VWBPE Calendar

All sessions of the VWBPE 2019 Conference are held in Second Life®. All times are in SLT (PST).
You may access this time zone converter for your local time: http://www.timeanddate.com/worldclock/converter.html.

Add these events to your personal calendar! To add all VWBPE conference events to your calendar, scroll down to the bottom of the calendar, find the “Subscribe” button and click on it. You will find options to add to your Google, Outlook or Apple calendar. To add individual events, click the event and find the “Subscribe” button on that page. You don’t have to miss any events at VWBPE!


NOTE:

In most of the United States and most locations in Canada, Daylight Saving Time is in effect. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you.


Mar
24
Sun
2019
The Design of Virtual Reality Art Galleries
Mar 24 @ 06:00 PM – 06:30 PM

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

Apr
6
Sat
2019
KEYNOTE :: Crossing the Horizon together: Scanning, transforming, and sharing “What Works” in Immersive XR
Apr 6 @ 11:00 AM – 11:50 AM

Keynote Presenter: Dr. Jonathon Richter, Salish Kootenai College and Executive Director, Immersive Learning Research Network
https://vwbpe.org/conference/keynotes-and-speakers-2019
Description:

The Immersive Learning Research Network (iLRN) facilitates collaboration between computer scientists, game developers, educators, learning scientists, and other research professionals to develop and showcase the scientific, technical, and applied potential of immersive learning. iLRN has recently partnered with The ICICLE XR for Learning and Performance Augmentation SIG and others, including EDUCAUSE, and the Consortium for School Networking (CoSN) on the “State of XR and Immersive Learning” project, which combines a systematic review and synthesis of the scholarly evidence and knowledge base on XR and immersive learning with a Delphi-inspired environmental scanning and forecasting exercise in the vein of the well-known Horizon Project. The project is sponsored by Unity Technologies, HP, zSpace, Adobe, and Dassault Systèmes.

In this session, iLRN Executive Director Dr. Jonathon Richter will provide details about this new collective effort and unveil ways learning professionals can both contribute to and gain from a synthesis of current and future virtual reality (VR), augmented reality (AR), mixed reality (MR), and other XR technologies for supporting and enhancing learning and human performance in evidence-based and research-grounded ways.

Accessibility: Voice & Transcriptionist