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The iLRN 2020 Virtual Conference has now concluded. If you registered for the conference, recordings of many of the sessions are available to you on the respective pages for the sessions on this site (you will need to be logged in to view the content). If you did not register for the conference, please sign up for a free individual membership of iLRN and we will contact you in due course to provide you with details on how you can gain access to the recordings.

Additionally, a highlights reel from the conference is available here.
Sunday, June 21
 

7:00am PDT

Welcome Address: iLRN Executive Team + Chris Dede
Speakers
avatar for Chris Dede

Chris Dede

Timothy E. Wirth Professor in Learning Technologies, Harvard University
Chris Dede is the Timothy E. Wirth Professor in Learning Technologies at Harvard’s Graduate School of Education.  His fields of scholarship include emerging technologies, policy, and leadership.  In 2007, he was honored by Harvard University as an outstanding teacher, and in 2011... Read More →
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network


Sunday June 21, 2020 7:00am - 8:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Escape the (Class)room games in OpenSim or Second Life

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play. 

Tour guide(s)/leader(s): Heike Philp, let's talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: http://www.secondlife.com

Speakers
avatar for Heike Philp

Heike Philp

CEO, letstalkonline
Heike Philp is CEO of let’s talk online sprl is an edtech and immersive learning integration specialist. Philp co-initiated four European funded projects on teaching and learning a language in real-time at a distance: LANCELOT (LANguage learning with CErtified Live Online Teachers... Read More →


Sunday June 21, 2020 8:00am - 9:00am PDT
See description

8:00am PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 8:00am - 9:00am PDT
See description

8:00am PDT

Modest Tree Xplorer: XR Meeting Room

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Modest Tree Xplorer provides a comprehensive package for client engagement in a secure, collaborative, and fully interactable virtual 3D environment. The Guided Virtual Adventure will tour participants through a fully functional 3D virtual meeting room that can be customized for enhanced engagement during one-on-one meetings, collaborative group meetings, interactive training sessions, and educational presentations and showcases. We'll show you how you can use customized interactive environments (including tradeshow booths, auditoriums, and training environments), accessible via quick links and enhanced with digital branded and informational content, to enable enhanced digital engagement with clients, trainees, and guests. You'll be able to create a personalized avatar and experience other virtual engagement features, including digital business cards, virtual handshakes, and PDF and PowerPoint integration. The entire experience is secured by data and communications encryption to enable a comprehensive remote client engagement experience that can be accessed securely from any location using any device (PC, Mobile, VR).

Tour guide(s)/leader(s): Laura Bohnert, Modest Tree, Canada; Maher Kassim, Modest Tree, Canada; Hamza Ayaz, Modest Tree, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning

Supported devices: Desktop/laptop - Windows, Smartphone - iOS, Smartphone - Android, Smartphone - Windows, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series

Platform/environment access: Download from the Apple App Store, Download from Google Play, Download from a website and install on a desktop/laptop computer

Official website: https://www.modest3d.com/xr-tradeshow

Speakers
avatar for Laura Bohnert

Laura Bohnert

Director of Public Relations and Marketing, Modest Tree
As the director of PR and Marketing at Modest Tree, I regularly engage in industry and public discussions, as well as research initiatives, regarding the impact of immersive technologies. A former instructor and PhD Candidate, I am excited to chat about the potential impact XR will... Read More →
avatar for Hamza Ayaz

Hamza Ayaz

Business Development Executive, Modest Tree
I'm a business development executive at Modest Tree, a software development company that specializes in leveraging AR, VR, and XR technologies with advanced 3D modelling to create immersive training experience for educators and industry leaders. Let\\'s talk about how immersive technologies... Read More →
MK

Maher Kassim

Director of Sales and Marketing, Modest Tree


Sunday June 21, 2020 8:00am - 9:00am PDT
See description

8:00am PDT

Second Life Accessible Interactive Health Information Posters

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Healthinfo Island in Second Life is Virtual Ability’s project to provide asynchronous health and wellness information to the general public. Displays change monthly and are often themed. (June’s theme is Men’s Health.) Posters are made accessible using a variety of virtual world best practices. Interaction aids comprehension and memory. Tour will be conducted in voice and text simultaneously for maximum accessibility.

Tour guide(s)/leader(s): Alice Krueger, Virtual Ability, Inc., United States

Target audience sector: Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://virtualability.org/virtual-world-locations/

Additional notes: For those needing accessibility support, such as blind persons or others using assistive technology, please contact info@virtualability.org .



Speakers
AK

Alice Krueger

President, Virtual Ability, Inc.


Sunday June 21, 2020 8:00am - 9:00am PDT
See description

8:00am PDT

Tivoli Cloud VR: A Creative and Inclusive Social VR Platform for Everyone

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

We are building a friendly, creative and inclusive metaverse for everyone. Join our Guided Virtual Adventure Tour to learn how to connect with friends from all over the world, host or attend big events, and build or visit magical worlds whose only limit is your imagination!

Tour guide(s)/leader(s): Caitlyn Meeks,Tivoli Cloud VR Inc., United States; Christina Kinne,Tivoli Cloud VR Inc., United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, Creative and STEM focus

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Pimax

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://alpha.tivolicloud.com

Speakers
CM

Caitlyn Meeks

Co-founder and CEO, Tivoli Cloud VR, Inc.
avatar for Christina

Christina "XaosPrincess" Kinne

CMO, Tivoli Cloud VR, Inc.
For further questions about our Tivoli Cloud VR Guided Adventure Tour and / or to get to know us better - please join our Discord: https://discord.com/invite/FhuzTwR


Sunday June 21, 2020 8:00am - 9:00am PDT
See description

9:00am PDT

Escape the (Class)room games in OpenSim or Second Life

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play. 

Tour guide(s)/leader(s): Philp Heike, let's talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: http://www.secondlife.com

Speakers
avatar for Heike Philp

Heike Philp

CEO, letstalkonline
Heike Philp is CEO of let’s talk online sprl is an edtech and immersive learning integration specialist. Philp co-initiated four European funded projects on teaching and learning a language in real-time at a distance: LANCELOT (LANguage learning with CErtified Live Online Teachers... Read More →


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Exploring the Future of Live VR Management

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

In this tour, we’ll be exploring the Grove VR management interface. Grove is a real-time VR management platform, built for teachers, trainers, and groups. We’ll explore how to set up, manage, and control a session of VR headsets using Grove and answer any questions you have about our platform!

Tour guide(s)/leader(s): Sean Strong, Grove XR, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Platform is accessible via web browser, but tour will be administered via Zoom

Official website: https://grovexr.com

Speakers
avatar for Sean Strong

Sean Strong

Co-Founder & CEO, Grove XR
==> To join & get info on our talks, go to https://bit.ly/grove_ilrn2020Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective.Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally... Read More →


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

GIGXR: Mixed Reality Classes Combining Remote and Co-Located Students

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

GIGXR is a SaaS business focused on providing high-quality research-driven learning resources and solutions to healthcare educators and training centers worldwide. Our GIG Immersive Learning System, encompassing a robust platform and growing catalogue of holographic healthcare applications, enables instructors to simultaneously and safely communicate with students located in the classroom or simulation center, across an auditorium, on campus, at home or even in other time zones using synchronous and asynchronous collaboration. Students participate in sessions on mixed reality headsets, such as Microsoft HoloLens 2, enabling a fully immersive mixed reality 3D learning experience, and in a remote viewing experience on phones, tablets, and computers. GIGXR's flagship application, HoloPatient, includes more than 15 different pathologies showing natural life-size 3D holographic patients who are exhibiting symptoms and changes to their injuries or illnesses. It is designed to enhance clinical readiness by enabling students to practice visual observation and assessment skills in a safe-to-fail, controlled environment.

Tour guide(s)/leader(s): Linda Bush, GIGXR, United States

Target audience sector: Higher Education, Healthcare Education, Nursing/Medical Training

Supported devices: Microsoft HoloLens 2, Desktop/laptop - Windows, Desktop/laptop - Mac, Smartphone - iOS, Smartphone - Android

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.gigxr.com

Speakers
LB

Linda Bush

VP Customer Experience, GIGXR



Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Kitely Digital Citizenship Museum

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Visit the Digital Citizenship Museum in Kitely to see 3D buildings housing elements of digital citizenship including cybersecurity, artificial intelligence, digital archival, virtual reality literacy, and more. The Community Virtual Library brings experts in new media for digital citizenship along with a digital literacy library into Kitely. Meet at the Cookie II Welcome Area and contact Valibrarian Gregg if you have questions.

Tour guide(s)/leader(s): Valerie Hill, Peninsula College, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, all digital citizens (particularly those aged 13+)

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://communityvirtuallibrary.org/digital-citizenship-museum/

Speakers
avatar for Valerie Hill

Valerie Hill

Library Director, Community Virtual Library
As a librarian and instructor of library and information science with a background in school librarianship, Dr. Hill researches new media in digital culture. Strong interest in information literacy, human-computer interaction, and emerging technology trends for the metamodern, particularly... Read More →


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

MeetinVR: Enterprise Collaboration in VR

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

The MeetinVR virtual collaboration software enables remote teams to meet and work together in the same virtual office. MeetinVR was designed for types of meetings which are difficult to do without meeting in the same physical space: brainstorming and mind-mapping sessions, presentations and reviews, focus groups - to name a few. However, their main focus is on optimizing interactions so that they become better than in real life. During the Guided Tour Adventure, participants will go in a virtual meeting room called Idea Space, where they will see a demo of various collaboration tools that would help them get started with VR meetings. The room is designed for brainstorming and prototyping meetings, which makes it a room suitable for creative work. 

Tour guide(s)/leader(s): Maria Ujvarosi, MeetinVR, Denmark; Tomas Budrys, MeetinVR, Denmark

Target audience sector: Corporate training / enterprise learning

Supported devices: PC VR headset - Oculus Rift / Rift S

Platform/environment access: Download from Steam, Accessible directly via a standalone WebXR site

Official website: http://meetinvr.com

Speakers
TB

Tomas Budrys

Marketing Manager, MeetinVR


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Modest Tree Xplorer: XR Meeting Room

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Modest Tree Xplorer provides a comprehensive package for client engagement in a secure, collaborative, and fully interactable virtual 3D environment. The Guided Virtual Adventure will tour participants through a fully functional 3D virtual meeting room that can be customized for enhanced engagement during one-on-one meetings, collaborative group meetings, interactive training sessions, and educational presentations and showcases. We'll show you how you can use customized interactive environments (including tradeshow booths, auditoriums, and training environments), accessible via quick links and enhanced with digital branded and informational content, to enable enhanced digital engagement with clients, trainees, and guests. You'll be able to create a personalized avatar and experience other virtual engagement features, including digital business cards, virtual handshakes, and PDF and PowerPoint integration. The entire experience is secured by data and communications encryption to enable a comprehensive remote client engagement experience that can be accessed securely from any location using any device (PC, Mobile, VR).

Tour guide(s)/leader(s): Maher Kassim, Modest Tree, Canada; Hamza Ayaz, Modest Tree, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning

Supported devices: Desktop/laptop - Windows, Smartphone - iOS, Smartphone - Android, Smartphone - Windows, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series

Platform/environment access: Download from the Apple App Store, Download from Google Play, Download from a website and install on a desktop/laptop computer

Official website: https://www.modest3d.com/xr-tradeshow

Speakers
avatar for Hamza Ayaz

Hamza Ayaz

Business Development Executive, Modest Tree
I'm a business development executive at Modest Tree, a software development company that specializes in leveraging AR, VR, and XR technologies with advanced 3D modelling to create immersive training experience for educators and industry leaders. Let\\'s talk about how immersive technologies... Read More →
MK

Maher Kassim

Director of Sales and Marketing, Modest Tree


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

OLLIE, The Mobile Virtual Submarine

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

At OLLIE. we bring the ocean to the people. With our traveling immersive space, we take groups of people on immersive virtual filed trips to ocean locations around the world. Take a video tour of our immersive space, learn about our approach to headset-free immersive learning, and get an introduction to some of our online teaching tools.

Tour guide(s)/leader(s): Patrick Flanagan, Ocean Learning Lab and Immersive Experiences (OLLIE), United States

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.oceanlab.org

Speakers
PF

Patrick Flanagan

Director, Ocean Learning Lab and Immersive Experiences


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Second Life Accessible Interactive Health Information Posters

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Healthinfo Island in Second Life is Virtual Ability’s project to provide asynchronous health and wellness information to the general public. Displays change monthly and are often themed. (June’s theme is Men’s Health.) Posters are made accessible using a variety of virtual world best practices. Interaction aids comprehension and memory. Tour will be conducted in voice and text simultaneously for maximum accessibility.

Tour guide(s)/leader(s): Alice Krueger, Virtual Ability, Inc., United States

Target audience sector: Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://virtualability.org/virtual-world-locations/

Additional notes: For those needing accessibility support, such as blind persons or others using assistive technology, please contact info@virtualability.org .



Speakers
AK

Alice Krueger

President, Virtual Ability, Inc.


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Storming the Castle: Collaborative Play in World of Warcraft

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Join the International Society for Technology in Education’s (ISTE) Games and Simulations Network for a guided tour of World of Warcraft (WoW). By all accounts, WoW is hard, time consuming and labor intensive. So why is it so popular? We’ll do a tour starting at the Orc entry area and playing for an hour showing the hard fun and difficulties that are part of the immersive experience. We’ll discuss the design and mechanics during this immersive experience that you can use if you teach in World of Warcraft, are evaluating a MMO or in creating your own educational experiences. This tour will first meet in Discord and then proceed into the retail version of WoW to explore the Horde faction using free trial accounts. Released in 2004, World of Warcraft has been used by countless educators and millions of players world-wide. WoW offers players many different options of play including common genres of role-play, player versus environment, and player versus player. However, WoW is also an immersive environment that allows the individual to tailor gameplay to their own needs and desires.

Tour guide(s)/leader(s): Christopher Luchs, Colorado Community College System, United States; Kae Novak, Front Range Community College System, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer. World of Warcraft is subscription based; however, this tour will use their free to play trial accounts available at https://worldofwarcraft.com/en-us/news/3128270

Official website: https://worldofwarcraft.com/en-us/start

Speakers
avatar for Christopher Luchs

Christopher Luchs

Associate Dean, Career Technical Education & Math, Colorado Community Colleges Online
avatar for Kae Novak

Kae Novak

Doctoral Student, University of Colorado - Denver


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

9:00am PDT

Tivoli Cloud VR: A Creative and Inclusive Social VR Platform for Everyone

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

We are building a friendly, creative and inclusive metaverse for everyone. Join our Guided Virtual Adventure Tour to learn how to connect with friends from all over the world, host or attend big events, and build or visit magical worlds whose only limit is your imagination!

Tour guide(s)/leader(s): Caitlyn Meeks,Tivoli Cloud VR Inc., United States; Christina Kinne,Tivoli Cloud VR Inc., United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, Creative and STEM focus

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Pimax

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://alpha.tivolicloud.com

Speakers
CM

Caitlyn Meeks

Co-founder and CEO, Tivoli Cloud VR, Inc.
avatar for Christina

Christina "XaosPrincess" Kinne

CMO, Tivoli Cloud VR, Inc.
For further questions about our Tivoli Cloud VR Guided Adventure Tour and / or to get to know us better - please join our Discord: https://discord.com/invite/FhuzTwR


Sunday June 21, 2020 9:00am - 10:00am PDT
See description

10:00am PDT

Featured Plenary Panel: AIXR Insights Live: How Can XR Help Provide Resilience and Continuity to Education and Training Operations During a Global Crisis?
With social distancing, remote working and a huge strain on our education and healthcare system, how can we continue to work, educate and train during a global pandemic? Often times of crisis prove to be a catalyst for technological innovation and the rise of COVID-19 has forced business and institutions to embrace digitalization more than ever before. Join us as we explore how XR technology has and could help to provide continuity and resilience during a global crisis.

