequenta i mondi di social VR e si occupa di XR conosce bene Carlos J. Ochoa Fernández che ho avuto il piacere d’intervistare per voi. Il nostro incontro è nato grazie alla VR/AR Association e in particolare all’Education Committee di cui Carlos è Co-Chair. Da formatrice ed appassionata di extended reality ho iniziato a seguire i suoi speech e a partecipare agli eventi da lui organizzati. Nel 2019 ho avuto anche l’occasione di ascoltarlo dal vivo a Piacenza all’evento ‘Scuola e virtuale’ dedicato all’education.
Per la prima volta l’intervista sarà in lingua inglese, ma ‘stay tuned’, perché ne seguiranno altre. Ampliamo i nostri orizzonti per conoscere e comprendere i cambiamenti in atto nella formazione e nella comunicazione.
Incontriamo Carlos J. Ochoa Fernández – Let’s meet Carlos J. Ochoa Fernández
Founder and CEO of ONE Digital Consulting, President VRAR Madrid Chapter, Co-Chair of VR/AR Education Committee, Immersive Learning Founding Member, ICICLE X-Reality for Learning and Performance Augmentation SIG, Member of Smart Cities Experts Group of AENOR (Spain).
Engineer from Madrid Polytechnic University, MBA from Babson College, Postgraduate in Innovation and Entrepreneurship by Maryland University, Master in Digital Marketing for International Business Development (ICEX) and ITC & Gis Certificate by Siemens Data-Technic Schule (Germany).
With over 30 years of International experience in the Innovation and New Advance Digital Technologies in ITC Industry and Digital Education. Leading successful organizations (SIEMENS, Sagentia, Altran, Founder and CEO of E_Learning Consulting, ONE Digital Consulting & SmartEducationLabs) with a balanced strategic mission and innovative business development vision.
Author of many publications, articles, and the White Paper “Best Practices in VR in Education” and “State of Art of XR in Education 2020” by VR/AR Association.
And now Simonetta and Carlos will talk about XR, VR education and many other topics.
Let’s start with ‘WHY’, as Simon Sinek’s Golden circle ‘docet’. Why did you approach XR?
Throughout my long professional career, I have been a very restless person, always attracted by emerging technologies and their application to the real world from different perspectives.
Especially in projects where the integration of complex solutions and technological convergence was required.
It was during my time at Siemens, when developing the Forest Plan project of the Community of Madrid, on environmental protection in forests and natural parks, we had the need to develop a simulation model of intervention and prevention of forest fires, evaluating its impact and subsequent reconstruction over the years.
To do this, we used different technologies, a GIS (geographical information system), integration of digital terrain models, cadaster data, land uses, and satellite images at different times of the year, in order to carry out evaluations and simulations, etc. At this time, together with engineers from different universities, we have already developed a very complex three-dimensional visualization and simulation system. Integrating vector, raster and alfa-numeric data in the same model.
At the Polytechnic University, I specialized in geodesy and photogrammetry and later, I expanded my studies in information technology and geographic information systems for two years, at the Siemens University in Germany. Which allowed me to have a very powerful knowledge and vision of three-dimensional environments, their integration with gis and subsequent modeling for simulations and impact studies.
I subsequently specialized in urban planning and cultural heritage, applying 3d reconstruction technologies, animations and virtual reality technologies in the development of various R&D projects in Europe.
This is the evolution and why I entered the world of Virtual Reality. What is synthesized and summarized in one of my favorite projects: The Virtual Reconstruction of the Islamic City of Cuenca, and its evolution over the years to the present.
Magical and Mystery Tour around Cuenca.
Virtual tour – Cuenca Islamic City
When have you tried on your first headset? Do you remember your feelings? Do you have any funny memories to tell us?
Yes, of course, I remember those very first experiences. Recently a colleague from the VRAR association reminded me of it. It was around 1993, more or less, at a computer fair in Madrid. When I put on my first VR helmet, that giant device, full of cables, was super heavy and uncomfortable, to say something. The experience was like getting into a diver’s scuba diving suit.
I remember perfectly that I was in the middle of a deserted street, it seemed like the Wild West… I walked around for a while, and approached a mirror of that stage, and I began to move my arms and I could not see myself reflected. I automatically decided to take off the case and respond to the technical staff…this doesn’t work. If I don’t see myself, it’s not real… They were left with a face of absolute frustration… I left disappointed. I have to confess that I am very much an engineer, I like to touch, feel, and apply… I leave the metaphors for my intimate world.
In that time, my team and I at Siemens, worked with stereo graphics images from satellites with 3d glasses and silicon graphics workstations, overlaying vector maps in 3d for urban planning and environmental simulation…there were really exciting times.Have a look at this video.
You wrote the “White Paper” of “Best practices in VR Education” for the international VR/AR Association. You are a co-chair of VR/AR Education Committee and speaker in many conferences and workshops about innovation and immersive realities. What are the benefits of XR in education? Do you think that virtual education will have a great impact in 2022 in Spain and in Europe?
