01 / VR Interface
02 / Hologram Touch
03 / Neuro Interface
The VR Interface of Empathy On Demand allows you to experience other sentient beings' experiences in a Virtual Reality environment through an audio-visual channel. You may bring your own VR.
In our specifically-designed Holographic Rooms, you may immerse yourself fully into a situation as experienced by another sentient being. You may add a touch-option with our Sensation Gloves.
Our Neuro Interface is the most advanced option to put yourself in someone else's shoes. It engages your neural structures and will provide an all-round cognitive experience through the senses of another living being.
Today's world is interconnected. And it's changing rapidly. We all need to change and constantly adapt. Adaptation requires us to develop new skills, new know-how, new competences.
Learning will change intensively because all basic knowledge will be accessible for everyone.
The only thing we can’t learn from machines are the necessary human skills and we all need to develop essential skills like empathy and keep biasing learning content form others like the machines. (https://ec.europa.eu/jrc/en/lifecomp)
We need to develop and adapt these competences throughout our entire life. In May 2018, the Council of the European Union adopted a recommendation setting out key competences for lifelong learning. The competences were drawn up in the “LifeComp framework” as a result of a thorough study from the European Union.
These competences are fundamental to three pillars:
Personal: to achieve personal fulfillment and satisfaction:
Social: to develop ourselves and relate to others;
Learning to Learn: Learn how to learn and keep being employable.
These “LifeComp” competences provide citizens with the opportunity to develop fully towards the second half of the 21st century.
Each area contains a set of prescribed competences in learning activities applicable to all areas of life and can be obtained through formal, informal and non-formal education.
The circular knowledge platform should include the conceptual framework LifeComp. It is non-prescriptive, and it can be used as a basis for the development of curricula and learning activities.
The framework wants to help people to unleash their dynamic potential, self-regulate their emotions, thoughts, and behaviors.
LifeComp describes nine competences that can be learned by everyone in formal, informal and non-formal education.
Evolving Education: 'Learning and training are no longer limited to fixed institutions. Thanks to different offers, everyone can work on their level of knowledge and skills at any time. Through apps, online courses and virtual reality content, learning will in future be location-independent, multi-dimensional and lifelong.' (TrendOne, 2021)
Meanwhile, not only digital tools will support teaching, but also new languages are finding their way into the classic places of training, at schools and universities: Coding, i.e. programming, is the new English and should be taught as early as possible. Playful applications already enable children to immerse themselves intuitively in the world of programming in order to later be able to participate in the digital world.
Functionalities offered include knowledge-on-demand, empathy-on-demand and experience-on-demand . Tools by which these can be exchanged/learned/experienced include VR, holographic touch experience, neural-sensual second-hand experience and neural-cognitive/psychological simulated first-hand experience.
9 COMPETENCE AREAS
LifeComp tree of competences describes nine competences that are structured in 3 pillars of intertwined competence areas.
- P1 self-regulation - awareness and management of emotions, thoughts and behavior;
- P2 flexibility - ability to manage transitions and uncertainty, and to face challenges;
- P3 wellbeing - pursuit of life satisfaction, care of physical, mental and social health, and adoption of a sustainable lifestyle.
- S1 empathy - the understanding of another person’s emotions, experiences and values, and the provision of appropriate responses;
- S2 communication - use of relevant communication strategies, domain-specific codes and tools depending on the context and the content;
- S3 collaboration - engagement in group activity and teamwork acknowledging and respecting others.
Learning to learn area:
- L1 growth mindset - belief in one’s and others’ potential to continuously learn and progress;
- L2 critical thinking - assessment of information and arguments to support reasoned conclusions and develop innovative solutions;
- L3 managing learning - The planning, organizing, monitoring and reviewing of one's own learning.
01 / Use Case 1
An important job interview for a position that needs specific experience, for example Plant Director!
Empathy On Demand can help you to put yourself in the shoes of e.g. that Plant Director through our VR, Holo Touch or Neuro Interface, and live their stressful everyday-life, but can also experience the wonderful feeling of a hugely successful Start of Production (SOP). Now you know better what it really takes!
02 / Use Case 2
You are a material engineer and want to know what a spider thinks and does when creating some of the most flexible yet durable materials, their web!
Experiece for yourself and use what they know!
03 / Use Case 3
Having difficulty in new environments, situations, groups?
Adapt like an Octopus! Learn how an Octopus assesses what an environment is like, in which way to adapt, and how they do it! You won't feel out of place again!