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Thomas K. Vaidhyan

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Thomas K. Vaidhyan

Organisation: Aten Inc.

Job Title: Chairman and CEO

A social entrepreneur and architect of three successful start-ups, Thomas K. Vaidhyan is currently Chairman and CEO of Aten Inc. USA and MD of Aten India which focusses on serious games design and development and data driven 3D virtual immersive learning environments and simulations with in-built performance based assessments and formative feedback for immersive training, on the job support, strategic decision making and marketing as well as Virtual World creation.

He is engaged with multiple organizations on globally scaling these NextGen soft and job skills learning/training environments to reach the most rural, underserved and neediest of populations to produce a pipeline of skilled workforce to meet the needs and challenges of the rapidly evolving 21st century industry.

Personally passionate about enhancing the reach of education to bring about positive social change, Thomas also serves as a Founding Board Member with BEST NC which comprises of 150+ North Carolina CEOs to enhance educational policy advocacy as well as Board Member of Research Triangle High School and First Robotics Regional and National Judge.

 


 

ABSTRACT
Data Driven - 3D Immersive Training Simulations + AI, VR & AR

An award winning pioneer in the serious game/simulation based training industry, with multiple Fortune 500 clients we hope to take this discussion into how our data driven, personalized immersive training methodologies are being further enhanced with AI and machine learning and moving from formative, diagnostic and summative to predictive and prescriptive feedback. 

We shall talk about our experiences from R&D to designing and developing data driven 3D immersive training simulations and serious games using video gaming technology with embedded performance based stealth assessment of functional/soft skill/competencies evidenced by their application in a variety of simulations of real life situations that helicopter aviation professionals face on a day to day basis.

These research proven, highly engaging immersive simulations mimic core experiences that users have in a professional practicum in the field, enabling measurement of different types of learning, tracking of individual strengths/weaknesses and are structured to measure active construction of knowledge, performance on realistic complex tasks and numerous extremely valuable constructs which cannot otherwise be measured. 

These can further be extrapolated to track and assess collaborative work/communication/interaction for solving complex tasks in real-world situations, under real-life constraints and in real-time.

 


 

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