Title: Training: Fast Forward
1Training Fast Forward
2Essentials for building world-class
transportation infrastructure
- Care about your work.
- Communicate well with others.
- Know what you are doing.
Training We want to help you transfer knowledge
efficiently and effectively.
3We Typically Train Rather Traditionally
- Classroom Training
- Seminars
- Conferences
- Short courses
- Requires you to be
- In a particular location
- At a particular time
4California Course Participants
Source Larry Santucci (2002)
5Our Thinking
Self-Directed Learning Better match the needs of
each learner. Greater schedule and learning
flexibility. More frequent updating of
knowledge. Highly focused learning. Reduce the
overall cost of training. Works with classroom
training.
Other Training Options Interactive
Multimedia Online Arena Virtual Environments
6Interactive Multimedia
Idea More accessible and engaging training
- Objective
- Move training and learning to a more capable mass
media - Concepts
- CD-ROM and DVD-based training
- Use the computer to show color, video, animation
- Outcome
- Concept works
- Developers must understand learning
- Several products are widely used
7Interactive Multimedia
- CD or DVD based
- Examples from UW
- Virtual Superpave Laboratory
- NAPA Guide for Hot Mix Asphalt Pavement
- WSDOT Pavement Guide Interactive
- HAPI Asphalt Pavement Guide
- Caltrans Pavement Guide Interactive
8Virtual Superpave Laboratory
9Pavement Guides
HAPI Asphalt Pavement Guide
NAPA Guide for Hot Mix Asphalt Pavement
10Some Current Users
11Online Delivery
Idea Efficient, scalable, quality training now
- Objective
- Make training more flexible, scalable, and
engaging - Concepts
- Training delivered and tracked via through the
web - Community building
- Outcome
- Concept works
- Startup company
- Pavement Interactive Wiki
12Online Delivery
13Online Training Startup from UW
www.paviasystems.com
Born in 2005 Founded on UW Research 30 retail
courses Custom courses too
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16Virtual Environments
Idea Training from a gaming perspective
- Objective
- Small demonstration project
- Concepts
- Uses a game metaphor
- Visually-rich, 3D, immersive environments
- Outcome
- Concept works
- Resources required are more than typically given
17Virtual Roller 2.0
18Virtual Roller 2.0
19Virtual Roller 2.0
20Virtual Reality
- Halo 3
- Games sold 5 million
- Revenue 300 million
- Development 30 million
- Marketing 30 million
- Time 3 years to make
- People 300 (artists/developers)
- Virtual Roller 2.0
- Games sold not for sale
- Revenue none
- Development 50,000
- Marketing pro bono
- Time 1 year
- People 4
21Interactive Multimedia Online Delivery Virtual
Environments