Innovation Audace: towards a new era of collaboration and digital interaction

The Audace innovation represents an important milestone in the field of collaborative technology and digital interaction. It allows you to receive in real time on a control tablet the images appearing in a fleet of autonomous VR headsets but also to send inputs to one or other of the headsets. Concretely, this allows a trainer to follow several learners at the same time and interact with one or more learners as they wish.

By exploring and going beyond the capabilities of services such as UnityRenderStreaming and WebRTC, Audace has developed an innovation that offers a remarkable and unique user experience.

Exploration of existing technologies

Although UnityRenderStreaming is a promising technology for streaming views between Unity applications or to local servers, it is still in the experimental phase and has limitations, particularly regarding Peer to Peer connectivity and stability. At the same time, WebRTC has demonstrated the ability to establish strong connections and transmit smooth video streams between Unity applications and local servers.

Development of a “home made” solution

Faced with these challenges, the Audace team took the initiative to develop its own solution using the Unity Mirror extension. This innovative solution creates a local network with a server-user connection, allowing real-time observation and interaction from a computer or tablet with each VR headset user.

Intuitive user interface and optimized performance

The user interface, customizable and intuitive, updates every 2 to 5 seconds for complete, real-time visualization. This method optimizes server performance and reduces the size of transmitted data, essential for system fluidity.

Conclusion: a promising future

Audace innovation is much more than just a technological advance; it represents an evolution in the way we interact in digital spaces. With its ability to adapt to specific user needs, it promises to redefine digital collaboration and interaction.

OpenXR, the key to scalability in virtual and augmented reality

OpenXR is an open source application programming interface (API) designed to simplify the development of virtual reality (VR) and augmented reality (AR) applications compatible with various hardware and platforms.

Compatibility made simple

The tool helps facilitate the compatibility of VR and AR applications with a range of equipment. We think, for example, of VR headsets and tracking devices.

Indeed, OpenXR offers the possibility of targeting both holographic devices, like the HoloLens 2, and immersive VR headsets, like those of Windows Mixed Reality, by writing code once, then making it portable over a wide range of applications. range of hardware platforms.

Example: Audace used OpenXR for digital training where an application was first developed for a wired Htc Vive headset, then quickly adapted to run on a standalone Meta Quest 2 headset. With this tool, the process was simplified and saved time for both developers and the client.

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Scalable technology

Using a common base to support multiple headsets makes things simpler. Whether for application maintenance, updates or even bug fixes. This means that OpenXR saves time. Indeed, developers can work without worrying about the specific headset used. If some headsets are not available, others can be used for development without compatibility issues. Additionally, support for wireless standalone headsets enhances application portability.

Saving time and money

OpenXR offers significant savings in time and resources for VR/AR application developers. Previously, creating an app for a particular system often required a complete redesign to make it compatible with a different headset. With OpenXR, it is now possible to develop an application only once. The latter can then be deployed on different types of helmets. This development thus avoids the tedious repetition of development for each model.

Industry standardization

OpenXR is supported by many companies in the VR/AR industry. Chacune contribuent activement à l’élaboration des spécifications et des normes OpenXR au sein de l’OpenXR Working Group. Some companies have already integrated OpenXR support into their products and platforms. They have developed OpenXR tools, libraries and extensions to facilitate the development of applications compatible with this standard. This industry standardization helps drive consistency and compatibility across different VR and AR hardware and platforms, benefiting the entire ecosystem.

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Companies that support OpenXR

In conclusion, OpenXR simplifies the compatibility of VR/AR applications. It makes them scalable and easy to maintain, saves developers time and money, and contributes to industry standardization. It is a key tool for taking full advantage of VR and AR.

Neuropedagogy: learning and memorizing thanks to digital training

Image of human head with books and other objects. Generative AI.

Educational neuropsychology, more commonly called neuropedagogy, looks at how learners’ brains work and how they can be optimally exploited in the learning process. With the advent of digital training, new opportunities have opened up to apply the principles of neuropedagogy. They thus offer more effective means of acquiring knowledge, memorizing and engaging learners.

