All sessions of the VWBPE 2019 Conference are held in Second Life®. All times are in SLT (PST).
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Host: Steve Guynup (SL: SteveG), Hayfield Isovista
Description: This presentation using VRChat covers the design history of online 3D art galleries. Early work in VRML / SL and current efforts in Sansar / VRChat are covered in a design oriented discussion. Game design and early cinema history underpin the ideas presented. The presentation itself is, in a sense, an interactive 3D slideshow. 2D slides, 3D objects, 3D rooms, and 3D landscapes are sequentially dropped in front of the virtual audience who then are guided through the emergent spaces. The presentation method is simple, yet novel and worth seeing. If you would like to bring your class for a visit, let the host know.
Participants will gain a bit of history and design theory regarding the development of virtual space
Access: Participants will need a Steam Account and/or a VRChat account and either Steam or the Oculus Addon. VRChat needs to be installed: https://vrchat.com/
VRChat & Steam update often, please provide time to check. You must visit one VRChat world (such as your home) before web URLs will work. You may want to explore the space beforehand. A Steam account or Oculus Rift app may also be needed. The work is best suited to viewing with an Oculus Rift or Vive, but neither is required. PC only, no Mac version. The work exists in Unity and resolution can be adjusted pressing [ESC] while loading.
This art gallery location is open for exploration before and after the session. Additional sessions of the presentation are available by appointment. Contact steve at isovista.org
Location / web URL: http://isovista.org/liveworlds/vrportals
Choose the Isovista Classroom link
Accessibility: Provide a written script during the presentation
Hosts: Shannon Bohle, Archivopedia LLC ; Marilyn G. Teolis, Medical Librarian
Description: The Adventures of Floridiana Jones is a game created by medical librarians and nurse educators for diabetics. There are two versions of the game. One is a mobile app and the other is in Second Life. Participants attending this event in Second Life will become players assuming the role of Floridiana “Andy” Jones, who along with his guide, Fadil, are searching for the priceless, Golden Ankh Necklace in an Egyptian pyramid. To stay alive, players must traverse all three levels of the pyramid, encountering many pitfalls amid their hunt for clues and answers until reaching the necklace. The project is part of a formal medical pilot study designed to engage patients, health care providers, and the public in order to augment their knowledge of diabetes management. Following their participation, players may volunteer to provide feedback, or participate in a survey or interview for the study.
Participants will experience an example of gamification for health education, specifically diabetes education.
Participants will learn techniques applied for gamification and data collection for research and publication purposes. They can participate on a volunteer basis in the clinical pilot study by completing a survey after undertaking the educational game.
Access: This is in Second Life. See the conference website for information about creating a Second Life account. Either SL or Firestorm viewers are recommended.
Location / SLURL: http://maps.secondlife.com/secondlife/Health%20Adventures%20I/50/98/2003
Accessibility: Provision for voice and text during the immersive experience
Keynote Presenter: Dr. Tom Boellstorff, University of California Irvine
Description: What possibilities do virtual worlds hold for film as a mode of education? To explore this question I will discuss Our Digital Selves: My Avatar is Me, a documentary by Bernhard Drax. This film chronicles my research on disability and virtual worlds, but the filmmaker was given creative control: my collaborator (Donna Z. Davis) and I appear in the film and helped guide its themes, but made no decisions regarding the film’s final content. The filmmaker’s extensive work included meeting interlocutors in the physical world that the researchers met only online, as well as crafting a narrative about disability and virtual embodiment that comments on rather than replicates the scholarly narrative. I will discuss specific techniques like “virtual reenactment” and “virtual staging” that Drax used in making Our Digital Selves, and reflect on how what I term “paraethnographic film”—film created through a triple collaboration between community members, ethnographers, and filmmakers—holds great potential for virtual education.
BE SURE TO WATCH Our Digital Selves: My Avatar is Me (Bernhard Drax / Draxtor Despres, 2018).
Accessibility: Voice & Transcriptionist
Presenter: Vasili Giannoutsos (SL: Bluebarker Lowtide), Virginia Society of Technology in Education (VSTE)
Description: A look at over a decade of Professional Learning Communities (PLCs) online in forum, virtual worlds, and video hangouts. From participant to leader, the journey of an experienced virtual PLC member always take such unexpected roles. We will be looking at various ideas, roles, and positions that users can take in these various digital settings. Where you can be engage in a community online yet; working on a research paper, texting colleagues, grading, and planning lessons; all at the same time. Hypertasking is the new norm.
Participants will be able to identify the different levels of engagement of online participants.
Participants will be able to reflect meaningfully on their own online experiences.
Location: Lecture Area A
Accessibility: Written script will be made available during the presentation
Moderator: Dauna Kiser (Ghaelen D’Lareh)
Assistant: Marie Vans (amvans lapis)
Description: How do you benefit from from engagement with professional learning communities (PLC)? Are your PLCs physical or virtual? How is this connected to professional development? Bring your ideas to this Quadrivium discussion and and help us explore the Who, What, When, Where, and Why of PLCs.
Accessibility: Voice & Transcriptionist