This session is brought to you by the Academy for International Extended Reality (AIXR). AIXR is the independent not-for-profit body for immersive industries. It proactively supports, inspires, and enables innovators; removes barriers to entry; and connects a diverse collection of trades together.

Moderators
avatar for Amy Peck

Amy Peck

Senior Director of Enterprise Content, HTC Vive
Amy Peck is the founder & CEO of EndeavorVR, a leading global VR/AR (XR) strategy & consulting firm. Amy is a recognized thought-leader in the space and speaks globally on the future of XR. She is a venture partner at the Capital Region AR/VR Accelerator, holds several Advisory Board... Read More →

Speakers
avatar for Jeff Meador

Jeff Meador

Founder, JMXR.pro
avatar for Joe Connolly

Joe Connolly

founder, Sketchbox, Inc.


Sunday June 21, 2020 10:00am - 11:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

11:00am PDT

Kitely Digital Citizenship Museum

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Visit the Digital Citizenship Museum in Kitely to see 3D buildings housing elements of digital citizenship including cybersecurity, artificial intelligence, digital archival, virtual reality literacy, and more. The Community Virtual Library brings experts in new media for digital citizenship along with a digital literacy library into Kitely. Meet at the Cookie II Welcome Area and contact Valibrarian Gregg if you have questions.

Tour guide(s)/leader(s): Valerie Hill, Peninsula College, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, all digital citizens (particularly those aged 13+)

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://communityvirtuallibrary.org/digital-citizenship-museum/

Speakers
avatar for Valerie Hill

Valerie Hill

Library Director, Community Virtual Library
As a librarian and instructor of library and information science with a background in school librarianship, Dr. Hill researches new media in digital culture. Strong interest in information literacy, human-computer interaction, and emerging technology trends for the metamodern, particularly... Read More →


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

11:00am PDT

MeetinVR: Enterprise Collaboration in VR

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

The MeetinVR virtual collaboration software enables remote teams to meet and work together in the same virtual office. MeetinVR was designed for types of meetings which are difficult to do without meeting in the same physical space: brainstorming and mind-mapping sessions, presentations and reviews, focus groups - to name a few. However, their main focus is on optimizing interactions so that they become better than in real life. During the Guided Tour Adventure, participants will go in a virtual meeting room called Idea Space, where they will see a demo of various collaboration tools that would help them get started with VR meetings. The room is designed for brainstorming and prototyping meetings, which makes it a room suitable for creative work. 

Tour guide(s)/leader(s): Maria Ujvarosi, MeetinVR, Denmark; Tomas Budrys, MeetinVR, Denmark

Target audience sector: Corporate training / enterprise learning

Supported devices: PC VR headset - Oculus Rift / Rift S

Platform/environment access: Download from Steam, Accessible directly via a standalone WebXR site

Official website: http://meetinvr.com

Speakers
TB

Tomas Budrys

Marketing Manager, MeetinVR


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

11:00am PDT

Modest Tree Xplorer: XR Meeting Room

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Modest Tree Xplorer provides a comprehensive package for client engagement in a secure, collaborative, and fully interactable virtual 3D environment. The Guided Virtual Adventure will tour participants through a fully functional 3D virtual meeting room that can be customized for enhanced engagement during one-on-one meetings, collaborative group meetings, interactive training sessions, and educational presentations and showcases. We'll show you how you can use customized interactive environments (including tradeshow booths, auditoriums, and training environments), accessible via quick links and enhanced with digital branded and informational content, to enable enhanced digital engagement with clients, trainees, and guests. You'll be able to create a personalized avatar and experience other virtual engagement features, including digital business cards, virtual handshakes, and PDF and PowerPoint integration. The entire experience is secured by data and communications encryption to enable a comprehensive remote client engagement experience that can be accessed securely from any location using any device (PC, Mobile, VR).

Tour guide(s)/leader(s): Laura Bohnert, Modest Tree, Canada; Maher Kassim, Modest Tree, Canada; Hamza Ayaz, Modest Tree, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning

Supported devices: Desktop/laptop - Windows, Smartphone - iOS, Smartphone - Android, Smartphone - Windows, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series

Platform/environment access: Download from the Apple App Store, Download from Google Play, Download from a website and install on a desktop/laptop computer

Official website: https://www.modest3d.com/xr-tradeshow

Speakers
avatar for Laura Bohnert

Laura Bohnert

Director of Public Relations and Marketing, Modest Tree
As the director of PR and Marketing at Modest Tree, I regularly engage in industry and public discussions, as well as research initiatives, regarding the impact of immersive technologies. A former instructor and PhD Candidate, I am excited to chat about the potential impact XR will... Read More →
avatar for Hamza Ayaz

Hamza Ayaz

Business Development Executive, Modest Tree
I'm a business development executive at Modest Tree, a software development company that specializes in leveraging AR, VR, and XR technologies with advanced 3D modelling to create immersive training experience for educators and industry leaders. Let\\'s talk about how immersive technologies... Read More →
MK

Maher Kassim

Director of Sales and Marketing, Modest Tree


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

11:00am PDT

Second Life Accessible Interactive Health Information Posters

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Healthinfo Island in Second Life is Virtual Ability’s project to provide asynchronous health and wellness information to the general public. Displays change monthly and are often themed. (June’s theme is Men’s Health.) Posters are made accessible using a variety of virtual world best practices. Interaction aids comprehension and memory. Tour will be conducted in voice and text simultaneously for maximum accessibility.

Tour guide(s)/leader(s): Alice Krueger, Virtual Ability, Inc., United States

Target audience sector: Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://virtualability.org/virtual-world-locations/

Additional notes: For those needing accessibility support, such as blind persons or others using assistive technology, please contact info@virtualability.org .



Speakers
AK

Alice Krueger

President, Virtual Ability, Inc.


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

11:00am PDT

Tivoli Cloud VR: A Creative and Inclusive Social VR Platform for Everyone

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

We are building a friendly, creative and inclusive metaverse for everyone. Join our Guided Virtual Adventure Tour to learn how to connect with friends from all over the world, host or attend big events, and build or visit magical worlds whose only limit is your imagination!

Tour guide(s)/leader(s): Caitlyn Meeks,Tivoli Cloud VR Inc., United States; Christina Kinne,Tivoli Cloud VR Inc., United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, Creative and STEM focus

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Pimax

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://alpha.tivolicloud.com

Speakers
CM

Caitlyn Meeks

Co-founder and CEO, Tivoli Cloud VR, Inc.
avatar for Christina

Christina "XaosPrincess" Kinne

CMO, Tivoli Cloud VR, Inc.
For further questions about our Tivoli Cloud VR Guided Adventure Tour and / or to get to know us better - please join our Discord: https://discord.com/invite/FhuzTwR


Sunday June 21, 2020 11:00am - 12:00pm PDT
See description

12:00pm PDT

Escape the (Class)room games in OpenSim or Second Life

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play. 

Tour guide(s)/leader(s): Philp Heike, let's talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: http://www.secondlife.com

Speakers
avatar for Heike Philp

Heike Philp

CEO, letstalkonline
Heike Philp is CEO of let’s talk online sprl is an edtech and immersive learning integration specialist. Philp co-initiated four European funded projects on teaching and learning a language in real-time at a distance: LANCELOT (LANguage learning with CErtified Live Online Teachers... Read More →


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Explore Hawaiian Coral Reefs in Virtual Reality

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

This is a virtual tour to explore the unique coral reefs located in the Hawaiian archipelago. The 3D reef models were collected from research dives and processed through photogrammetry by Marine Scientist Dr. John Burns at University of Hawaii-Hilo. The Coral Reef Museum VR app will be used for community education on the effects of human activity and climate change to coral reef health. 

Tour guide(s)/leader(s): Francis Ray Cristobal, University of Hawai`i at Hilo, United States, John Burns, University of Hawai`i at Hilo, United States; Michael Dodge, University of Hawai`i at Manoa, United States

Target audience sector: Career/vocational and technical education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Tour will be administered via Zoom. Access information will be sent directly to attendees.

Speakers
avatar for Francis Ray Cristobal

Francis Ray Cristobal

Faculty Specialist, University of Hawaii at Hilo
MD

Michael Dodge

Student Assistant, University of Hawaii
JB

John Burns

Professor, University of Hawaii at Hilo


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Exploring the Future of Live VR Management

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

In this tour, we’ll be exploring the Grove VR management interface. Grove is a real-time VR management platform, built for teachers, trainers, and groups. We’ll explore how to set up, manage, and control a session of VR headsets using Grove and answer any questions you have about our platform!

Tour guide(s)/leader(s): Sean Strong, Grove XR, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Platform is accessible via web browser, but tour will be administered via Zoom

Official website: https://grovexr.com

Speakers
avatar for Sean Strong

Sean Strong

Co-Founder & CEO, Grove XR
==> To join & get info on our talks, go to https://bit.ly/grove_ilrn2020Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective.Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally... Read More →


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

GIGXR Immersive Learning System for Remote and Co-Located Students

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

GIGXR is a SaaS business focused on providing high-quality research-driven learning resources and solutions to healthcare educators and training centers worldwide. Our GIG Immersive Learning System, encompassing a robust platform and growing catalogue of holographic healthcare applications, enables instructors to simultaneously and safely communicate with students located in the classroom or simulation center, across an auditorium, on campus, at home or even in other time zones using synchronous and asynchronous collaboration. Students participate in sessions on mixed reality headsets, such as Microsoft HoloLens 2, enabling a fully immersive mixed reality 3D learning experience, and in a remote viewing experience on phones, tablets, and computers. GIGXR's flagship application, HoloPatient, includes more than 15 different pathologies showing natural life-size 3D holographic patients who are exhibiting symptoms and changes to their injuries or illnesses. It is designed to enhance clinical readiness by enabling students to practice visual observation and assessment skills in a safe-to-fail, controlled environment.

Tour guide(s)/leader(s): Linda Bush, GIGXR, United States

Target audience sector: Higher Education, Healthcare Education, Nursing/Medical Training

Supported devices: Microsoft HoloLens 2, Desktop/laptop - Windows, Desktop/laptop - Mac, Smartphone - iOS, Smartphone - Android

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.gigxr.com

Speakers
LB

Linda Bush

VP Customer Experience, GIGXR



Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

OLLIE, The Mobile Virtual Submarine

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

At OLLIE. we bring the ocean to the people. With our traveling immersive space, we take groups of people on immersive virtual filed trips to ocean locations around the world. Take a video tour of our immersive space, learn about our approach to headset-free immersive learning, and get an introduction to some of our online teaching tools.

Tour guide(s)/leader(s): Patrick Flanagan, Ocean Learning Lab and Immersive Experiences (OLLIE), United States

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.oceanlab.org

Speakers
PF

Patrick Flanagan

Director, Ocean Learning Lab and Immersive Experiences


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Second Life Accessible Interactive Health Information Posters

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Healthinfo Island in Second Life is Virtual Ability’s project to provide asynchronous health and wellness information to the general public. Displays change monthly and are often themed. (June’s theme is Men’s Health.) Posters are made accessible using a variety of virtual world best practices. Interaction aids comprehension and memory. Tour will be conducted in voice and text simultaneously for maximum accessibility.

Tour guide(s)/leader(s): Alice Krueger, Virtual Ability, Inc., United States

Target audience sector: Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://virtualability.org/virtual-world-locations/

Additional notes: For those needing accessibility support, such as blind persons or others using assistive technology, please contact info@virtualability.org .



Speakers
AK

Alice Krueger

President, Virtual Ability, Inc.


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Storming the Castle: Collaborative Play in World of Warcraft

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Join the International Society for Technology in Education’s (ISTE) Games and Simulations Network for a guided tour of World of Warcraft (WoW). By all accounts, WoW is hard, time consuming and labor intensive. So why is it so popular? We’ll do a tour starting at the Orc entry area and playing for an hour showing the hard fun and difficulties that are part of the immersive experience. We’ll discuss the design and mechanics during this immersive experience that you can use if you teach in World of Warcraft, are evaluating a MMO or in creating your own educational experiences. This tour will first meet in Discord and then proceed into the retail version of WoW to explore the Horde faction using free trial accounts. Released in 2004, World of Warcraft has been used by countless educators and millions of players world-wide. WoW offers players many different options of play including common genres of role-play, player versus environment, and player versus player. However, WoW is also an immersive environment that allows the individual to tailor gameplay to their own needs and desires.

Tour guide(s)/leader(s): Christopher Luchs, Colorado Community College System, United States; Kae Novak, Front Range Community College System, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer. World of Warcraft is subscription based; however, this tour will use their free to play trial accounts available at https://worldofwarcraft.com/en-us/news/3128270

Official website: https://worldofwarcraft.com/en-us/start

Speakers
avatar for Christopher Luchs

Christopher Luchs

Associate Dean, Career Technical Education & Math, Colorado Community Colleges Online
avatar for Kae Novak

Kae Novak

Doctoral Student, University of Colorado - Denver


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

12:00pm PDT

Tivoli Cloud VR: A Creative and Inclusive Social VR Platform for Everyone

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

We are building a friendly, creative and inclusive metaverse for everyone. Join our Guided Virtual Adventure Tour to learn how to connect with friends from all over the world, host or attend big events, and build or visit magical worlds whose only limit is your imagination!

Tour guide(s)/leader(s): Caitlyn Meeks,Tivoli Cloud VR Inc., United States; Christina Kinne,Tivoli Cloud VR Inc., United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, Creative and STEM focus

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, PC VR headset - Oculus Rift / Rift S, PC VR headset - HTC Vive/Vive Pro Series/Vive Cosmos Series, PC VR headset - Valve Index, PC VR headset - Windows Mixed Reality, Pimax

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://alpha.tivolicloud.com

Speakers
CM

Caitlyn Meeks

Co-founder and CEO, Tivoli Cloud VR, Inc.
avatar for Christina

Christina "XaosPrincess" Kinne

CMO, Tivoli Cloud VR, Inc.
For further questions about our Tivoli Cloud VR Guided Adventure Tour and / or to get to know us better - please join our Discord: https://discord.com/invite/FhuzTwR


Sunday June 21, 2020 12:00pm - 1:00pm PDT
See description

1:00pm PDT

Distinguished Opening Keynote Presentation: VR as a Force of Change in Education
The proliferation of virtual reality (VR) applications in education is opening a future beyond our wildest dreams, creating a wave of excitement and acceptance that suggests this technology is the future for education. However, to envision the future of VR in education, we need to understand that VR has been pushing the edge of innovation for over twenty years and that many of those advances somehow seem lost in today’s frenzy to bring to market “new and innovative” applications. One key aspect that we seem to have been left unaddressed is the fact that learning, specially learning for children, is a social activity; Children learn by experience and discovery, and those are enhanced by interacting with each other and their teachers. Part of the lack of collaborative and team engagement activities in VR is due to the fact that consumer VR is associated with a particular platform for VR: Headsets and googles, which are inherently individual systems. However, VR technology is much more than goggles; there are many alternative approaches to build devices and systems to immerse users in virtual environments that go beyond headsets. This is particularly critical in education, in which VR needs to support the fundamental learning environment for student engagement, student interactions among themselves and the teachers, and even more critical, afford longer periods of immersion during daily educational activities.