Using neuropedagogy: Promote attention, memorization and engagement

Key 1: Interactivity

One of the keys to promoting learner attention and engagement in digital training is interactivity. Online learning environments offer a variety of interactive tools such as quizzes, simulations, educational games… These elements stimulate attention by encouraging active participation, improving the memorization of information.

A study conducted by CP-Formation showed that learners have an attention span limited to around 15 minutes. The article explains that interactions allow learners to be more attentive and engaged. This therefore strengthens their ability to remember and apply this knowledge. Indeed, they would be more engaged in their training when it integrates fun activities similar to games. Thus, attention span must be taken into account and elements requiring active participation must be integrated. And this, in order to promote concentration, engagement and above all memorization of learners.

At the heart of an imaginary trial, RPS elearning was designed to raise employee awareness of psychosocial risks.

Key 2: Personalization

Personalization of learning content is another important strategy Thanks to the use of artificial intelligence (AI) and data analysis, digital training platforms are now able to adapt courses according to the individual needs of each learner. This results in better retention because learners are exposed to information that is relevant to them, increasing their engagement.

Research entitled “Primary school in the 21st century” (Cécile Redondo, Vincent Bonniol and Karine Bernard, 2021) demonstrated that learners were more inclined to complete personalized training compared to a standard course. The authors also highlighted that the application of neuropedagogy was a catalyst for motivation. They highlighted factors favorable to training, such as reflection on the mechanisms underlying learning and the individualization of training. Thus, adapted and personalized training has a more significant impact on the emotional well-being of the learner, resulting in an increased investment in their learning.

A serious game to innovate in the training of industry personnel in the field of metrology.

Key 3: Positive emotions

Les émotions jouent un rôle-clé dans le processus d’apprentissage. Les neurosciences ont montré que les émotions positives, comme la motivation et le plaisir, stimulent la libération de neurotransmetteurs telle que la dopamine, favorisant ainsi la mémorisation et l’engagement. Digital training can harness this knowledge using techniques such as gamification. Indeed, the integration of fun elements integrated into lessons arouses positive emotions. For example, using virtual rewards, leaderboards, and challenges can make learning more engaging for learners.

The article “Neuropedagogy and serious games” (2019) revealed that learners exposed to gamification elements in training showed a significant increase in motivation and engagement, which led to better retention of skills. knowledge.

Serious game designed as a 3D guided game, following a procedure (step by step) for identifying urgent signs of seriousness.

Audacity and neuropedagogy for impactful and engaging training

Audace positions itself as a key player in the field of engaging digital training. With 25 years of experience, Audace offers solutions such as elearning, serious games and immersive learning. Using the levers of neuropedagogy applied to digital, Audace designs relevant tailor-made training courses meeting the needs of each company.

Click to find out more about our digital training

References

  • https://colloque-lp21.sciencesconf.org/data/book_colloque_lp21_fr_Axe_5_RechercheFormation.pdf#page=35
  • https://revues.imist.ma/index.php/REINNOVA/article/view/34719
  • https://www.cp-formation.com/actualite/neuropedagogie-digital-learning-mix-booste-apprentissage/
  • https://www.institut-domi.ch/la-neuropedagogie-et-les-serious-games/
  • https://shs.hal.science/halshs-03138005/

Marketing digital training: Generating enthusiasm

Marketing digital training in advance of the system is essential to generate engagement, motivation and enthusiasm among learners, which leads to a more successful learning experience and more positive results. This is why Audace offers a support strategy to maximize the benefits of your training.

Why training marketing?

Marketing digital training upstream of the system allows you to capture the attention of potential learners before they even start the training. A well-designed marketing campaign inspires them to learn more and explore what training has to offer.

Then, it helps to motivate learners. Motivation is a key factor for learning success. By highlighting the benefits and skills they will gain through training, marketing can boost learners’ intrinsic motivation and encourage them to actively engage in the process.

In addition, marketing before the training helps reduce the dropout rate. One of the major challenges of online training is dropping out along the way. A well-planned marketing strategy helps reduce this rate by preparing learners for what awaits them and building their engagement from the start.

