Future of the Technician Workforce Study


TOOLS Software:  Programming, applica-

TECHNICAL SKILLS General:  Understanding of how AR/VR works and integrates into company operations  Development and documentation of design criteria for VR modeled environments  Cognitive processes and operations  Ability to assess security, safety, and privacy risks of using VR/AR technologies for intended applications  Virtual commissioning (i.e., use of simulated testing prior to actual testing) Design & Programming:

tion development (i.e., HP Reveal, XM Reality, Unity, Unreal, Python)

 Use same tools and

equipment used in the workplace to accelerate learning–learning lab  Virtual meeting/communication platform (AWS, Microsoft Webservices) Hardware:  Virtual reality: Headset (i.e., Oculus), gloves, screen  Augmented reality (i.e., HoloLens 2, Magic Leap)

 3D visual and spatial skills  Application development  CAD & graphic tool experience  Instructional design principles & process (adult learning, ADDIE model, etc.)  Graphic design  Digital twin virtual model development SOFT SKILLS  Creativity  Process to learn  Storytelling and writing  Understanding variables in adult learning (asking questions, rewinding)  Team dynamics/communication

| 38 MCC Economic and Workforce Development Center

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