This talk will first present a wide-range perspective of what VR is as a new tool whether is VR, AR or XR, the options we have today to explore virtual spaces to achieve innovation in education and its potential benefits and limitations when it is integrated in a variety of classroom activities. The speaker will discuss her experiences on developing VR systems and applications and will share her lessons learned on how to quickly determine technology development paths that, although exciting or “cool”, may not yield successful practical outcomes. The talk will end providing a vision on the future of VR applicability as a force of change education and as a result, its potential to become a key innovation technology to improve many aspects of human life.

Speakers
avatar for Carolina Cruz-Neira

Carolina Cruz-Neira

Professor and Agere Chair in Computer Science, University of Central Florida
Dr. Carolina Cruz-Neira, a member of the National Academy of Engineering, is a pioneer in the areas of virtual reality and interactive visualization, having created and deployed a variety of technologies that have become standard tools in industry, government and academia.  She is... Read More →


Sunday June 21, 2020 1:00pm - 2:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

Welcome Reception
Speakers
avatar for Sophia Richter

Sophia Richter

Registration and Volunteer Coordinator, iLRN
Hello Everyone! My name is Sophia, and I am the Registration and Volunteer Coordinator for iLRN2020. I am super excited to be a part of this conference, and I am always happy to help if you need anything. You can reach me at sophia@immersivelrn.org or on Discord at sophia.richter... Read More →


Sunday June 21, 2020 2:00pm - 3:00pm PDT
iLRN Commons iLRN Virtual Campus, powered by VirBELA

3:00pm PDT

Distinguished Post-Welcome-Reception Keynote Presentation: Building the Volumetric Future
Nonny de la Peña is the CEO & Founder of the award-winning innovation company Emblematic Group. Often acknowledged as “The Godmother of Virtual Reality,” she is a pioneer of virtual, augmented, and mixed reality and is widely credited with inventing the genre of immersive journalism. She’ll discuss her journey from working as a Newsweek journalist, premiering the first ever VR piece at Sundance with “Hunger in LA”, to now being at the forefront of the industry providing an easy XR creation and sharing platform that can be used by educators around the world, REACH.Love.

Speakers
avatar for Nonny de la Peña

Nonny de la Peña

VR Innovator, Emblematic Group
Pioneer in virtual reality, Nonny de la Peña has been dubbed the "Godmother of Virtual Reality” by Forbes and the Guardian.  A New American Fellow, Yale Poynter Media Fellow and former correspondent for Newsweek, de la Peña is a leader in immersive journalism, a field that she... Read More →


Sunday June 21, 2020 3:00pm - 4:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Chapter Gatherings: Asia-Pacific Chapters
Sunday June 21, 2020 4:00pm - 5:00pm PDT
iLRN Chapter Suites - APAC iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Chapter Gatherings: Europe, Middle East, and Africa Chapters
Sunday June 21, 2020 4:00pm - 5:00pm PDT
iLRN Chapter Suites - EMEA iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Chapter Gatherings: North American Chapters
Sunday June 21, 2020 4:00pm - 5:00pm PDT
iLRN Chapter Suites - NoAm iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Chapter Gatherings: South American Chapters
Sunday June 21, 2020 4:00pm - 5:00pm PDT
iLRN Chapter Suites - SoAm iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Virtual Campus Tour
Sunday June 21, 2020 4:00pm - 6:00pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

Distinguished Sunday Evening Keynote: Deepening Psychosocial Immersion with Polymorphic Digital Puppeteering
Immersive media can now portray intriguing virtual contexts with engaging activities. However, an important weakness is simulating the psychosocial signals living entities emote in the “real world”. (For example, Klingons should radiate aggression on every verbal and nonverbal dimension.) This talk will sketch how the evolution of polymorphic digital puppeteering systems, such as Mursion, may dramatically increase engagement, authenticity, and identity play in XR.

Speakers
avatar for Chris Dede

Chris Dede

Timothy E. Wirth Professor in Learning Technologies, Harvard University
Chris Dede is the Timothy E. Wirth Professor in Learning Technologies at Harvard’s Graduate School of Education.  His fields of scholarship include emerging technologies, policy, and leadership.  In 2007, he was honored by Harvard University as an outstanding teacher, and in 2011... Read More →


Sunday June 21, 2020 5:00pm - 6:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Explore Hawaiian Coral Reefs in Virtual Reality

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

This is a virtual tour to explore the unique coral reefs located in the Hawaiian archipelago. The 3D reef models were collected from research dives and processed through photogrammetry by Marine Scientist Dr. John Burns at University of Hawaii-Hilo. The Coral Reef Museum VR app will be used for community education on the effects of human activity and climate change to coral reef health. 

Tour guide(s)/leader(s): Francis Ray Cristobal, University of Hawai`i at Hilo, United States, John Burns, University of Hawai`i at Hilo, United States; Michael Dodge, University of Hawai`i at Manoa, United States

Target audience sector: Career/vocational and technical education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Tour will be administered via Zoom. Access information will be sent directly to attendees.

Speakers
avatar for Francis Ray Cristobal

Francis Ray Cristobal

Faculty Specialist, University of Hawaii at Hilo
MD

Michael Dodge

Student Assistant, University of Hawaii
JB

John Burns

Professor, University of Hawaii at Hilo


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Exploring the Future of Live VR Management

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

In this tour, we’ll be exploring the Grove VR management interface. Grove is a real-time VR management platform, built for teachers, trainers, and groups. We’ll explore how to set up, manage, and control a session of VR headsets using Grove and answer any questions you have about our platform!

Tour guide(s)/leader(s): Sean Strong, Grove XR, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Platform is accessible via web browser, but tour will be administered via Zoom

Official website: https://grovexr.com

Speakers
avatar for Sean Strong

Sean Strong

Co-Founder & CEO, Grove XR
==> To join & get info on our talks, go to https://bit.ly/grove_ilrn2020Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective.Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally... Read More →


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Gather: Replicating Real-life Interactions on a 2D-map

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

A tour through some of the environments in Gather. Though it has primarily been used for virtualizing conferences, Gather has begun to virtualize school campuses, classrooms, offices, and more.

Tour guide(s)/leader(s): Phillip Wang, Gather, United States

Target audience sector: K-12 education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Via web browser (Chrome or Firefox)

Official website: https://gather.town

Speakers
PW

Phillip Wang

Founder, Gather


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Kitely Digital Citizenship Museum

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Visit the Digital Citizenship Museum in Kitely to see 3D buildings housing elements of digital citizenship including cybersecurity, artificial intelligence, digital archival, virtual reality literacy, and more. The Community Virtual Library brings experts in new media for digital citizenship along with a digital literacy library into Kitely. Meet at the Cookie II Welcome Area and contact Valibrarian Gregg if you have questions.

Tour guide(s)/leader(s): Valerie Hill, Peninsula College, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning, all digital citizens (particularly those aged 13+)

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://communityvirtuallibrary.org/digital-citizenship-museum/

Speakers
avatar for Valerie Hill

Valerie Hill

Library Director, Community Virtual Library
As a librarian and instructor of library and information science with a background in school librarianship, Dr. Hill researches new media in digital culture. Strong interest in information literacy, human-computer interaction, and emerging technology trends for the metamodern, particularly... Read More →


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

OLLIE, The Mobile Virtual Submarine

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

At OLLIE. we bring the ocean to the people. With our traveling immersive space, we take groups of people on immersive virtual filed trips to ocean locations around the world. Take a video tour of our immersive space, learn about our approach to headset-free immersive learning, and get an introduction to some of our online teaching tools.

Tour guide(s)/leader(s): Patrick Flanagan, Ocean Learning Lab and Immersive Experiences (OLLIE), United States

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.oceanlab.org

Speakers
PF

Patrick Flanagan

Director, Ocean Learning Lab and Immersive Experiences


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Second Life Accessible Interactive Health Information Posters

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Healthinfo Island in Second Life is Virtual Ability’s project to provide asynchronous health and wellness information to the general public. Displays change monthly and are often themed. (June’s theme is Men’s Health.) Posters are made accessible using a variety of virtual world best practices. Interaction aids comprehension and memory. Tour will be conducted in voice and text simultaneously for maximum accessibility.

Tour guide(s)/leader(s): Alice Krueger, Virtual Ability, Inc., United States

Target audience sector: Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer

Official website: https://virtualability.org/virtual-world-locations/

Additional notes: For those needing accessibility support, such as blind persons or others using assistive technology, please contact info@virtualability.org .



Speakers
AK

Alice Krueger

President, Virtual Ability, Inc.


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

6:00pm PDT

Storming the Castle: Collaborative Play in World of Warcraft

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Join the International Society for Technology in Education’s (ISTE) Games and Simulations Network for a guided tour of World of Warcraft (WoW). By all accounts, WoW is hard, time consuming and labor intensive. So why is it so popular? We’ll do a tour starting at the Orc entry area and playing for an hour showing the hard fun and difficulties that are part of the immersive experience. We’ll discuss the design and mechanics during this immersive experience that you can use if you teach in World of Warcraft, are evaluating a MMO or in creating your own educational experiences. This tour will first meet in Discord and then proceed into the retail version of WoW to explore the Horde faction using free trial accounts. Released in 2004, World of Warcraft has been used by countless educators and millions of players world-wide. WoW offers players many different options of play including common genres of role-play, player versus environment, and player versus player. However, WoW is also an immersive environment that allows the individual to tailor gameplay to their own needs and desires.

Tour guide(s)/leader(s): Christopher Luchs, Colorado Community College System, United States; Kae Novak, Front Range Community College System, United States

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Download from a website and install on a desktop/laptop computer. World of Warcraft is subscription based; however, this tour will use their free to play trial accounts available at https://worldofwarcraft.com/en-us/news/3128270

Official website: https://worldofwarcraft.com/en-us/start

Speakers
avatar for Christopher Luchs

Christopher Luchs

Associate Dean, Career Technical Education & Math, Colorado Community Colleges Online
avatar for Kae Novak

Kae Novak

Doctoral Student, University of Colorado - Denver


Sunday June 21, 2020 6:00pm - 7:00pm PDT
See description

7:00pm PDT

A Quick Tour of the Pu‘u Loa Petroglyphs in Hawaii

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

This is a guided tour of the Pu'u Loa Petroglyphs from the Hawaii Volcanoes National Park. We created a 3D virtual tour of the petroglyphs using photogrammetry and the Unity engine to allow participants an immersive experience with these ancient documentation of life in Hawaii. 

Tour guide(s)/leader(s): Harry Keith Edwards, University of Hawai`i at Hilo, United States; Francis Ray Cristobal, University of Hawai`i at Hilo, United States; Kevin Diminyatz, University of Hawai`i at Hilo, United States

Target audience sector: K-12 education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Tour will be administered via Zoom. Access information will be sent directly to attendees.

Speakers
avatar for Francis Ray Cristobal

Francis Ray Cristobal

Faculty Specialist, University of Hawaii at Hilo
KD

Kevin Diminyatz

Art Lecturer, University Hawaii Hilo
avatar for Harry Keith Edwards

Harry Keith Edwards

Professor - Computer Science, University of Hawaii at Hilo
I'm a teaching professor at the University of Hawaii at Hilo. I spend the majority of my time teaching students, but sometimes engage in a bit of research.“If there's a bright center to the universe, I'm on the campus that it's farthest from.”


Sunday June 21, 2020 7:00pm - 8:00pm PDT
See description

7:00pm PDT

Gather: Replicating Real-Life Interactions on a 2D-map

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

A tour through some of the environments in Gather. Though it has primarily been used for virtualizing conferences, Gather has begun to virtualize school campuses, classrooms, offices, and more.

Tour guide(s)/leader(s): Phillip Wang, Gather, United States

Target audience sector: K-12 education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Via web browser (Chrome or Firefox)

Official website: https://gather.town

Speakers
PW

Phillip Wang

Founder, Gather


Sunday June 21, 2020 7:00pm - 8:00pm PDT
See description

7:00pm PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 7:00pm - 8:00pm PDT
See description

7:00pm PDT

VR Bushwalk of the Endangered Cumberland Plains Woodland

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Gamified non-linear bushwalk created as a resource for a K-12 inquiry unit of work on ecosystems.

Tour guide(s)/leader(s): Claire Sneldon, NSW Department of Education, Australia

Target audience sector: K-12 education

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Via web browser

Official website: https://schoolsequella.det.nsw.edu.au/file/57665ef4-72ea-4dc0-9761-5dd67c1eb2e1/1/ecosystem_inquiry.zip/index.html

Speakers
avatar for Claire Seldon

Claire Seldon

IT Engagement Advisor, NSW Department of Education


Sunday June 21, 2020 7:00pm - 8:00pm PDT
See description

9:00pm PDT

A Quick Tour of the Pu‘u Loa Petroglyphs in Hawaii

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

This is a guided tour of the Pu'u Loa Petroglyphs from the Hawaii Volcanoes National Park. We created a 3D virtual tour of the petroglyphs using photogrammetry and the Unity engine to allow participants an immersive experience with these ancient documentation of life in Hawaii. 

Tour guide(s)/leader(s): Harry Keith Edwards, University of Hawai`i at Hilo, United States; Francis Ray Cristobal, University of Hawai`i at Hilo, United States; Kevin Diminyatz, University of Hawai`i at Hilo, United States

Target audience sector: K-12 education, Higher education, Informal and/or lifelong learning

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX, Smartphone - iOS, Smartphone - Android, Smartphone - Windows

Platform/environment access: Tour will be administered via Zoom. Access information will be sent directly to attendees.

Speakers
avatar for Francis Ray Cristobal

Francis Ray Cristobal

Faculty Specialist, University of Hawaii at Hilo
KD

Kevin Diminyatz

Art Lecturer, University Hawaii Hilo
avatar for Harry Keith Edwards

Harry Keith Edwards

Professor - Computer Science, University of Hawaii at Hilo
I'm a teaching professor at the University of Hawaii at Hilo. I spend the majority of my time teaching students, but sometimes engage in a bit of research.“If there's a bright center to the universe, I'm on the campus that it's farthest from.”


Sunday June 21, 2020 9:00pm - 10:00pm PDT
See description

9:00pm PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 9:00pm - 10:00pm PDT
See description

9:00pm PDT

VR Bushwalk of the Endangered Cumberland Plains Woodland

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Gamified non-linear bushwalk created as a resource for a K-12 inquiry unit of work on ecosystems.

Tour guide(s)/leader(s): Claire Sneldon, NSW Department of Education, Australia

Target audience sector: K-12 education

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Via web browser

Official website: https://schoolsequella.det.nsw.edu.au/file/57665ef4-72ea-4dc0-9761-5dd67c1eb2e1/1/ecosystem_inquiry.zip/index.html

Speakers
avatar for Claire Seldon

Claire Seldon

IT Engagement Advisor, NSW Department of Education


Sunday June 21, 2020 9:00pm - 10:00pm PDT
See description

10:00pm PDT

Hoppin' World: Group Telepresence In Real-World Locations

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Hoppin' is a Multi-User VR SaaS solution that allows businesses, organizations and experience providers to teleport their sales prospects, students, clients or users directly into any location/experience using pre-recorded or live 360° videos. With an Oculus Go, marketers and sales teams can hop in the VR app and literally meet their prospects as avatars and give them in-(virtual)-person guided tours of any real world location of their choice without either party needing to be physically present. This can be used to give guided tours (i.e., museums, art galleries, zoos, aquariums, theme parks); to sell to anyone around the world (i.e., commercial real estate agents selling hotels without having to fly in the investors), to survey existing facilities (i.e., manufacturing plants, mining locations, oil rigs, etc.), for education (i.e., international extracurricular visits, historical guided tours, etc.) and for training (i.e., remote live training of a specific engine room on a specific type of cargo ship). Any organization that would benefit from having a way to give guided tours or real-world locations and experiences will gain a lot from using Hoppin'.