Marketing also allows you to personalize the experience. By presenting training in a way that resonates with learners’ individual needs, it creates personal interest. By highlighting specific benefits for the learner’s career, it makes the training more relevant and attractive.

In addition, marketing creates positive anticipation around the training. This results in a more favorable attitude when starting the course, which promotes a positive start.

To do this, Audace has put in place an effective system which of course adapts to specific contexts.

All the creations that follow are inspired by the serious game “Sasha” designed for Naval on the theme of cybersecurity.

Phase 1: An appetizer

It all begins with a carefully orchestrated appetizer, comparable to a suspenseful prelude. A pre-launch video aims to pique the curiosity of potential learners by partially revealing what is to come. A mere taste is revealed, fueling a sense of intrigue that compels one to find out more.

This first note of mystery aims to pique learners’ curiosity and arouse their interest, laying the foundations for what follows.

Phase 2: Concrete Overview to Arouse Interest

The curtain rises on the second stage where the focus is on deeper discovery. Through an elaborate trailer, future learners are offered a concrete exploration of the training to come. This trailer highlights the themes and educational objectives addressed through a synopsis, a common thread. The goal is to provide learners with an understanding of what to expect and engage them with engaging content.

Phase 3: Engagement through intrinsic motivation (or the highlight!)

We know that a motivated learner is more inclined to actively invest in their learning and to retain the knowledge acquired. Thus, the next step in our approach aims to arouse the intrinsic interest of operators, thus encouraging them to actively participate in the learning process.

The third stage therefore aims to enlighten operators on the tangible advantages of the learning system. This phase involves direct communication, through channels such as newsletters or emails. The aim is to present the specific skills that operators can acquire through training. The emphasis is placed on the direct relevance of the training for their professional development.

For further ?

Learner testimonials: To reinforce the appeal of the training, nothing beats testimonials from employees who have already benefited from the module or similar training. Published on the intranet or in a newsletter, these personal stories add a human and credible touch to the campaign. Learners can then identify with the successes of other colleagues, strengthening their confidence in the potential of the training.

Continued engagement through the training platform: To maintain engagement, interaction with questions and comments can be done both through the training platform forum. This approach creates an engaged learning community that can interact and share information seamlessly. This enhances the learning experience by creating a space where learners can discuss, ask questions and exchange ideas, contributing to a collaborative and engaging learning environment.

Rewards to boost participation: To reinforce motivation and reward participation, personalized goodies can be designed. These concrete rewards reinforce the feeling of accomplishment and belonging of the employees invested in the training.

With this global strategy, Audace offers much more than just digital training. It is no longer an imposed training course but a motivating learning process. Employees become engaged learners, ready to engage in training on their own.

Firefly: the AI ​​that is shaking up the world of graphic design

Adobe recently introduced Firefly, an artificial intelligence (AI) application that has quickly garnered significant interest in the graphic design world. However, to fully understand the impact of Firefly, it is essential to look at its features, its potential and the challenges it presents.

Firefly: visual generative AI

Firefly is an AI application with two tools that work using prompts, i.e. phrases and keywords. The first tool, accessible online, draws on the Adobe Stock catalog to generate images in response to specific user requests. The first tool, accessible online, The second tool is integrated into Adobe Photoshop and focuses on image retouching, allowing modifications such as adding elements, creating backgrounds, or even dressing models , again using prompts. relies on the Adobe Stock catalog to generate images in response to specific user requests.

Firefly’s goal is ambitious: to provide creatives with automated support for image generation and editing, which could significantly speed up workflows and boost creativity. However, after several tests, including by Audace graphic designers, questions about the effectiveness of the application emerged.

An AI that has limits

One of the main challenges of Firefly is that it does not take into account the subjective aspect of graphic creation. Indeed, visual creation often involves artistic choices, graphic orientations, responses to specific constraints (client, target, graphic charter), and a true artistic sense. Firefly, relying solely on prompts, cannot capture these sensitive aspects of graphic design.