This is a question I ask myself year after year. And 5 years have passed since my presentation at the International Conference on Innovation in Education ICERI 2016, Are we ready for disruptive education with VRAR?
After all this time, many hours of investment, effort and evangelization around the world, I see that there is still a long way to go. It is an experience that is sometimes rewarding and sometimes frustrating.
Sometimes I have the feeling that we take two steps forward and one step back. And I keep wondering why. Why do we keep talking about the same things as 5 years ago, repeating the same slogans and set phrases… without too many promises kept?
But the lessons learned should make us reflect, listen more to the user’s needs, their priorities, in short, listen to reality, and not work and theorize about an imaginary or desired reality. This doesn’t work like that, and it’s very similar to what’s coming up with the Metaverse at the current time.
There are experiences, exemplary use cases… but acceptance and implementation take a long time, more than expected. Changes in the educational system require time, and a clear and well-defined value proposition. Beyond slogans about advantages and benefits, what is needed is evidence that supports the use of immersive technologies in the classroom and later, to see opportunities to replicate these successful models. But always from a global perspective, integrating technologies and not observing them in an isolated way. And it is here, for many reasons, that it is worth exploring and analyzing carefully.
How our ecosystem is configured, where we want to go, what are the real needs of the stakeholders, what is the implementation plan, the training plan, the budget and the sustainability plan that guarantees future investments based on results obtained. And this process, in public education, is very complicated to establish, beyond pilot programs, a lot of will, effort and investment.
During the last 20 years, I have had the opportunity to work with a large number of international educational institutions, publishers, governments, etc., assisting them in their digitization processes and the results are seen over time.
The basic pillars are well defined, and if we go down this path, the results, I am completely sure, will exceed expectations.
To support this conviction, I would like to highlight two of the most representative activities that we have carried out this year from ONE Digital Consulting: The VR/AR Train the Trainers program, with the participation of more than 1.000 teachers from all over the world, and the project “Music with the 5 senses” with the Reina Sofia Music School, to bring classical music and values closer to young people from 13 to 17 years old, to schools.
Music with 5 Senses. DES 2021 IFEMA
More than 1,000 students from different educational centers in Madrid have already experienced in first person, with a truly outstanding acceptance.
the Reina Sofia Music School
Education and training are the basis of everything, and especially when we want to implement new changes in the society.
The Covid-19 pandemic caused a disruption in education. We have experienced an important adoption of VR and AR in some schools and universities (Università degli Studi di Napoli ‘Parthenope’ and Politecnico of Turin). Someone started to teach in metaverse (Altspace VR, etc.) What are the most important changes we should make in educational strategy and in learning methods?
‘Education is a system; teaching is an action; learning is a process.’ Terry Heick.
Yes, it is true that Covid has had a direct impact on all aspects of our daily lives and, of course, on the educational system. Revealing the great weaknesses that it maintains, the problems of sustainability and technological adaptation, methodologies and responsible adoption of devices, connectivity and accessible content.
It has been a global experience, where the answer has been: save yourself.
In the face of great challenges, small solutions. This has helped certain institutions, or rather I would say, individual evangelizers, have been able to find solutions that would allow virtual access to classes, monitoring and tutoring. And with more or less success, some institutions/teachers have entered the world of collaborative virtual platforms, learning with their students to get the best possible performance and results. Discovering how to apply them, improve performance and maintain contact with students, in the best possible way. And all this, expanding the local ecosystem and having the opportunity to share experiences with teachers and students from all over the world. Something completely unimaginable just two years ago.
I would not dare to call these platforms Metaverse, since they were not born under that architecture or functionality, but they have served to learn to interact in a virtual environment, interact in a community and carry out activities that would have been impossible otherwise.
During these exciting times, some truly pioneering experiences have been developed worldwide, in which I have been lucky enough to actively participate and collaborate. As the first virtual congress of AWE in 2019; the first virtual congress of Educators in VR in Altspace, with thousands of participants from all over the world connected 24-hour online sessions throughout a week; or the experience of ILRN and its virtual platform in Virbela. An authentic global virtual campus, with classrooms, work centers, meeting rooms and experiences, open to Universities and Communities from all over the world.
Now, with the progressive return to the new normal, it is time to carefully analyze what we have learned, and how to apply a hybrid learning model and how to restructure teaching and learning methodologies in this new context.
At this point, many contradictions and discussions between presence and virtuality appear. And this is not the debate.
Generally speaking, Schools and Universities must train us as citizens and future entrepreneurs or employees of organizations in the real world. And this real world is rapidly changing towards collaborative, multidisciplinary, virtual and global organizations. Where their main activities are developed focused on projects, with teams built specifically focused on that project. They start and ends very fast, and rebuilt based on the specific needs of every kind of project. Therefore, presence does not make sense and in many cases, it is expensive and unfeasible, since these multidisciplinary teams are spread all over the world, in addition to not adding value to the client.