Tour guide(s)/leader(s): Joaquim Miro, Hoppin' World, Canada

Target audience sector: K-12 education, Career/vocational and technical education, Higher education, Corporate training / enterprise learning, Community health and/or patient education, Informal and/or lifelong learning

Supported devices: Standalone VR headset - Oculus Go

Platform/environment access: Download from the Oculus Go Store

Official website: https://hoppin.world

Additional notes: An iLRN2020 channel will be open in Hoppin' World throughout the duration of the conference for attendees to use to meet and network at their leisure. Note that while the platform can accommodate an unlimited number of people, users are able to meet and interact in groups of up to 4.



Speakers
avatar for Joaquim Miro

Joaquim Miro

Founding Partner & CGMO, Hoppin' World
If you are interested in a VR-first group telepresence solution that allows you to meet together directly in real world locations, then please reach out via LinkedIn.


Sunday June 21, 2020 10:00pm - 11:00pm PDT
See description

10:00pm PDT

VR Bushwalk of the Endangered Cumberland Plains Woodland

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

Gamified non-linear bushwalk created as a resource for a K-12 inquiry unit of work on ecosystems.

Tour guide(s)/leader(s): Claire Sneldon, NSW Department of Education, Australia

Target audience sector: K-12 education

Supported devices: Desktop/laptop - Windows, Desktop/laptop - Mac, Desktop/laptop - Linux or UNIX

Platform/environment access: Via web browser

Official website: https://schoolsequella.det.nsw.edu.au/file/57665ef4-72ea-4dc0-9761-5dd67c1eb2e1/1/ecosystem_inquiry.zip/index.html

Speakers
avatar for Claire Seldon

Claire Seldon

IT Engagement Advisor, NSW Department of Education


Sunday June 21, 2020 10:00pm - 11:00pm PDT
See description
 
Monday, June 22
 

7:00am PDT

Featured Plenary Presentation: What works in 3D-Learning Environments: Adapting Our Traditional Approaches
From a technical perspective, it’s never been easier to create 3D virtual immersive learning environments. Software development for 3D worlds no longer requires extensive programming knowledge and hardware becomes cheaper and easier to use every day. But, the one thing that is not changing is the need for careful, thoughtful design and the right application of learning strategies and methodologies. Failure to adapt hundred-year-old instructional design concepts to virtual 3D experiences means that any learning that does occur will be accidental and haphazard. In this talk, we’ll explore an instructional design model and approach specifically developed to create effective, impactful 3D learning experiences.

Speakers
avatar for Karl Kapp

Karl Kapp

Professor, Bloomsburg University
Karl M. Kapp, Ed.D. is a professor of instructional technology at Bloomsburg University in Bloomsburg, PA. He has been a Co-PI on grants for the National Science Foundation (NSF), and is currently a senior researcher on a National Institute of Health (NIH) grant. Karl has consulted... Read More →


Monday June 22, 2020 7:00am - 7:30am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

7:30am PDT

Featured Plenary Presentation: The IEEE Standard for Augmented Reality Learning Experiences
Augmented Reality promises to provide significant boosts performance by making information available to learners in context, on task, and in real time. The IEEE standard for Augmented Reality Learning Experience Models (ARLEM) helps implement solutions that scale, facilitating aggregation of experience, performance tracking, and sharing. The presentation will introduce the standard and its benefits.

Speakers
avatar for Fridolin Wild

Fridolin Wild

Professor, Institute of Educational Technology and Director, Performance Augmentation Lab, The Open University


Monday June 22, 2020 7:30am - 8:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Workshop: Ground Truthing and Virtual Field Trips

Presenter(s): Oliver Dawkins and Gareth W. Young

This workshop will provide iLRN 2020 delegates with an opportunity to extend their knowledge of shared immersive virtual environments (IVEs) in the context of teaching and learning through co-creation. The workshop will outline methods for capturing digital media in-situ as teaching preparation or as a learning activity. In particular, the workshop will demonstrate how data can be captured by students from physical spaces and incorporated into online 3D models that can be experienced via social virtual reality (VR) software in the form of a 'Virtual Field Trip'. This activity highlights the role of the student in the selection and capture of 3D data representing their environment as a means of encouraging active learning through imaginative engagement with the creation of IVEs. The workshop will take participants on a virtual expedition into one such model to stimulate further discussion about how these environments can be used to promote active learning. While the session focuses on the use of captured media to establish the 'ground truth' of a location, the session will also consider the further potential of social IVEs as opportunities for storytelling, repositories of shared experience, and a means for experimenting with counter-factual histories and futures.

Speakers
avatar for Oliver Dawkins

Oliver Dawkins

Researcher / Data & Training Coordinator, Maynooth University
Oliver Dawkins is currently researching the emergence of digital platforms that combine dynamic real-time data, 3D representations of the built environment and mixed realities to support planning and urban decision making. He is also Data and Training Coordinator on the Building City... Read More →
avatar for Gareth W. Young

Gareth W. Young

Postdoctoral Research Fellow, V-Sense Project, Trinity College Dublin
Dr. Gareth W. Young is a specialist in human-computer interaction and is actively researching mixed reality technology (AR/VR) applications in creative practice with the V-SENSE project at Trinity College Dublin. His research focuses on the evaluation of creative technology by applying... Read More →


Monday June 22, 2020 8:00am - 10:00am PDT
Circle of Scholars iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Workshop: How to Think and Work Like a Futurist 101

How can we best forecast what's coming with XR in education? This session introduces participants to the best practices and methods of the futures profession, including horizon scanning, trend analysis, and scenario creation. We will use COVID-19 as one example topic throughout the session. All participants are welcome, from the curious to those seeking to enhance their organization's futuring capacity.

The presenter and facilitator is Bryan Alexander, an internationally known futurist specializing in higher education, and senior scholar at Georgetown University.

Speakers

Monday June 22, 2020 8:00am - 10:00am PDT
Futures Salon iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Workshop: ILLUA: Promoting Self-Regulated Learning through Metacognitive Applications in a 3D Virtual Environment

Presenter(s): Joachim Lorenz, Klaus Bredl, Martin Wagner and Norbert Vogelmair

Overall, it is argued that future research has to conduct more in-depth process analysis that incorporates multi-method assessments and it also has to investigate how individual learner skills can be fostered. Current research in prompting needs more insights on how students actually deal with meta-cognitive prompts.

Speakers
avatar for Martin Wagner

Martin Wagner

Assistant Professor, University of Augsburg
avatar for Joachim Lorenz

Joachim Lorenz

Master Student, University of Augsburg
KB

Klaus Bredl

Professor, University of Augsburg
avatar for Norbert Vogelmair

Norbert Vogelmair

science assistant, University of Augsburg


Monday June 22, 2020 8:00am - 10:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Workshop: Jump into Unreal Engine

Presenter(s): Luis Cataldi

This will be a high-level overview of the Unreal Engine User Interface, Materials, Lighting, Blueprints, Rendering and Gameplay Systems.  Luis Cataldi has been working in the computer graphics industry for over 20 years in various roles including character TD, animator, lighter, environment artist, FX TD and art director. His work has appeared in television, music videos, theme parks rides, animated feature films such as “Robots” and “Ice Age II” and AAA video games.  In 2005, Luis was one of the founding members of Kaos Studios in NYC as the art director. In the role, he built an art team to deliver "Frontlines: Fuel of War" and “Homefront." In the late 1990's Luis became an animation instructor at NYU Tisch School of the Arts, and later moved into the full-time role of professor and Department Chair of Game Development and Interactive Design at the Savannah College of Art and Design.  Luis joined Epic Games in 2014 to help build the educational community around the amazing Unreal Engine and currently serves as the Global Education Evangelist.

Speakers

Monday June 22, 2020 8:00am - 10:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

Featured Plenary Panel: AREA Spotlight Panel: University–Industry Research and Education Partnerships in Augmented Reality for Enterprise Learning
In this session, you will hear from members of the Augmented Reality Enterprise Alliance (AREA) in both the university and enterprise sectors who are working together on education and research initiatives that help companies successfully deploy AR for a number of key use cases. The main focus will be on learning-related use cases of the technology, including knowledge capture and sharing, training, as well as “ just-in-time” learning applications such as worker guidance and performance support.
 
The panelists will discuss the support they have received from AREA and how the research commissioned by the Association is helping close the gap between the needs of enterprises looking to deploy AR for learning purposes on the one hand, and the work of educators to deliver relevant, applied, and useful research on the other. This is a must-see session for academics, L&D professionals, and organizational leaders looking to understand the important role research and education play in enterprise AR-for-learning, and how cross-sector collaboration can help foster its adoption and effective implementation.
 
This session is brought to you by the Augmented Reality Enterprise Alliance (AREA). The AREA is the only global, membership-funded non-profit alliance dedicated to helping accelerate the adoption of enterprise AR by supporting the growth of a comprehensive ecosystem.

Moderators
avatar for Mark Sage

Mark Sage

Executive Director, Augmented Reality for Enterprise Alliance (AREA)
Mark Sage is the founder and managing director of Sagey11 Ltd. His company providers strategic and operational consulting on marketing and business development, focusing on building lasting partnerships especially for technology start-up and scale-up companies. With a background in... Read More →

Speakers
avatar for Barbara S. Chaparro

Barbara S. Chaparro

Professor of Human Factors, Embry-Riddle Aeronautical University
Dr. Barbara Chaparro is a Professor in the Human Factors and Behavioral Neurobiology Department and head of the Research in User eXperience (RUX) Lab at Embry-Riddle Aeronautical University, an academic research lab that consults with corporations worldwide on issues related to user... Read More →
avatar for Gregory Garrett

Gregory Garrett

Senior Ergonomist, Boeing Workplace Safety, Boeing
Dr. Gregory Garrett is currently a Senior Ergonomist for Boeing Workplace Safety and is located in Charleston, SC. where he leads the 787 site Ergonomics program. His doctorate in Public Health is in Epidemiology and Environmental Health with an emphasis in Ergonomics & Human Factors... Read More →


Monday June 22, 2020 10:00am - 11:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Workshop: REACH.Love: Creating, Remixing, and Sharing Volumetric VR Using Real People and Places
Speakers
avatar for Chait Shah

Chait Shah

Lead Engineer, REACH.Love, Emblematic Group
Chait Shah is Emblematic Group’s lead engineer on REACH.Love and has worked on a diverse range of XR projects including mobile AR applications that incorporate machine learning. Chait is fluent in multiple programming languages and his diverse skills are reflected by his journalism... Read More →


Monday June 22, 2020 11:00am - 12:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Champions of XR in Higher Education (CHEX) Kickoff Meeting
This is an invitation-only session. Please see below for information on how to request an invitation.

Session Facilitators: Jeremy Nelson, University of Michigan, United States; David Bass-Clark, Unity College, United States; Maya Georgieva, The New School, United States

Champions in Higher Education of XR (CHEX) is a new consortium formed under the umbrella of the Immersive Learning Research Network that brings together both administrators as well as faculty/staff grassroots leaders who are championing the adoption and use of XR and immersive technologies at colleges, universities, and college/university systems around the world.

This session will serve as an initial, kickoff meeting for CHEX. Participation for this initial meeting is by prior invitation only, with a view to organizing a larger, dedicated Symposium, and opening up membership of and participation in the Consortium to a wider audience, following the conference. (Ultimately, each campus, institution, or system will be allowed to nominate no more than one faculty or staff member as its designated representative to CHEX, and that person must be a member of iLRN in good standing.)

To indicate your interest in participating in the kickoff meeting, please complete this form in the first instance. We will only consider expressions of interest from registered attendee of the iLRN 2020 Virtual Conference.

For inquiries about the CHEX Consortium more broadly, please email chex@immersivelrn.org from your institutional email address.

Moderators
avatar for David Bass-Clark

David Bass-Clark

Director of VR/AR Research and Development, Unity College
David is an educational technologist and XR strategist, evangelist, and innovator. His work focuses on XR experiences, immersive learning design, and innovative distance learning.Working at the intersection between emerging technology and education, David has designed and built learning... Read More →
avatar for Maya Georgieva

Maya Georgieva

Director of Education Futures and Director of the XReality Center, The New School
avatar for Jeremy Nelson

Jeremy Nelson

Director, XR Initiative, University of Michigan

Monday June 22, 2020 11:00am - 1:00pm PDT
Circle of Scholars iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Workshop: AR in Education: Merging Theory and Practice

Presenter(s): Matt Glowatz and Eleni Mangina

The fourth industrial revolution aka Industry 4.0 has the impacted educational sector in many ways. Opportunities and challenges such as emerging educational technologies, students with highly developed digital skills entering education, curriculum design for both existing and emerging disciplines just to name a few need to be addressed in teaching & learning (T&L) related research preparing the education sector to address both 21st century T&L challenges and opportunities. This workshop focusses on research addressing the opportunities and challenges of creating innovative learning spaces for the 21st century with particular focus on mobile technologies and augmented reality-driven applications and initiatives.

Speakers
avatar for Eleni Mangina

Eleni Mangina

Professor, University College Dublin
Eleni Mangina is currently project coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within two other EU projects (BASE, RoboPisces). She is currently a funded investigator as part of SFI ESIPP, an academic collaborator with VistaMilk SFI... Read More →
avatar for Matt Glowatz

Matt Glowatz

Lecturer, UCD


Monday June 22, 2020 11:00am - 1:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Doctoral Colloquium I
Presentation 1: Towards a Better User Interface of Augmented Reality based Indoor Navigation Application (Work-in-Progress Paper #112)

Authors: Bing Liu and Liqiu Meng

>>Access Video Presentation<<

Navigation service is among the most widespread geoinformation services. It can be embedded in augmented reality (AR). In this work-in-progress study, we aim to identify key information for indoor navigation and incorporate it in an AR-based indoor navigation system, which could not only guide users to reach their destinations quickly and safely, but also improve users’ spatial learning. To our knowledge, functional landmarks are important for indoor navigation. We designed an interface for indoor navigation on HoloLens, gathered feedback from users, and found that arrows are practical to indicate directions, while semantic meanings embedded in icons are not self-explaining. The visualization is also constantly adjusted in order to optimize the impact of semantic holograms on indoor navigation.

Presentation 2: A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource Development (Work-in-Progress Paper #139)

Authors: Mamfe-Ter Gemade, Markos Mentzelopoulos and Daphne Economou

>>Access Video Presentation<<

There is a growing literature addressing the potential of Serious Games (SGs) in supporting Deep Learning (DL). DL goes beyond basic training as it encourages students to refine, broaden and deepen their understanding, develop advanced processes and skills, and apply learning to new, novel and authentic situations. The aim of this research is to effect and quantify DL using SGs. This paper presents the methodology which is followed to address this aim. This comprises of the development of a framework called the Game ELC+ to test the strength of adult teaching (andragogy) as well as facilitate DL. The Game ELC+ framework fuses the Octalysis Framework, Bloom's Taxonomy, Cognitive Theory of Multimedia Learning and Ruskov’s four evidences of DL. A use case of judgment and decision making in recruitment and selection – through a SGs build following Game ELC+ is proposed and tested with users.