Another notable drawback is the lack of customization. If two users request the same creation at the same time, the result will be identical. For example, an AI-designed garment may appear uniform, but design preferences vary from person to person.

In addition, although powerful, the integration of AI in Adobe Photoshop still has room for improvement. It does not always allow users to modify and refine the generated elements according to their needs, thus limiting their creativity.

Firefly creations of a 3D guided game in a hospital
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Audace creation for digital training, a 3D guided game within an EHPAD
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Firefly, an assistant for creativity

The ideal approach is to view Firefly as an assistant for creatives rather than an outright replacement. It can be used to generate basic visual ideas and concepts, which users then customize by changing colors, positions, sizes, textures, etc.

In conclusion, Firefly is an interesting innovation from Adobe that opens up new perspectives in the field of graphic design. However, its potential is not yet fully exploited, and challenges remain to make it even more useful to creative professionals. Reflection on how to integrate AI more flexibly into the creative workflow could enable more optimal use of this promising tool.

Safety at Parc Astérix: An Elearning quest for all Gauls

Parc Astérix has always strived to offer unforgettable experiences to its visitors while guaranteeing their safety. With this in mind, the park recently launched a major project through two e-learning courses. Its goal is to strengthen the skills of its staff, permanent and seasonal, in terms of safety at work. This initiative is part of a broader approach to developing internal training. It aims to support the growth of the park and to disseminate rigorous standards to ensure visitor satisfaction.

Strengthening security skills for the Gauls

Parc Astérix, a famous amusement park in France, collaborated with Audace to strengthen the safety skills of its staff, whether permanent or seasonal, through an e-learning program. Safety is a top priority for the park. This training is part of the development of internal training. The latter aims to support the growth of the park while disseminating safety standards to ensure visitor satisfaction.

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Safety training in game mode: gamification at the amusement park

The training is divided into two distinct modules: “Workplace Safety” and “Fire Safety”. These elearning modules adopt a fun and interactive approach, including activities such as risk recognition, good practices, prevention, and alert methods in the event of an incident. Learners have two possible entries: “Managers” and “Co-workers”. Managers benefit from similar content, but with specific screens to make them aware of their role in the prevention policy within their department. Each module is completed in approximately 30 minutes. The total training therefore lasts a maximum of one hour, making it easy to integrate into daily activities.

In addition, the device has recently been improved to offer a more personalized experience. It is now structured around five distinct choices: “Catering and hospitality”, “shops”, “operations”, “maintenance” and “administrative”. Learners can now select the modules that interest them, rather than completing the entire program.

The system was designed as an immersive risk hunt Learners explore various environments in the park: shop, restaurant, attraction, workshop-maintenance and office. Each environment offers activities and quizzes to discover various risk categories: height, handling, machine, traffic, chemical and physical.

At the end of the learning, participants develop an awareness of issues related to safety at work. They also acquire a solid foundation in safety. This includes both aspects of work safety and fire safety.

In addition, it complements on-the-job training. Internal trainers and managers can thus improve the skills of their teams.

One of the main objectives is to reduce the number and severity of workplace accidents, while promoting the creation of a safety culture within the organization.

Discover the other projects carried out for Parc Astérix

SNCF is putting its operators on the safety rails!

SNCF is a major player in rail transport in Europe. The Group attaches paramount importance to the safety of its employees and its infrastructure. This is why it recently collaborated with Audace to develop a comprehensive security training pack. The latter aims to raise awareness among SNCF employees of a series of potential risks. These range from building hazards to terrorist threats.

Training 1: Risks linked to buildings

Intended for new managers and technical experts, this training sheds light on the dangers of infrastructure such as asbestos or fires. This 1.5 hour interactive elearning module allows you to explore the “SNCF city” and its 10 major risk categories. Interactive modules ensure learner engagement and understanding through concrete illustrations.

The objective: identify and prevent risks, master regulations and ensure safety during interventions, offering a dynamic learning experience.

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Training 2: Overall security

This section deals with security across the entire SNCF network in three modules: the Vigipirate plan, the management of malicious acts and the key security players. Intended for SNCF Sûreté operators, it includes exercises, quizzes and concrete examples, for informative and practical training. The immersive approach prepares participants to act in the face of various threats and actively engages them in learning.

