Maximising the Impact of Immersive Technology for Training and Education
Do you have expertise in using VR, AR or MR for training?
MIITTE is a research project which is an exploration into the use of immersive technologies for Training and Education in Defence & Security.
We are seeking partners to get involved and help us unlock the potential of XR.
The MIITTE Team
MIITTE is a Ministry of Defence (MOD) initiative run by the Defence Science & Technology Laboratory (Dstl). The research is looking into how, when and where VR, AR and MR (collectively known as XR) is best used in training and education. The findings will be used to provide guidance to the MOD.
The research is a collaborative effort. MIITTE combines the talents of start-ups, SMEs, industry partners, and academia to deliver a wide variety of research.
As well as continuing to work with proven partners, part of MIITTE’s strategy is to expand, diversify and develop non-traditional defence suppliers. That could mean you.
Collaboration is at our core
Our aim is to enhance and sustain the technical capabilities available to Dstl by promoting relationships with a wide range of companies and establishments.
Our Community of Practice (COP) provides a platform to share knowledge that underpins capability across the entire supplier network and unlocks collaborative value.
Joining the SERAPIS-SSE COP provides the following benefits:
Open to any supplier with demonstrable and relevant capability
No fees to join
COP members receive quarterly updates on research activities through a combination of newsletters and conference events
Membership gives you visibility of customer requirements and opportunities to get involved
Every six months, COP members receive a briefing from active projects on the work undertaken
Conference events allow for supplier, MoD and Dstl networking
Funding opportunities are fed directly to COP members
The MIITTE team will be running a Dragons’ Den style pitch panel in January 2021. We are looking to fund small research tasks. The tasks are to be no more than six months in duration, and should advance our understanding of the effectiveness of XR for training and education through empirical evidence.
You are invited to pitch by submitting a Task Abstract by the 3rd of January. Your abstract should summarise the idea and its relevance to MIITTE research in no more than 250 words.
Selected suppliers will be invited to pitch their idea in front of a panel between 27th and 28th January 2021. Only submissions presented on this date will be considered for funding.
All information you provide to us as part of your pitch, that is not already available to us from other sources, will be handled in confidence. It will only be used for the purposes of this competition. It won’t be used for other purposes, without us having obtained the necessary rights and permissions to do so.
MIITTE’s role is to develop evidence-backed guidance on the use of Virtual, Augmented and Mixed Reality to ensure that defence and security personnel develop the right knowledge, skills and attitudes.
To generate this evidence-based guidance MIITTE is conducting a wide range of activity. This includes conducting human participant trials, developing guidelines and frameworks, and finding ways to ensure that advice and recommendations are accessible by military personnel when needed. To enable these activities MIITTE sometimes produces proof-of-concept XR trainers, but does not develop training systems to be used outside of experimentation.
It should also be noted that while “Immersive Technologies” in the MIITTE title suggests any technology which adds some level of realism to training, MIITTE is primarily concerned with the use of head-mounted displays. CAVE and other non-headset systems are out of scope. The only exception to this is where technology could be considered a game-changer, is potentially disruptive, or where it adds to the XR experience (such as haptic vests).
There are significant gaps in the evidence base and of particular interest are ideas that fall into the following categories:
Pitches will be delivered via remote video conference. You can use the “Shared Screen” facility to support their pitch with a relevant presentation, video or imagery etc. You will also be encouraged to submit supporting material ahead of the pitch to avoid any unforeseen technical issues (although nothing should be shared other than that which is intended to be included in the pitch presentation). Pitches should include:
Your pitch should last no more than 10 minutes. After your pitch there will be a 5-minute Q&A session where the panel may ask for any clarifications they need to help them make a decision. These timings will be enforced to ensure that all ideas are given equal consideration. The panel will not provide advice or guidance to pitching organisations.
There is no guarantee that any ideas will be taken forwards after the Pitch Panel, but funding has been put aside, and the highest scoring pitches will be considered for funding.
Pitches will be assessed based on:
The proposal: XR gives us the ability to control exactly what the user sees. This provides the potential to add visual cues within the training scenario to change learner’s behaviour and improve their performance, but what kind of cues best enhance learning ? To answer this question a VR training demonstrator will be developed with a perception engineered training scenario based around a procedural task. The demonstrator will be used to conduct a human participant trial to show how effective these VR-adapted principles are.
Why we were interested:
VR for “Hard-to-train tasks”
The proposal: VR is often seen as a potential solution for training tasks that are dangerous, complex, have variation, or are expensive, but why? The decision-making process about “whether VR is the right solution” is critical. This study will develop a conceptual framework that captures the concepts that determine the success of adopting VR for hard-to-train skills. This study will combine a systematic review of the extant literature with analysis and review of relevant case study examples. The output aims to create “intelligent and informed” users of VR, improve decision making about VR adoption, and thus improve the efficacy of the VR tools.
Why we were interested:
Find out more about the COP and/or submit an idea
To find out more about MIITTE and the SERAPIS-SSE Community of Practice please register your details below. If you have an idea and would like to pitch, please enter your abstract. We also welcome links to supporting information such as videos, images and presentation material.