Presentation 3: A Snapshot of the Future: Virtual and Augmented Reality Training for Radiology (Work-in-Progress Paper #157)

Authors: Xuanhui Xu, Eleni Mangina, David Kilroy, Kathleen Curran, John Healy and Abraham Campbell

>>Access Video Presentation<<

Advances in virtual immersive and augmented reality technology, commercially available for the entertainment and gaming industry, hold potential for education and clinical use in medicine and the field of radiology. Radiology departments have begun exploring the use of these technologies to help with radiology education and training. The purpose of this article is to address how skills have been developed in the gaming world and how these can be adopted for radiology education. Radiology is rapidly evolving with the use of AI for more effective diagnostic and prognostic clinical assessment. Advances in computing technology have enabled widespread availability of simulated reality technologies, including virtual reality (VR) and augmented reality (AR). VR and AR technologies are a novel means to communicate and have potential for supplementing radiology training; communicating with colleagues, referring clinicians, and patients; and aiding in interventional radiology procedures.

Presentation 4: Promoting pedagogical media competencies of pre-service teachers based on collaborative methods in social VR

Authors: Gabriela Ripka

>>Access Video Presentation<<

Regarding the transfer from knowledge gained at University to hands-on experiences in class there is a big gap to overcome between pre-service and in-service teacher education. Using the advantages of social VR pre-service teachers acquire pedagogical media competencies in an action-oriented seminar with the focus on collaborating in VR with peers. While communicating and collaborating in a full immersive VR learning environment, students learn how to combine technological, pedagogical and content knowledge for the future in class implementation. What are, however, the benefits and challenges they have to face?

Presentation 5: Virtual Reality and Autism

Authors: Anna Xygkou

>>Access Video Presentation<<

Research has recently focused on using Virtual Reality (VR) technology to support improved social communication skills in autistic populations (Mesa-Gresa, Gil-Gómez, Lozano-Quilis & Gil-Gómez, 2018; Ke & Lee, 2016). The advantages of using VR technology with autistic populations are numerous (Manju et al., 2018; Bellani, Fornasari, Chittaro & Brambilla, 2011; Newbutt, 2018; Politis, 2019). However, the transfer of such skills to real life situations seems to be challenging, mainly due to small samples, and design of VR scenarios that is not based on psychological theories of Autism or a Participatory Design Approach (PDA). Thus, exploring the effect of VR technology on the social skills of autistic people by involving them in VR is essential to our comprehension of autistic communication. The creation and establishment of AUTISM VR Channel in AltspaceVR by academics and researchers emphasizes the affordances of Virtual Worlds (open access platforms) for autistic populations and autism communities, and targets a three-part collaboration among autistic communities, autism communities and VR communities.

Moderators
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Tiago Peres

Tiago Peres

Software Engineer
When it isnt enough to just increase business effectiveness...When you insist on helping people make the world a better place...Thats Tiago Peres.

Monday June 22, 2020 12:00pm - 1:00pm PDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by VirBELA

1:00pm PDT

Featured Plenary Panel: XR and Immersive Learning for Career/Technical Education and Workforce Development
Take a journey with this powerhouse of panelists across major through lines of career and technical development and XR in the workforce—from policy to practice, innovations and incubation, devices to design, and perspectives from CEOs and CHROs.

Moderators
avatar for Amy Kaufman

Amy Kaufman

Director of Career Education and Workforce Development, CEO Leadership Alliance of Orange County
Amy Kaufman is Director of Career Education and Workforce Development for the CEO Leadership Alliance (CLA), a member organization of C-Suite leaders from Orange County, California’s leading businesses, collaborating on long-range strategies to invest strategically in the county’s... Read More →

Speakers
avatar for Julie Smithson

Julie Smithson

Co-Founder and Chief Education & Learning Officer (CELO), MetaVRse
Julie Smithson’s personal mission is to ‘inspire and educate people to think and act in a socially, economically and environmentally responsible way’ . It is through this lens, she is the Chief of Education & Learning at MetaVRse, one of the world’s leading XR Consulting... Read More →
avatar for Jay Seidel

Jay Seidel

Professor/Adviser and chair of the Fullerton Drone Lab, Fullerton College
Jay Seidel is professor and director of the Fullerton Drone Lab at Fullerton College. He is a Part 107 certified UAS Pilot and has been flying drones since 2016. He is an AUVSI TOP (Level 3) UAV Instructor and is a member of the FAA’s Safety Team where he is a Drone Pro for Orange... Read More →
avatar for Michael Carbenia

Michael Carbenia

Sr. Executive Director, Workforce, zSpace
avatar for Marlo Brooke

Marlo Brooke

CEO and Founder, AVATAR Partners
Marlo is a technology visionary with a passion for innovating the impossible. Under her leadership for the past 17 years, AVATAR Partners™ continues to support its Customers, Partners and XR Ecosystem Industry with immersive Reality and Virtual Collaboration solutions that Simplify... Read More →
avatar for Robin Prybil

Robin Prybil

Worldwide Head of Global Partnerships, Virtual Film School
Robin Prybil is an entertainment industry veteran with more than 25 years of experience working both as an executive and as a producer.  She worked at CAA; Sony Pictures; and Paramount Studios - where she served as EVP for Robert Evans and received a producer credit on How to Lose... Read More →
avatar for Stephen Yadzinski

Stephen Yadzinski

Senior Innovation Officer, Jobs for the Future
Stephen Yadzinski is the senior innovation officer for JFF. In this role, Steve works with JFF leaders and teams to identify new opportunities, establish new partnerships, and transform JFF programs and service lines to meet an evolving and dynamic education and workforce ecosystem... Read More →
avatar for Albert Palacios

Albert Palacios

Education Program Specialist, Office of Career, Technical, and Adult Education, U.S. Department of Education
Albert Palacios leads the EdPrizes portfolio of open innovation prize competitions at the U.S. Department of Education which includes the EdSim Challenge for nextgen AR/VR and 3D simulations in education. In 2016, prizes were awarded to winners of the #ReachHigher Career App and... Read More →


Monday June 22, 2020 1:00pm - 2:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

Immersive Learning Project Showcase Launch I
The Immersive Learning Project Showcase & Competition is an opportunity for academics, students, professionals, and institutions/organizations to gain widespread exposure and acclaim for their innovative work in developing VR/AR/MR (XR) and immersive experiences that support learning in a range of sectors and contexts, as well as to have the work considered for inclusion in the Collection of Exemplars that is being developed as part of the State of XR and Immersive Learning project.

Following a proposal-shortlisting process, each qualifying project team was assigned a WebXR-based "room" on the FrameVR platform in which to construct their Showcase contribution showcasing their project. These contributions are accessible using any device equipped with a web browser (smartphone, tablet, desktop/laptop, mobile VR headset, standalone VR headset, tethered VR headset) either from this page or via the clickable image panels in the two rooms on the ground floor of the iLRN Commons in the iLRN Virtual Campus.

iLRN 2020 attendees are invited to vote for their favorite Showcase project to assist in determining the winners of the Competition. (Voting instructions will be made available in due course.)

Monday June 22, 2020 2:00pm - 3:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

3:00pm PDT

Featured Plenary Presentation: Interactive Storytelling: A Powerful Learning Approach
In this talk I will briefly introduce the field of interactive storytelling and describe the potential of harnessing these techniques for learning. In terms of technological sophistication, such techniques range from relatively simple choice-based storytelling (aka “choose your own adventure”) up to AI-driven dynamic experience management, social simulations, and autonomous characters. But a common feature of all these techniques is that they harness our inherent narrative sensemaking and combine it with the empowerment and active exploration of interaction. The resulting narrative immersion can be used to powerful pedagogic effect.

Speakers
avatar for Michael Mateas

Michael Mateas

Professor, UC Santa Cruz
Michael Mateas' work is in AI-based art and entertainment. He is a faculty member in the Computational Media department at the University of California, Santa Cruz. Computational Media is a new department in which he served as the founding chair; prior to this he was a faculty member... Read More →


Monday June 22, 2020 3:00pm - 4:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

Game Night
The Game Night event will take place in the ILRN Innovations Lab Team Suite.  A video walkthrough of how to access that location and how to navigate the Game Night itself will be sent out beforehand.

Speakers
avatar for Appalachian State University

Appalachian State University

Associate Professor of Instructional Technology and Ed Media Program Director, Appalachian State University
The Media, Technology, and Learning Design programs include a Masters of Arts in Media, Technology, and Learning Design with three (3) concentrations and four (4) graduate certificates.Booth:  921


Monday June 22, 2020 4:00pm - 6:00pm PDT
iLRN Innovation Labs iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Live VR Management: The Hidden Barrier to School Adoption
How do you teach with standalone VR if you don’t know what your students are doing? Why does VR take so long to set up for classes? How do you actively engage teachers in the VR learning process?

In this talk, Sean Strong, CEO & Co-Founder of Grove, will go over the lessons learned implementing and improving VR in school contexts.

Grove originated as a VR education content company, but the team found that VR implementation in schools was intractable. Today, Grove provides a suite of live management tools geared around making VR easy to use for teachers, trainers, and groups.

Speakers
avatar for Sean Strong

Sean Strong

Co-Founder & CEO, Grove XR
==> To join & get info on our talks, go to https://bit.ly/grove_ilrn2020Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective.Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally... Read More →

Sponsors, Exhibitors, Partners
avatar for Grove XR

Grove XR

Grove is a live VR management platform for teachers, trainers, researchers, and groups.With its group VR facilitation, content management, and MDM functionality, Grove makes real-time VR management simple.Learn more at grovexr.com... Read More →


Monday June 22, 2020 6:00pm - 6:30pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Doctoral Colloquium II
Presentation 1: Virtual Reality Implementation: A Qualitative Study of VR as a means of Providing Cultural Context in Minority Serving Institutes (Work-in-Progress Paper #80)

Authors: Rachel Tatro-Duarte and Charles MacQuarrie

>>Access Video Presentation<<

This research intends to make a focused and strictly limited test of the effectiveness of virtual reality in the literature classroom in terms of qualitative evidence gathered via short answers as well as final interviews in which students reflect upon the usefulness of VR in their learning experience. Final interviews will include both fact-based reading comprehension questions, and questions that ask the participants to reflect upon their experience. Written questions will also involve both reading comprehension and also ask students to describe levels of engagement and learning.

Presentation 2: Enhancing Brain Plasticity and Cognition Utilizing Immersive Technology and Virtual Reality Contexts for Gameplay (Work-in-Progress Paper #134)

Authors: Cassondra Eng, Dominic Calkosz, Yukai Yang, Nathan Carter Williams, Erik Thiessen and Anna Fisher

>>Access Video Presentation<<

This work-in-progress paper examines the effects of immersive virtual experiences on cognition and neuroplasticity. Study 1 examined the separate and combined effects of physically-active and cognitively-demanding immersive gameplay on executive function and associated neural substrates. Results indicated that cognition and neuroplasticity—the building of new brain connections—increase when learning novel skills via active gameplay. Study 2 devised an experimental design to reproduce Study 1 in virtual reality to examine whether the findings of enhanced cognition and neuroplasticity generalize across virtual contexts and development. Incorporating neuroimaging measures into virtual experiences may identify the underlying mechanisms for behavioral changes in learning.

Presentation 3: Exploring the Benefits of Using 360° Video Immersion to Enhance Motivation and Engagement in System Modeling Education (Work-in-Progress Paper #154)

Authors: Juan Carlos Munoz Carpio, Michael Cowling and James Birt

>>Access Video Presentation<<

The benefits of immersion with regards to information visualizations have a profound impact in topics demanding cognitive representations. The re-creation of educational activities can be developed and enhanced with the use of 360° VR videos. The ability to visualize 3D environments can be beneficial for educational and training contexts as it can be accessed and navigated by the user compared to a 2D face to face representation. The drift from brick and mortar classrooms to online spaces brings challenges that can be addressed by video representations that can take complex learning metaphors. This paper describes the use of a 360°-video case study to enhance experiential learning in a systems analysis class. We hypothesize that the use of a visual case study combined with virtual instructions can lead to learning motivation and active engagement. This examination follows the conceptualization phase of a methodology to investigate the practical uses of the intervention deriving in learning engagement. A sample of 24 participants from an Australian University was considered. The findings of the study reveal a positive impact on the measures provoking learning engagement and motivation among the participants.

Presentation 4: How to use Immersive Virtual Reality in Educational Instruction

Authors: Shannon Putman

>>Access Video Presentation<<

Moderators
avatar for Tiago Peres

Tiago Peres

Software Engineer
When it isnt enough to just increase business effectiveness...When you insist on helping people make the world a better place...Thats Tiago Peres.

Monday June 22, 2020 6:00pm - 7:00pm PDT
Graduate Student Lounge & Meeting Room iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Workshop: REACH.Love: Creating, Remixing, and Sharing Volumetric VR Using Real People and Places
Speakers
avatar for Chait Shah

Chait Shah

Lead Engineer, REACH.Love, Emblematic Group
Chait Shah is Emblematic Group’s lead engineer on REACH.Love and has worked on a diverse range of XR projects including mobile AR applications that incorporate machine learning. Chait is fluent in multiple programming languages and his diverse skills are reflected by his journalism... Read More →


Monday June 22, 2020 6:00pm - 7:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Champions of XR in Higher Education (CHEX) Kickoff Meeting - Repeat
This is an invitation-only session. Please see below for information on how to request an invitation.

Session Facilitators: Jeremy Nelson, University of Michigan, United States; David Bass-Clark, Unity College, United States

Champions in Higher Education of XR (CHEX) is a new consortium formed under the umbrella of the Immersive Learning Research Network that brings together both administrators as well as faculty/staff grassroots leaders who are championing the adoption and use of XR and immersive technologies at colleges, universities, and college/university systems around the world.

This session will serve as an initial, kickoff meeting for CHEX. Participation for this initial meeting is by prior invitation only, with a view to organizing a larger, dedicated Symposium, and opening up membership of and participation in the Consortium to a wider audience, following the conference. (Ultimately, each campus, institution, or system will be allowed to nominate no more than one faculty or staff member as its designated representative to CHEX, and that person must be a member of iLRN in good standing.)

To indicate your interest in participating in the kickoff meeting, please complete this form in the first instance. We will only consider expressions of interest from registered attendee of the iLRN 2020 Virtual Conference.

For inquiries about the CHEX Consortium more broadly, please email chex@immersivelrn.org from your institutional email address.

Moderators
avatar for David Bass-Clark

David Bass-Clark

Director of VR/AR Research and Development, Unity College
David is an educational technologist and XR strategist, evangelist, and innovator. His work focuses on XR experiences, immersive learning design, and innovative distance learning.Working at the intersection between emerging technology and education, David has designed and built learning... Read More →
avatar for Maya Georgieva

Maya Georgieva

Director of Education Futures and Director of the XReality Center, The New School
avatar for Jeremy Nelson

Jeremy Nelson

Director, XR Initiative, University of Michigan

Monday June 22, 2020 6:00pm - 8:00pm PDT
Circle of Scholars iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Workshop: Sacred Assets: Data Sovereignty and the Ethics of Collecting Indigenous Data for New Media Development
This workshop is an introduction to the intersection of revitalizing sacred knowledge through New Media and exploitation of this data. For centuries Indigenous Peoples of the Americas have resisted the loss of their land, technology, and cultural knowledge. This resistance has been enabled by vibrant cultural protocols, unique to each tribal nation, which controls the sharing of, and limits access to sacred knowledge. Technology has made preserving and presenting this information in new ways easy, but there is a tension between reigniting ancient knowledge and mediums that allow uncontrollable exploitation of this data. New Media opens a new path for revitalizing and sharing heritage, but creating Indigenous cultural experiences requires special care to avoid exploitative behavior.