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Training 3: Terrorist risks

In view of the Rugby World Cup and the next Olympic Games, the SNCF is strengthening training against terrorist actions. This elearning training, made up of four modules, adopts a dual approach: learning and teaching. Employees, once the knowledge has been acquired, are encouraged to share it. The final module, inspired by the Olympic Games with visual elements such as the Olympic rings and varied settings, strengthens information retention and motivates participants.

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*SNCF is therefore mobilizing to provide its employees with the tools necessary to face a multitude of risks, thus strengthening the security of its entire network while offering a fun and engaging training experience.

Discover the other projects carried out for the SNCF

Cybersecurity: elearning in the light of Matrix for Match Supermarkets!

Module RGPD de l'elearning réalisé pour Match inspiré du film Matrix. Fond vert avec lignes de codes et personnages à la tenue noire Matrix

In 2022, successful cyberattacks in France represented a cost of €2 billion. To counter this threat, Match Supermarkets, in collaboration with Audace, have developed an e-earning module focused on cybersecurity. The module also includes guidelines relating to the General Data Protection Regulation (GDPR). This program aims to equip each employee with best practices to defend the integrity of the company and data confidentiality.

Protecting the digital world of Match Supermarkets

Today’s digital landscape is riddled with potential threats, from common cyberattacks to increasingly strict data protection laws. Supermarchés Match has recognized the need to educate its employees about good practices in this area. The challenges for the company are significant: protection against cyberattacks, safeguarding employee and customer data, and raising awareness of the rights to disconnect.

Training is not limited to a simple accumulation of knowledge. On the contrary, it is inspired by the cybernetic universe of the film Matrix to make learning even more fun. Indeed, the background, the setting and even the characters are directly inspired by the Matrix film. The learner is thus immersed in a virtual universe where he must learn the rules of cybersecurity and the GDPR.

Dive into the Cybersecurity Matrix: master the codes and GDPR

SynopsisRemember The Matrix, a dystopian film in which machines keep human beings asleep in tanks to steal their vital energy, while their minds are immersed in a virtual simulation known as… The Matrix.

Audace then draws inspiration from this universe to challenge the learner. That of mastering cybersecurity codes so as not to lose against machines. In addition, he must acquire in-depth knowledge of the GDPR to anticipate risks and attempts at corruption!

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Cybersecurity training in 3 stages

The elearning is divided into three modules with a total duration of 25 minutes. It is also structured in short segments of 1 minute 30 minutes, allowing easy integration whatever the schedule. Finally, it presents itself as an essential guide for evolving peacefully in today’s digital world.

  • The first module focuses on cybersecurity. It exposes learners to common threats like phishing or ransomware. It thus highlights the multiple consequences of a cyberattack.
  • The second module, for its part, focuses on the GDPR. It dissects the regulation, its objectives, and the optimal management of personal data.
  • The last module, for its part, focuses on the internal protocols of Supermarchés Match. It trains employees on the best digital defense strategies.

At the end of this training, participants will have acquired solid skills. This ranges from understanding cybersecurity issues to mastering legal obligations, including in-depth knowledge of the GDPR.

. Supermarchés Match strives to establish its employees as guardians of cybersecurity and data confidentiality, while offering them a memorable learning experience through the Matrix universe.

Discover the other projects carried out for Match Supermarkets

Towards better fire prevention at Generali France

Page de présentation du module elearning sur la sécurité incendie chez Générali

Wishing to update and optimize its online training module relating to “Fire Safety” – training renewed every two years by its employees – Generali France has chosen to collaborate with AUDACE. The initiative aims to raise awareness of fire risk and related safety procedures, with a particular focus on the role of First Intervention Team Members (PPE).

Interactive digital training in fire safety: Simplification and Immersion for All

The device, lasting approximately twenty minutes, simplifies the understanding of a complex subject by making it accessible and clear for all learners. By immersing them in a realistic environment inspired by their company’s premises, it promotes their immersion and their understanding of situations related to fire safety. The concrete scenarios and real elements integrated into the program allow a more effective assimilation of vital knowledge (for example: fire starting from objects actually existing within their premises).