Obviously, educational institutions, their leaders and governors, have to be aware of this, or else, the educational system, the years lost and the degrees obtained will not serve to get a job in the digital society, reasons for frustration and drop out.
In this context, the current staff and their role must also be redefined. They must become change agents, intrapreneurs in their organization, and be trained in new methodologies and ways of working that are closer to today’s societies, more digitized and transformed, in order to take on its new challenges and not frustrate students on their way to find work after years of study, effort and sacrifice.
Thus, a redefinition of the educational system at a global level, a methodology review of teaching and learning methods is urgently required. Combining real life experiences, with ethics and essential foundations of philosophy and science.
And why do I say this? Many of the current challenges of the human being have already been raised by the classics, and if we read and listened to them more often, they would help us to solve future situations much better, which have been repeated throughout the history and evolution of man on earth.
Regulation, transparency, and ethics for meta-humans, a challenge for real humans.
What would you suggest to a young person who wants to approach immersive realities?
My personal recommendations would be the same that I make to the students who carry out their internships in our company ONE Digital Consulting center.
First, open your senses well and be willing to get excited and excited by living and experimenting unique experiences. If you’re not going to do something extraordinary, forget it. You better not to try.
Study, read and participate in reference forums and events, which allow you to complement your education and skills, and identify your future road to success. Looking for that space, where your commitment, contribution of value and knowledge, will make you feel that you are doing something truly unique and transcendent.
Do not get carried away by siren songs, bloggers and easy marketing mega trends, there are no shortcuts. Effort, work, study and the network will be your allies. These can be anywhere in the world and you can be one of them.
Study and let yourself be advised by experts, mentors who will help you develop this new career, which requires time and being constantly up to date.
Practice, enjoy and unleash the imagination where no one has gone before. There you will have your reward and it will be excellence.
Immersive realities, is the convergence of several advanced technologies, where you must find the best journey peers to complement your value proposition. You will find them on the net, groups of experts… there are innumerable channels of experts with incredible talent, you must be there.
During the summer of 2021 the metaverse became a buzzword and attracted many brands. What should we expect in the future?
We live in challenging and confusing times. A very harsh reality, where great inequalities appear between countries, cultures, regions… which makes us a much more fragile society than we initially thought. And this has its impact on the economy, personal development, customs, quality of life, and of course on education…etc. You have to be prepared to act and deal with unpredictable situations at all times. Be alert to signs, changes, migrations, pandemics, climate change, new forms of work, coexistence, leisure, communication, and personal relationships. This opens opportunities and in turn, closes doors.
The digital transformation agenda has been disrupted. There will no longer be a beginning and an end. It is a permanent state of adaptation to the social ecosystem that is in permanent transformation.
Although it is true that apparently many of these changes are not visualized, they are perceived as a tsunami, which arrives almost without warning and devastates everything.
The phenomenon of the Metaverse is a clear example of this. Something that everyone talks about, and very few know, understand, and are able to visualize it and materialize it in the future.
But there is no doubt that new business models are being developed, regardless of existing rules and regulations, where winning is the fundamental objective, at any cost. After great phrases, words, and marketing actions, strong trends appear that impose their fashions or part of them. In any case, this would be part of another very dense chapter, and for now, I do not want to go much further. But I am especially interested in some aspects, in particular those related to education.
And education is the basis of everything. Educate in, by, and for.
I recently had the opportunity to host the Metaverse at Education panel at the VRARA Metaverse Summit. “Are we ready for MetaEducation” was a complete success, with more than two hours of debate, 5 speakers, 60% women, and more than 200 online attendees. Here we talk about the current state of the ecosystem, the progress made in these two years, and the impact it was having on the world of education. We reviewed the benefits and barriers, as well as relevant critical aspects, on security, identity, bullying, harassment, equality, etc… a very interesting debate that opens the doors for us to work on these new horizons that are opening up before us and that I have allowed myself to go back into new immersive spaces and define the interrelationships between emotions, expressions and their temporary or ephemeral materialization in micro-universes.
Last but not least, I would love to share my very first experience around what I call “Metaphorical MicroUniverses”.
MicroUniversos Metaforicos
Last year I received a commission from the Escuela Superior de Música Reina Sofía to record a classical music concert with works by Mozart, Tchaikovsky, and Respighi. In order to make it reach schools, during the pandemic, through immersive virtual reality experiences.
To do this, we recreate 13 unique experiences, around each of the themes of the three musicians. Contextualizing them around an immersive story and narrative, with the story of a luthier, who explained the history of the construction of a violin, until reaching the interpreter who manages to get the best sound out of unique wood.
More than 2,500 hours of work, recorded with 3 360º cameras, many hours recording sessions, ambisonic sound, more than 20 different locations, 3D models and recreations, virtual environments, and their integration into an immersive space, which recreates these “Metaphorical MicroUniverses”, which have already toured several schools in Spain with truly extraordinary success.
An experience that can only be enjoyed from this space in virtual reality, and that is the context where we continue working on new immersive experiences… that will soon see the light.Have a look at this video in YouTube.