Speakers
avatar for Michael Running Wolf

Michael Running Wolf

Software Development Engineer, Lakota & Cheyenne
Michael Running Wolf was raised in a rural village in Montana with intermittent water and electricity; naturally he now has a Masters of Science in Computer Science. Though he is a published poet, he is a computer nerd at heart. His lifelong goal is to pursue endangered indigenous... Read More →
avatar for Caroline Running Wolf

Caroline Running Wolf

Executive Director and Co-Founder, Buffalo Tongue, Inc.
Caroline Running Wolf, nee Old Coyote, is an enrolled member of the Apsáalooke Nation (Crow) in Montana, with a Swabian (German) mother and also Pikuni, Oglala, and Ho-Chunk heritage. Thanks to her genuine interest in people and their stories she is a multilingual Cultural Acclimation... Read More →


Monday June 22, 2020 6:00pm - 8:00pm PDT
Towers of Immersive Learning - Rock Classroom In iLRN Virtual Campus

10:00pm PDT

GIGXR: Mixed Reality Classes Combining Remote and Co-Located Students (REPEAT)

Pre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.

GIGXR is a SaaS business focused on providing high-quality research-driven learning resources and solutions to healthcare educators and training centers worldwide. Our GIG Immersive Learning System, encompassing a robust platform and growing catalogue of holographic healthcare applications, enables instructors to simultaneously and safely communicate with students located in the classroom or simulation center, across an auditorium, on campus, at home or even in other time zones using synchronous and asynchronous collaboration. Students participate in sessions on mixed reality headsets, such as Microsoft HoloLens 2, enabling a fully immersive mixed reality 3D learning experience, and in a remote viewing experience on phones, tablets, and computers. GIGXR's flagship application, HoloPatient, includes more than 15 different pathologies showing natural life-size 3D holographic patients who are exhibiting symptoms and changes to their injuries or illnesses. It is designed to enhance clinical readiness by enabling students to practice visual observation and assessment skills in a safe-to-fail, controlled environment.

Tour guide(s)/leader(s): Garry Putland, GIGXR, Australia

Target audience sector: Higher Education, Healthcare Education, Nursing/Medical Training

Supported devices: Microsoft HoloLens 2, Desktop/laptop - Windows, Desktop/laptop - Mac, Smartphone - iOS, Smartphone - Android

Platform/environment access: Tour will be administered via Zoom

Official website: https://www.gigxr.com

Speakers
GP

Garry Putland

VP, Global Sales, GIGXR



Monday June 22, 2020 10:00pm - 11:00pm PDT
See description

11:00pm PDT

Featured Plenary Presentation: Rethinking Rural Education with Augmented Reality Learning Tools
Worldwide we are facing a massive mismatch of teachers and students. But rural schools have especially always struggled to acquire and retain talented teachers. As rural education has a direct impact on rural incomes, we set out to find solutions to this problem in Myanmar and discovered that the shortage of well-trained teachers, especially in rural areas and in the sciences, is nearly universal. The solution to this problem turns out to be one of the fastest and least expensive ones. The model is very portable and we are now exploring expansion to South Asia. The future of education is now, and it is in the palm of our students’ hands.

Speakers
avatar for Hla Hla Win

Hla Hla Win

CEO and Co-Founder, 360ed
Hla Hla Win is CEO and Co-Founder of 360ed, a Myanmar-based EdTech social enterprise. She is on a mission to democratize access to quality education by leveraging VR, AR,, and mobile technologies to build engaging new educational tools. After launching 360ed in Silicon Valley, she... Read More →


Monday June 22, 2020 11:00pm - 11:30pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

11:00pm PDT

Immersive Learning Project Showcase Launch II
The Immersive Learning Project Showcase & Competition is an opportunity for academics, students, professionals, and institutions/organizations to gain widespread exposure and acclaim for their innovative work in developing VR/AR/MR (XR) and immersive experiences that support learning in a range of sectors and contexts, as well as to have the work considered for inclusion in the Collection of Exemplars that is being developed as part of the State of XR and Immersive Learning project.

Following a proposal-shortlisting process, each qualifying project team was assigned a WebXR-based "room" on the FrameVR platform in which to construct their Showcase contribution showcasing their project. These contributions are accessible using any device equipped with a web browser (smartphone, tablet, desktop/laptop, mobile VR headset, standalone VR headset, tethered VR headset) either from this page or via the clickable image panels in the two rooms on the ground floor of the iLRN Commons in the iLRN Virtual Campus.

iLRN 2020 attendees are invited to vote for their favorite Showcase project to assist in determining the winners of the Competition. (Voting instructions will be made available in due course.)

Monday June 22, 2020 11:00pm - Tuesday June 23, 2020 12:00am PDT
iLRN Commons iLRN Virtual Campus, powered by VirBELA
 
Tuesday, June 23
 

7:00am PDT

CANCELED: Featured Plenary Panel: Funding XR and Immersive Learning Research
Regrettably, this conference has been cancelled due to a medical issue. Please consider using the time to visit the Expo Hall instead!

Speakers
avatar for Edward Metz

Edward Metz

Program Manager for Small Business Innovation Research and SBIR and Education Technology Research Grants, Institute of Education Sciences, U.S. Department of Education
Edward (Ed) Metz is a developmental psychologist, education researcher, and program director. Since 2004, Ed has worked as a research scientist at the US Department of Education’s Institute of Education Sciences, where he directs programs that seed fund the R&D and evaluation of... Read More →
avatar for Amy Baylor

Amy Baylor

Program Director, Lead Cyberlearning Program Division of Research on Learning, National Science Foundation


Tuesday June 23, 2020 7:00am - 8:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

8:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 8:00am - 8:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Artist/Curator "Studio" Visit: Kay Meseburg
Kay Meseburg studied political sciences at the University of Potsdam, graduating with a Diplom. Parallel to his career in television, he has been involved since the late nineties in conceiving and implementing numerous award-winning online projects and building platforms.

He moved to ARTE in 2013, where he developed the platform ARTE Future and later joined the editorial board of the magazine SQUARE IDEE. Following the success of Polar Sea 360°, he continued exploring content from a 360° video and virtual reality perspective. Kay is since 2018 Head of Mission Innovation and works on the TV of after tomorrow which includes subjects such as data/AI, immersive media, eco-responsibility.

His numerous distinctions include three Grimme Online Awards, Deutscher Reporterpreis, two times Deutscher Wirtschaftsfilmpreis, a LEAD Award, and a French-German Journalism Award.

Kay is also Ambassador of Innovation at the IMZ in Vienna, cofounded by UNESCO; a visiting artistic lecturer at the Center of Collaborative Arts and Media at Yale University; and Ambassador of Innovation of the IMZ International Music + Media Centre.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Kay Meseberg

Kay Meseberg

Head of Mission Innovation, ARTE
Kay Meseburg studied political sciences at the University of Potsdam, graduating with a Diplom. Parallel to his career in television, he has been involved since the late nineties in conceiving and implementing numerous award-winning online projects and building platforms.He moved... Read More →



Tuesday June 23, 2020 8:00am - 8:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Learner Experience/Interaction Design
Presentation 1: Different Types of Interaction with Augmented Reality Learning Material (Full Paper #52)

Authors: Jule Marleen Krüger and Daniel Bodemer

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In this paper, a study with the focus on interactivity in augmented reality (AR) applications concerning the influence of different forms of interaction with AR learning material is presented. While research on multimedia learning often distinguishes between mental and physical interaction with learning material, other research fields state that physical interaction is necessary to interact mentally. To look at how this distinction may play a role in AR-based learning material, an experimental study with a 2x2 design manipulating mental and physical interaction was conducted, including learning material on the topic of power plants. The data (N = 128) were collected and analyzed, showing that, although not expected, learning was better in groups in which either more physical or more mental interaction was applied, but not in groups in which both were high. The results are discussed under the potential idea of cognitive overload.

Presentation 2: Mixed or Virtual: Does Device Type Matter in Human-ECA Interactions (Short Paper #70)

Authors: Pejman Sajjadi, Mahda Bagher, Jan Oliver Wallgrün, Philipp Cimiano, Stefan Kopp and Alexander Klippel

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In this paper, we take a first step in exploring the effect of xR device on the experiences of users in the context of human-agent interaction. We report on the design and heuristic evaluation of an embodied conversational agent integrated into either a Virtual or Mixed Reality environment. Our results indicate that Virtual Reality may elicit a better experience from users, while Mixed Reality may evoke a better sense of social presence due to natural user embodiment and spatial references to physical objects in the real environment.

Presentation 3: Acceptance and user experience of an Augmented Reality system for the simulation of sensory overload in children with autism (Full Paper #55)

Authors: Tassos Mikropoulos, Michael Delimitros, Pavlos Gaintatzis, Georgia Iatraki, Aikaterini Stergiouli, Angeliki Tsiara and Katerina Kalyvioti

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Sensory-perceptual deficits are a common characteristic in Autism Spectrum Disorder (ASD). Studies in children with ASD describe an array of inappropriate behaviors regarding sensory simulation. Special educators and therapists often witness these abnormal and disruptive behaviors during daily activities. The aim of this study was to use an Augmented Reality (AR) system for the simulation of the sensory overload that children with ASD experience. A total of seventy (N=70) special educators and therapists of children with ASD used a head-mounted AR device (Magic Leap OneTM) and experienced conditions of visual and auditory overload. The participants’ acceptance and experience of the AR device was measured with the use of three online questionnaires (Temple Presence Inventory, TPI; Simulator Sickness Questionnaire, SSQ; Technology Acceptance Model, TAM). An open-ended question was also administered about participants’ overall AR experience. Regarding participants’ experience, the results from the TPI (Cronbach's Alpha = .84) suggested that the AR system offered a convincing blended environment and the low scores in SSQ indicated that the use of the AR system was comfortable. The results from the TAM showed in their majority high internal consistency (> .70) and high mean scores which indicated that the participants accepted the AR system. In the open-ended question, participants reported overall positive impressions from their experience with the AR system. The study’s findings suggested that the AR device enabled participants to experience the sensory overload that children with ASD report in a convincing, comfortable and user-friendly manner. Future research is needed to incorporate richer and more interactive AR simulations for authentic real-life experiences.

Speakers
avatar for Pejman Sajjadi

Pejman Sajjadi

Postdoctoral Researcher, The Pennsylvania State University
DB

Daniel Bodemer

University Professor, University of Duisburg-Essen
MD

Michael Delimitros

Laboratory Teaching Staff, Univ. of Ioannina
AS

Aikaterini Stergiouli

PhD student, University of Ioannina
avatar for Jule Marleen Krüger

Jule Marleen Krüger

Research Associate & Doctoral Student, University of Duisburg-Essen
I am a 4th year PhD student at the University of Duisburg-Essen in Germany with a background in Psychology. In my research I examine how AR can effectively and efficiently support learning. In this, I especially focus on three characteristics of AR, which are framed from a human-centered... Read More →
AT

Angeliki Tsiara

PHD Candidate, University of Ioannina
GI

Georgia Iatraki

Special educator, University of Ioannina


Tuesday June 23, 2020 8:00am - 9:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

8:30am PDT

Immersive Medical Education at Luxsonic: Opportunities for Collaboration
Speakers
avatar for Mike Wesolowski

Mike Wesolowski

Co-Founder and Chief Executive Officer, Luxsonic Technologies
Dr. Mike Wesolowski is the Co-Founder and Chief Executive Officer of Luxsonic Technologies, a leading developer of immersive medical software. Luxsonic’s products and services are used by innovative academic centres to improve medical education, training, and healthcare delivery... Read More →

Sponsors, Exhibitors, Partners
avatar for Luxsonic Technologies

Luxsonic Technologies

Luxsonic is a leading developer of immersive medical software. Our products and services are used by innovative healthcare institutions to improve medical education, training, and healthcare delivery. Our team consists of healthcare executives, medical researchers, physicians, and... Read More →


Tuesday June 23, 2020 8:30am - 9:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Artist/Curator "Studio" Visit: Nicholas O'Brien
Nicholas O’Brien is an artist and researcher that makes video games, digital animations, and installations addressing civic history, urban infrastructure, and overlooked narratives of technology and labor. O'Brien has recently exhibited at Knockdown Center in Queens, LiMA Media Art Platform in Amsterdam, The Photographers Gallery in London as well as several online outlets like Keen On Magazine, Sedition, and The Creative Independent. As a past recipient of a Turbulence.org Commission funded by the NEA his work has also appeared or featured in ARTINFO, The Brooklyn Rail, DIS magazine, Frieze d/e, Art in America, The Atlantic, and The New York Times. He currently lives in Brooklyn and is Assistant Professor in 3D Design and Game Development at Stevens Institute of Technology.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Nicholas O’Brien

Nicholas O’Brien

Assistant Professor in 3D Design and Game Development, Stevens Institute of Technology
Nicholas O’Brien is an artist and researcher that makes video games, digital animations, and installations addressing civic history, urban infrastructure, and overlooked narratives of technology and labor. O'Brien has recently exhibited at Knockdown Center in Queens, LiMA Media... Read More →



Tuesday June 23, 2020 9:00am - 9:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Medical and Healthcare I
Presentation 1: Next-generation Virtual and Augmented Reality in Surgical Education: A Narrative Review (Practitioner Presentation #97)

Authors: Sharaf Sheik-Ali

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Background - Virtual and Augmented Reality (VR/AR) has been used in surgery for several decades. Over the past 5-10 years, however, new technological advances, including high-resolution screens, mobile graphical processing units (mGPUs) and position-sensing technologies, have been incorporated into relatively low-cost VR and AR devices. This review focuses on the current impact of the application of these “Phase 2” VR/AR technology in surgical training. Methods - A narrative literature review was undertaken using PubMed and Web of Science to identify comparative studies related to the impact of Phase 2 VR or AR tools on surgical training, defined in terms of the acquisition of technical surgical skills. Eleven studies on the effectiveness of VR/AR in surgical education were identified for full review. Further, the grey literature was searched for articles describing the current state of VR/AR in surgical education. A quality analysis using the Newcastle Ottawa scale showed a median score of 7 (out of a maximum achievable score of 9). Results - All studies showed a positive association between the use of VR/AR in surgical training and skill acquisition in terms of improving the speed of acquisition of surgical skills, the surgeon’s ability to multitask, the ability to perform a procedure accurately, hand-eye coordination and bimanual operation. The grey literature presented a common, positive theme of the benefits of VR/AR in surgical training. Conclusions – Based on the limited evidence available, VR/AR appears to have positive training benefits in improving the speed of acquisition of surgical skills. However, the significant heterogeneity in study methodology and the relative recency of wider VR/AR adoption in surgical training mean that only tentative conclusions can be drawn at this stage. Further research, ideally with large sample sizes, robust outcome measures and longer follow-up periods, is recommended.