The interactive module thus offers complete training to learners. It aims in particular to standardize the training of all employees while introducing a specific component for PPE. In addition, this training, although mandatory, is flexible. Accessible at any time, it allows learners to progress at their own pace. It offers interactive educational content. This encourages engagement by including visual elements, MCQs and drag-and-drop activities. Employees also have the option to save their progress. They can therefore resume training at any time.

Learn, understand, know: Strengthen prevention

In conclusion, this digital training significantly contributes to strengthening fire safety within Generali by allowing learners to:

  • Identify the nature of the fire, its triggering modes and its phases
  • Recognize types of fire and appropriate extinguishing media
  • Understanding the spread of fire and its consequences
  • Know alert procedures and emergency call numbers
  • Know how to evacuate safely
  • Recognize assembly points
  • Adopt appropriate behavior in the event of a fire
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This elearning program stands out for its participatory approach. Throughout the module, learners are immersed in an active experience with interactive elements that make it easier to retain vital data. A voice-over guides the learner by animating the digital landscape, where objects appear and disappear to the rhythm of the explanations. This constant prompting, via clickable elements or questions, reinforces the educational effectiveness of the module.

Secumat 2.0 Update for SNCF: VR training on the right track

In 2020, La Fabrique AR/VR de la SNCF introduced a virtual reality training application called “Secumat”, dedicated to crew on double-decker TGVs. It covers three essential areas of safety: preparation before departure, management of anomalies indicated by codes and the procedures to follow when stopping in the middle of the track.

VR training covers each topic via 10-minute interactive modules. However, with technological developments, an update of Secumat was necessary. The adaptation of the application for wireless VR headsets being a particularity of this update. The SNCF has mandated the Audace company to accomplish this task!

Code Restructuring for a Better Experience

Therefore, before making ergonomic adjustments, Audace restructured the code and 3D scenes of the Secumat application. Previously, all scenarios were managed in a single manager, while 3D environments were brought together in a monolithic scene. Audace created a main manager bringing together the function and interaction libraries, separated the 3D environments and developed separate scenarios using the resources.

This approach therefore improves the readability, understanding, scalability and robustness of the code. It also facilitates testing, debugging and maintenance of the application and optimizes performance when used on a standalone headset.

Optimization of 3D performance of VR training

The move to a standalone version of the Secumat application also involves graphic optimization work to guarantee a fluid and immersive experience. To do this, a reduction in the number of polygons, a reduction in the resolution of textures and optimization of lighting are made. At the same time, the team integrated a mechanism for displaying/disappearing 3D elements out of the user’s reach in order to limit visual degradation. These changes ensure a smooth user experience, especially on standalone headsets such as the Quest 2.

Transformation of interfaces for complete autonomy

Another major development concerns the transformation of the application interfaces for direct use from the standalone headset. All actions previously carried out from the trainer’s PC must in fact be carried out in the VR headset. Learners have the option of using the different training modules in guided mode or completely independently.

SNCF_VR_Secumat (4)

Quality assurance and user testing

To guarantee a smooth user experience, the Audace team has implemented a rigorous methodology based on internal testing and then with real end users. Good ergonomic development practices make it possible to anticipate potential problems when designing educational scenarios. Tests carried out by users external to the project make it possible to detect problems with the clarity of instructions and playability.

Creation of a tutorial for optimal VR training

In order to help new VR users, Audace has developed a tutorial using a 3D scene of the project to present the operations encountered during the educational scenarios. This tutorial provides learners with a better understanding of the application’s interactions and mechanics.

SNCF_VR_Secumat (2)

Other VR training improvements

Other improvements include the addition of a “help” menu to access instructions at any time, highlighting interactions, the ability to rotate the camera, improved guidance functionality, simplifying access to menus via the VR interface and anchoring documents in the environment for better readability in VR.

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Discover our other digital training for SNCF