Presentation 2: Experience Two Immersive Worlds of VR and Avatars In One: Delivering Cloud-based Real-time Ventilator Management VR training for surge in COVID-19 pandemic (Practitioner Presentation #170)

Authors: Dan Lim, Brandon Baker and Dan Lim

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Short Description: In early April, we received requests from AdventHealth Orlando about assistance in upskilling general nurses to staff ICU units for the surge of COVID-19 critical patients anticipated in late April. Since all in-person training was suspended, they were looking for assistance in virtual immersive training. One of the five areas of upskilling requested was ventilator management for ICU units, which was most critical for AdventHealth Orlando hospital, the largest in the nation, in preparation for being overwhelmed. We worked with a team of nursing leaders, respiratory therapists, and ICU nurses at AdventHealth Orlando and developed three scenarios for ventilator management. For phase 1, the three scenarios of ventilator management had been filmed in 360 VR at AdventHealth University Simulation Center with assistance from ICU nurses and respiratory therapists. For phase 2, in joint venture with Full Sail University, a renowned gaming university in Orlando, a cloud-based real-time immersive virtual reality was prototyped and developed for merging with a second world of interactive avatars. The cloud-based VR system allows up to 8 participants (7 learners and 1 instructor) to learn and interact immersively from anywhere with full audio interaction. While experiencing the 360 VR filmed scenarios, the instructor could pose questions in real-time about the scenarios while learners select one of the three answer options on their virtual tablets. The instructor would release the polling of learners’ response, allowing for further discussion of the choices made. The cloud-based VR system will become the VR engine in which other content scenarios would be populated. AdventHealth University is now using this cloud-based immersive virtual training platform for developing selected clinical labs for the Fall trimester, mitigating COVID-19 limitations and reducing onsite clinical labs after the pandemic. Purpose: This presentation is intended to demonstrate that immersive learning experience could be done virtually without compromising immersion quality or learning modality. The new immersive technology and application is significant in 1) Preparing for the second wave and future pandemics, 2) Differentiating our remoting learning from other institutions, 3) Onboarding new nurses through immersive learning, and 4) Reducing the number of and cost of clinical spaces post COVID-19. Target Audience: Besides the immediate audience in higher education and healthcare entities, any organizations struggling with in-person education and training among their employees during the pandemic could benefit. Or later, they could benefit from maintaining certain remote work and reducing the need and cost of travel for education and training. This will be particularly helpful for hands-on education and training that can’t be done in-person during disasters or future pandemics. Audience Engagement: If time permits, we would show a quick video recording of the cloud-based VR system, demonstrating how the two worlds of VR and Avatars are merged into one. We plan to interact with the audience based on the questions generated from the video demo. Outcome: The audience will benefit from the following outcomes: 1) Learn how to select the appropriate cases for scenarios development. 2) Determine and implement technology and logistic requirements for a cloud-based VR system. 3) Integrate learning theories into real-time immersive learning to enhance student learning experience. 4) Develop the affordable cost structures for development and deployment that present great ROI to employers. 5) Identify cred

Speakers
avatar for Sharaf Sheik-Ali

Sharaf Sheik-Ali

Dr, MBBS BSc, University of Oxford


Tuesday June 23, 2020 9:00am - 10:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Evidence-Informed Design
Presentation 1: Design-Based Research Iterations of a Virtual Learning Environment for Identity Exploration (Full Paper #58)

Authors: Amanda Barany, Mamta Shah and Aroutis Foster

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This paper reports the iterative design-based research and implementation of Virtual City Planning, a course that leveraged a virtual learning environment (VLE) and supportive classroom curricula to encourage students’ exploration of environmental science and urban planning identities. Iterative course design and assessment was informed by Projective Reflection - a theoretical and methodological framework that conceptualizes learning as a role-specific process of identity exploration over time. This work describes the cyclical process of contextual analysis, design and implementation, and efficacy evaluation across three sessions of Virtual City Planning, which were implemented in a science museum with 57 high school students. The design case demonstrates how each session was modified to adapt to contextual needs and encourage deeper and more integrated processes of identity exploration as defined by Projective Reflection. The work concludes with lessons learned for future research on identity exploration in VLEs.

Presentation 2: Analysis of Haptic Feedback and its Influences in Virtual Reality Learning Environments (Full Paper #86)

Authors: Stefan Lontschar, Daniel Deegan, Krzysztof Pietroszek, Christian Gütl, Irene Humer and Christian Eckhardt

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In this work we present our approach of measuring the influence, importance and immersion of haptic feedback in a virtual reality learning environment. Participants were given the goal to improve themselves to their best ability on a task involving virtual weights supported by real world objects in a mixed reality environment. Conducting pre- and post-surveys, assessing the immersion and putting the resulting data in comparison with the test group, which used a pure virtual reality environment. We found correlations bolstering our initial assumption of the importance of haptic feedback in understanding and usage of virtual reality learning environments for specific functions.

Speakers
avatar for Amanda Barany

Amanda Barany

Graduate Student, Drexel School of Education
I am a graduate student in the school of Education at Drexel University with a focus on games as tools for interest, engagement, and identity development as immersive STEM career environments. I have experience with the GLS game Citizen Science, the Fair Play project at the Wisconsin... Read More →
avatar for Mamta Shah, Ph.D.

Mamta Shah, Ph.D.

Learning Scientist, Elsevier
Dr. Mamta Shah is a Learning Scientist at Elsevier, where she conducts research to support effective learning solutions and outcomes for nursing and health education. She is also an adjunct faculty member at Drexel University and University of Pennsylvania. Formerly, she was a postdoctoral... Read More →
CE

Christian Eckhardt

Professor, California Polytechnic State University


Tuesday June 23, 2020 9:00am - 10:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 10:00am - 10:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

10:00am PDT

Exhibitions, Posters, and Showcase Session I
Poster 1: Immersive Virtual Reality Design Considerations to Promote Learning for English Language Learners (Work-in-Progress Paper #78)

Authors: Robson Araujo Junior and Alec Bodzin

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Poster 2: Virtual Reality: A tool to develop social work practice skills of engagement and assessment (Work-in-Progress Paper #108)

Authors: Nicholas Lanzieri, Henry Samelson, Jonathan Bowen, David Lasala and Elizabeth McAlpin

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Poster 3: ARETE - An Interactive Educational System using Augmented Reality (Work-in-Progress Paper #116)

Authors: Stefano Masneri, Ana Dominguez, Fridolin Wild, Giuseppe Chiazzese, Jennifer Tiede, Matthias Heintz, Adina Nistor, Jeroen Pronk and Eleni Mangina

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Poster 4: An Immersive Virtual Learning Environment for a Visual Arts Curriculum (Work-in-Progress Paper #119)

Authors: Scott Dolphin

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Poster 5: Designing a Multi-User Virtual Reality Environment for Conversational Skills Training of Dietetic Students (Work-in-Progress Paper #122)

Authors: Ivan Moser and Per Bergamin

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Poster 6: Development of a Virtual Reality Learning Environment: VR Baby (Work-in-Progress Paper #127)

Authors: Grace Ryan, John Murphy, Mary Higgins, Fionnuala McAuliffe and Eleni Mangina

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Poster 7: Adapting a Virtual Reality Anatomy Teaching Tool for Mobility: Pilot study (Work-in-Progress Paper #138)

Authors: Xuanhui Xu, David Kilroy, Eleni Mangina and Abraham Campbell

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Poster 8: A conceptual framework to design UI for VR based on the user interactions (Work-in-Progress Paper #140)

Authors: Saeed Safikhani, Michael Holly and Johanna Pirker

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Poster 9: Utilizing Virtual Reality to Promote Active Learning in Construction Management (Work-in-Progress Paper #141)

Authors: Sathish Akula, Nikolay Sargsyan, Soundarya Korlapati, Xin Wei, Cheryl D. Seals and Jeff Kim

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Poster 10: Using Bloom’s Taxonomy and Balanced Design in ARTé: Mecenas (Work-in-Progress Paper #144)

Authors: Wenting Weng, André Thomas and Hadeel Ramadan

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Poster 11: A Proposal to Design of Virtual Reality Tool for Learning Mechatronics as a Smart Industry Trainer Education (Work-in-Progress Paper #161)

Authors: Leticia Neira-Tovar, Edson Castañeda, Victor Rios and Daniel Leal

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Poster 12: A Snapshot of the Future: Virtual and Augmented Reality Training for Radiology (Work-in-Progress Paper #157)

Authors: Xuanhui Xu, Eleni Mangina, David Kilroy, Kathleen Curran, John Healy and Abraham Campbell

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Poster 13: Towards a Better User Interface of Augmented Reality based Indoor Navigation Application (Work-in-Progress Paper #112)

Authors: Bing Liu and Liqiu Meng

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Poster 14: Virtual Reality & its Potential in Paramedic Education (Practitioner Poster #94)

Presenters: Nikita Thoi, Andrea Christakakos, Crystal White and Lydia Abel

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Tuesday June 23, 2020 10:00am - 11:00am PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

The State of XR and Immersive Learning: Outlook Report 2020 Soft Launch
This session describes an extraordinary research effort. First, we present results from a detailed survey of educators working in the XR space. This describes their thinking about challenges and opportunities facing XR adoption in education, along with what they see as needed for XR use to really grow in terms of technologies, policies, and practices. Next we delve into the leading issues identified by that survey, from the most salient adoption barriers to teacher training, open content, the impact of AI, and more. We conclude by using all of this research to forecast the next few years of XR in education.

Speakers
avatar for Emory Craig

Emory Craig

Co-Founder and CEO, Digital Bodies
Emory Craig brings broad experience in higher education and the creative industries to his work on XR, AI, and digital ethics. He is the Co-founder and CEO at Digital Bodies, a consulting group and popular website for news and analysis of immersive technologies. Digital Bodies partners... Read More →
avatar for Mark J. W. Lee

Mark J. W. Lee

Executive Vice President & Chief Research Officer, Immersive Learning Research Network
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network
avatar for Maya Georgieva

Maya Georgieva

Director of Education Futures and Director of the XReality Center, The New School


Tuesday June 23, 2020 10:00am - 11:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

10:00am PDT

XR Association Office Hours: Medical & Healthcare Researchers

The XR Association (XRA) is a non-profit trade organization representing hardware manufacturers across the broad XR industry, with current members including Facebook, Google, HTC VIVE, Microsoft, Samsung, and Sony Interactive Entertainment. The Association promotes the responsible growth and development of XR technology, fosters dialogue among public and private stakeholders, develops industry best practices, and engages in industry research.

The XRA is looking to connect with academics conducting research on XR technologies as applied to medical/healthcare, professional/industry training, diversity/empathy training, and K-12 education. As the Association is beginning to build its research agenda, and we welcome convening with those already working/with expertise in these areas.


Speakers
avatar for Elizabeth Hyman

Elizabeth Hyman

CEO, XR Association
LC

Laura Chadwick

XR Association


Tuesday June 23, 2020 10:00am - 11:00am PDT
Sponsor Offices iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Artist/Curator "Studio" Visit: Valentina Zamfirescu
Valentina Zamfirescu received her BFA from the School of the Art Institute of Chicago and her MFA from Yale University, where she received the Blended Reality Grant and the Center for Collaborative Arts and Media Graduate Fellowship. She is a co-founder and co-director of 4th Ward Project Space in Chicago. She’s exhibited at institutions and galleries including Essex Flowers, the International Museum of Surgical Science, Zhou B Art Center, Roots & Culture, and ACRE Exhibitions. Her work was included in the B3 Biennial of the Moving Image in Frankfurt, Germany.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Valentina Zamfirescu

Valentina Zamfirescu

Co-Founder and Co-Director, 4th Ward Project Space
Valentina Zamfirescu received her BFA from the School of the Art Institute of Chicago and her MFA from Yale University, where she received the Blended Reality Grant and the Center for Collaborative Arts and Media Graduate Fellowship. She is a co-founder and co-director of 4th Ward... Read More →



Tuesday June 23, 2020 11:00am - 11:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Medical and Healthcare II
Presentation 1: SterileAR: Evaluation of Augmented Reality and Computer Vision Approaches for Real-Time Feedback in Sterile Compounding Training (Full Paper #50)

Authors: Dmitriy Babichenko, Ravi Patel, Lorin Grieve, Patrick Healy, Eliza Littleton, Nicole Donnellan, Edward Andrews and Stephen Canton

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This paper presents preliminary work on the development of SterileAR, an augmented reality feedback platform for providing real-time feedback to pharmacy students during training in sterile pharmaceutical compounding procedures. Simulation pedagogy requires that the learner receive immediate feedback to best recognize procedural errors as well as to internalize the learning objectives. Instructors and task trainers are often utilized in tandem to allow deliberate practice for novices in specialized clinical procedures. These methods, however, are limited by scarce institutional resources and system limitations to adaptation. In this work we explore the possibility of augmenting sterile compounding procedure training with real-time feedback using augmented reality (AR), machine learning, and computer vision technologies. We present our approaches to developing SterileAR in four iterations, including specific descriptions of successes and failures, methodologies for capturing hand and object spatial position and motion data using a headset-mounted mobile phone, a webcam, and an infrared camera. We also describe training machine learning models for object recognition and tracking and utilizing these models to provide learners with real-time feedback.

Presentation 2: Magnetic Resonance Imaging Visualization in Fully Immersive Virtual Reality (Short Paper #24)

Authors: Hubert Cecotti, Quentin Richard, Joseph Gravellier and Michael Callaghan

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The availability of commercial fully immersive virtual reality systems allows the proposal and development of new applications that offer novel ways to visualize and interact with multidimensional neuroimaging data. We propose a system for the visualization and interaction with MRI scans in a fully immersive environment in virtual reality. The system extracts the different slices from a DICOM file and presents the slices in a 3D environment where the user can display and rotate the MRI scan, and select the clipping plane in all the possible orientations. The 3D environment includes two parts: 1) a cube that displays the MRI scan in 3D and 2) three panels that include the three views: axial, sagittal, and coronal, where it is possible to directly access a desired slice. In addition, the environment includes a representation of the brain where it is possible to access and browse directly through the slices with the controller. This application can be used both for educational purposes as an immersive learning tool, and by neuroscience researchers as a more convenient way to browse through an MRI scan to better analyze 3D data.

Speakers
avatar for Michael Callaghan

Michael Callaghan

Reader, Ulster University
Teaching and research interests include serious games, virtual worlds, remote experimentation/laboratories, virtual reality, voice user interfaces and e-learning.
SC

Stephen Canton

Medical Student, University of Pittsburgh
avatar for Hubert Cecotti

Hubert Cecotti

Assistant Professor, Fresno State


Tuesday June 23, 2020 11:00am - 12:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Science Education I
Presentation 1: Using Augmented and Virtual Reality to Enhance Students’ Learning in Chemistry Education (Practitioner Presentation #92)

Authors: Shadi Dalili, Maryam Abdinejad and Hossain Qorbani

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Modern computational technologies have revolutionized every aspect of our lives, including education. One of the most challenging concepts for undergraduate students, at all levels, is the 3D visualization of molecular structures and chemical reaction mechanisms at the molecular level.1-3 Instead of using traditional methods such as ball and stick molecular model kits, we hypothesized that the use of applied technologies such as computer-generated 3D models and animations, Augmented Reality (AR), and Virtual Reality (VR) would better help students understand complex molecular structures. We have developed an interactive AR app on both iOS and Android devices, with pan, rotate, and zoom features, which enables students to examine molecular bonds from various viewpoints at different magnification levels. Additionally, we have developed VR applications to create a more interactive and immersive digital experience for both educators and students. By making this accessible across mobile/smart platforms, this project will benefit its target audience across the digital sphere. The usage data analyzed from student questionnaires and surveys will be presented in this project. References (1) Deng, Z.; Neumann, U. In Data-Driven 3D Facial Animation; 2007; pp. 1–28. (2) Kesim, M.; Ozarslan, Y. Procedia - Soc. Behav. Sci. 2012, 47, 297–302. (3) Nincarean, D.; Alia, M. B.; Halim, N. D. A.; Rahman, M. H. A. Procedia Soc. Behav. Sci. 2013, 103, 657–664.

Tuesday June 23, 2020 11:00am - 12:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

iLRN Grand Challenge Jam Session I: Combating Systemic Racism
Streets around the world are filled with protestors demanding equality and protection of civil liberties and rights. The iLRN Grand Challenge Jam I: Combating Systemic Racism is a facilitated open small group discussion event bringing people together from around the world to discuss the issues and offer solutions. It is about the solutions. How do we change things?

Artists will be taking visual and graphic notes during the event and displaying them via live stream and the final artwork in VirBELA, host to the conference.

This event is part of the iLRN2020 Conference and open to the public. These Grand Challenges tackle the issues considered of primary importance to the United Nations sustainable development goals, tackling racism, infectious diseases, the digital divide, and climate change in custom designed event spaces for the conference.

Join in AltspaceVR: https://account.altvr.com/events/1499311793103700689

Tuesday June 23, 2020 11:00am - 1:00pm PDT
AltspaceVR

12:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 12:00pm - 12:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Artist/Curator "Studio" Visit: Annie Hui-Hsin Hsieh
Annie Hui-Hsin Hsieh is a Taiwanese-Australian composer currently based in the United States. Her compositional interest focuses on immersive physical experiences and she often articulates sonic expressions in terms of choreography, phenomenology, and musical-social interactivity. Hsieh’s latest works delve into examinations of bodily presence, borders, and proximities through the lens of power dynamic, control, and gender politics. Her collaboration with flutist Kathryn Williams, Pixercise, for instance, is a work that addresses the cross sections between the female body, physical exercises, and the virtuosity in contemporary music performance.

Her music has been presented internationally at events including Huddersfield Festival of Contemporary Music, Metropolis New Music Festival, WasteLAnd Music Series (LA), Eavesdropping Symposium London, SEAMUS, Tectonic Festival (Adelaide), ISCM World Music Days, International Rostrum of Composers, Opera Memphis Pittsburgh Festival of New Music, and Bendigo International Festival of Exploratory Music. Some recent commissions include Symphony Services Australia, The Arts Centre Melbourne, Melbourne Symphony Orchestra, Adelaide Symphony Orchestra, Sydney Symphony Orchestra, Wien Modern, Foundation Royaumont, Red Fish Blue Fish, Quince Ensemble and ELISION Ensemble, among others.

She has received support from the 2017 APRA Art Music Fund, The Dorian Le Gallienne Composition Award, New Music USA, Australian Cultural Fund, Australian Council of the Arts grants, the National Cultural and Arts Foundation (Taiwan), and was recently a finalist for the Belegura Emerging Composer Award as part of the Melbourne Prize 2019.

Annie completed her doctoral studies at the University of California, San Diego, and is currently an Assistant Teaching Professor at Carnegie Mellon University in Pittsburgh, USA.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Annie Hui-Hsin Hsieh

Annie Hui-Hsin Hsieh

Assistant Teaching Professor, School of Music / Integrative, Design, Arts, and Technology (IDeATe), Carnegie Mellon University
Annie Hui-Hsin Hsieh is a Taiwanese-Australian composer currently based in the United States. Her compositional interest focuses on immersive physical experiences and she often articulates sonic expressions in terms of choreography, phenomenology, and musical-social interactivity... Read More →



Tuesday June 23, 2020 12:00pm - 12:45pm PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Using VirBELA Presenter Tools for eLearning Success
How to master presenting in a VR environment to maximize learning and retention.

Speakers
avatar for Brad Andersohn

Brad Andersohn

Director of Education, VirBELA

Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 12:00pm - 1:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Panel Session: Education and Engagement through XR Experiences in Museums
Over the past several years, Augmented Reality (AR) and Virtual Reality (VR) have become some of the most talked-about breakthrough technologies in the museum and cultural sector. In seeking out new ways to engage, inspire, and educate audiences, a number of institutions have pioneered immersive XR experiences. In light of this, museums have recently proven to be some of the most exciting testing grounds for AR and VR. As the expectations and demands for a seamless visitor experience increase, such technologies can be a differentiator that enhances the visitor journey, helps create accessible spaces, and offers rich educational value. To explore the value of XR in museums, this session will bring together some of the most innovative leaders of AR and VR projects in the cultural sector to discuss how these initiatives emerged and the value they have brought to museum audiences.

Moderators
avatar for Brendan Ciecko

Brendan Ciecko

Founder & CEO, Cuseum
Brendan Ciecko is the founder and CEO of Cuseum, a platform that helps museums and cultural organizations engage their visitors, members, and patrons. Ciecko has been building technology since the age of 11 and has been recognized by Inc. Magazine as being one of America’s top entrepreneurs... Read More →

Speakers
MS

Mark Sabb

Director of Innovation, Marketing & Engagement, Museum of African Diaspora
Mark Sabb is the Senior Director of Innovation, Marketing, & Engagement at The Museum of the African Diaspora in San Francisco. Mark joined MoAD in 2015 and oversees the Museum’s expansion of digital engagement along with on-site implementations of Augmented and Virtual reality... Read More →
RB

Rich Bradway

Director of Digital Learning and Engagement, Norman Rockwell Museum
Rich Bradway has served as Director of Digital Learning and Engagement at the Norman Rockwell Museum (NRM) since 2015. He received a B.A. in Communications/Marketing from the University of Massachusetts Amherst. At NRM he has developed the Museum’s first Virtual Reality (VR) experience... Read More →
avatar for Jennifer Inacio

Jennifer Inacio

Associate Curator, Perez Art Museum Miami
Jennifer Inacio is associate curator at Pérez Art Museum Miami. Her upcoming exhibitions at the museum include MY BODY, MY RULES (2020), Felipe Mujica: The Swaying Motions on the Bank of the River Falls (2021) and Tavares Strachan: The Longest Day of the Year (2021). Inacio's past... Read More →


Tuesday June 23, 2020 12:00pm - 1:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Special Session: XREducation 21: Are We Ready for XR Disruptive Ecosystems in Education Now?
Presenter(s): Carlos J. Ochoa

In just two months, everything has changed around us, and the education system has collapsed worldwide. By late April, nationwide school closures were still disrupting the learning of more than 73 per cent of students, or more than 1.2 billion children and youth. Closed schools, students at home connected and disconnected with teachers with few resources and in an unpredictable scenario with lack of methodologies, training and responsiveness. Now, it is necessary to reimagine, anticipate, adapt and accelerate the digital transformation process, before a real and immediate and repeatable need. For this, we will analyze the megatrends in education and their situation before the new paradigm, as well as the most relevant aspects to consider, where Immersive Learning must play a relevant role in the new XREducation safe and clean scenario.

The present work is part of a study carried out by University Rovira y Virgili, VRARA Education Committee and led by ONE Digital Consulting. The main objective of the session is to put on the table the need of Implementing a new Educational Ecosystem, with an increase presence of Advanced and Immersive Technologies, as a potential value and to have more capable future professionals to respond to the problems of companies and society of the post-COVID-19 Era. This presentation is aimed at the entire educational, training, business community and organizations and government representatives.

The presentation will be supported by different market studies, data from the most relevant international organizations, videos of experiences in real life cases and future scenarios, where the proposed participatory models based on recent experiences will be discussed. Different resources like videos and surveys will be presented for the participation of the attendees, as well as Q&A time during the session. Participation and engagement are crucial part of this session.

The session will have the following agenda:
  1. Current and post-COVID-19 education scenarios
  2. Analysis of weaknesses and deficiencies of the current system as highlighted by the COVID-19 crisis
  3. Basic needs for new future scenarios in post-COVID-19 era
  4. Components of the new digital ecosystem, with special focus on methodologies and impact of the immersive technology
  5. Expected benefits
  6. Action plan
During the session, some international use cases and experiences will be presented, as well as videos. An activity workshop could be developed, to be evaluated by the organization.

At the end of the session, we hope to provide tools to identify current scenarios and design and implement future Immersive Ecosystems scenarios. Identify the real benefits of Immersive Learning in the new educational ecosystem, lines of action and implementation scenarios in different contexts. As future work, it will be proposed to create a working group to deepen the work and present it to different international organizations.

Speakers

Tuesday June 23, 2020 12:00pm - 1:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

1:00pm PDT

Exhibitions, Posters, and Showcase Session II
Poster 1: An Immersive Virtual Reality Game Designed to Assess Environmental Learning (Practitioner Poster #103)

Presenters: Jennifer Nester and Alec Bodzin

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Poster 2: A technology-integration scenario for immersive VR in physics lessons(Work-in-Progress Paper #105)

Authors: Yiannis Georgiou, Olia Tsivitanidou, Christian Eckhardt and Andri Ioannou

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Poster 3: Design and Evaluation of an Augmented and Virtual Reality Flipped-Learning Course for K-12 Educators (Work-in-Progress Paper #111)

Authors: Maria Fragkaki, Stylianos Mystakidis and Giorgos Filippousis

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Poster 4: Learners’ Interaction With Task Narratives for Math Problem-Solving in Game-Based Learning (Work-in-Progress Paper #120)

Authors: Chih-Pu Dai, Fengfeng Ke, Yanjun Pan and Zhaihuan Dai

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Poster 5: Converging Virtual Reality, Robots, and Social Networks to Support Immersive Learning (Work-in-Progress Paper #125)

Authors: Louis Nisiotis and Lyuba Alboul

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Poster 6: Context is Key in Immersive Learning Environments (Work-in-Progress Paper #129)

Authors: Emily Johnson, Amy Giroux and Yovanna Pineda

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Poster 7: The Sudden Requirement to Work from Home due to COVID-19 Pandemic Restrictions: Attitudes and Changes in Perceived Value of Physical and Immersive Workspaces (Work-in-Progress Paper #131)

Authors: Jamie Kelly

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Poster 8: Testing of a Virtual Patient: Linguistic and Display Engagement Findings(Work-in-Progress Paper #147)

Authors: Fei Chen, Yueh Lee and Robert Hubal

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Poster 9: Developing Criteria for VR Courses Based on VW Experiences (Work-in-Progress Paper #158)

Authors: Patricia Franks

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Poster 10: Designing a Smartphone Learning App to Facilitate Informal Learning(Practitioner Poster #163)

Presenters: Baiyun Gong

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Poster 11: Developing Curriculum Specific Virtual Reality Modules for Nigerian Secondary Schools (Practitioner Poster #173)

Presenters: Judith Okonkwo, Gregory Onyeahialam and Muhammed Isu

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Poster 12: Enhancing Brain Plasticity and Cognition Utilizing Immersive Technology and Virtual Reality Contexts for Gameplay (Work-in-Progress Paper #134)

Authors: Cassondra Eng, Dominic Calkosz, Yukai Yang, Nathan Carter Williams, Erik Thiessen and Anna Fisher

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Poster 13: A Web-based Virtual Reality Training Simulator for Field Service Telecommunications Engineers (Work-in-Progress Paper #128)

Authors: Anasol Pena-Rios, Ozkan Bahceci, Vikas Gupta, Anthony Conway and Gilbert Owusu

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Tuesday June 23, 2020 1:00pm - 2:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 2:00pm - 2:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

Featured Plenary Panel: XR Vendor Education Representatives
Moderators
avatar for Amy Peck

Amy Peck

Senior Director of Enterprise Content, HTC Vive
Amy Peck is the founder & CEO of EndeavorVR, a leading global VR/AR (XR) strategy & consulting firm. Amy is a recognized thought-leader in the space and speaks globally on the future of XR. She is a venture partner at the Capital Region AR/VR Accelerator, holds several Advisory Board... Read More →

Speakers
avatar for Anson Ho

Anson Ho

Program Manager, Mixed Reality Education, Microsoft
Anson Ho is a product manager at Microsoft Education, working on bringing mixed reality into the classroom. He is a passionate advocate for technology that can spark students’ innate creativity, drive deeper engagement in curriculum, and make lessons accessible to every type of... Read More →
avatar for Brian Moynihan

Brian Moynihan

Global Education Solutions Manager, Lenovo
Brian Moynihan MBA | MSIS | MA is a Global Education Solutions Manager for Lenovo focusing on VR Classroom. He is a strong advocate of XR to raise the bar for educational insight and mastery in K12, Higher Education, and in other settings. Previously he led three XR-related groups... Read More →


Tuesday June 23, 2020 2:00pm - 3:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

3:00pm PDT

Featured Plenary Presentation: Tackling Health Education Challenges with VR
Speakers
avatar for Susan Persky

Susan Persky

Director of the Immersive Simulation Program; Associate Investigator, National Institutes of Health


Tuesday June 23, 2020 3:00pm - 3:30pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

3:30pm PDT

Featured Plenary Presentation: Designing Games for Impact during Pandemic
This talk will highlight the critical issues facing educators during this time of pandemic and share strategies for using games to overcome them.

Speakers
avatar for Kurt Squire

Kurt Squire

Professor of Informatics, University of California, Irvine
Kurt Squire is a Professor of Informatics at UC, Irvine. His research interest is in making learning meaningful and engaging with technologies, drawing from video games. He is former co-director of the Games + Learning + Society Center, where he led a team of 50+ developers, academics... Read More →


Tuesday June 23, 2020 3:30pm - 4:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 4:00pm - 4:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Bird(House)s of a Feather Session: Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS)
Moderators
ET

Erica Troncoso

Technical Advisor, Jhpiego

Speakers
avatar for Dennis Beck

Dennis Beck

Associate Professor, University of Arkansas
Dennis Beck is an Associate Professor of Educational Technology at the University of Arkansas. In his teaching, he enjoys teaching teachers how to use technology in their classrooms. His research focuses on and advocates for digital, educational equity for vulnerable populations... Read More →


Tuesday June 23, 2020 4:00pm - 5:00pm PDT
iLRN House Rooms - IDEAS iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Bird(House)s of a Feather Session: K-12 STEM Education
Moderators
avatar for Corinne Brenner

Corinne Brenner

Director of Learning, Killer Snails
Corinne Brenner is a researcher and learning scientist with Killer Snails, where she helps create and study games that inspire a love of science. She is also pursuing a PhD in Educational Communication and Technology at NYU. Corinne's research interests include applying quantitative... Read More →
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →

Tuesday June 23, 2020 4:00pm - 5:00pm PDT
iLRN House Rooms - KSE iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Bird(House)s of a Feather Session: Language, Culture, and Heritage
Moderators
Tuesday June 23, 2020 4:00pm - 5:00pm PDT
iLRN House Rooms - LCH iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Bird(House)s of a Feather Session: Nature and Environmental Sciences
Moderators
avatar for David Bass-Clark

David Bass-Clark

Director of VR/AR Research and Development, Unity College
David is an educational technologist and XR strategist, evangelist, and innovator. His work focuses on XR experiences, immersive learning design, and innovative distance learning.Working at the intersection between emerging technology and education, David has designed and built learning... Read More →
avatar for Jonathon Richter

Jonathon Richter

President & Chief Executive Officer, Immersive Learning Research Network

Tuesday June 23, 2020 4:00pm - 5:00pm PDT
iLRN House Rooms - NES iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Bird(House)s of a Feather Session: Workforce Development and Industry Training
Moderators
avatar for Amy Kaufman

Amy Kaufman

Director of Career Education and Workforce Development, CEO Leadership Alliance of Orange County
Amy Kaufman is Director of Career Education and Workforce Development for the CEO Leadership Alliance (CLA), a member organization of C-Suite leaders from Orange County, California’s leading businesses, collaborating on long-range strategies to invest strategically in the county’s... Read More →

Tuesday June 23, 2020 4:00pm - 5:00pm PDT
iLRN House Rooms - WDIT iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

iLRN Bird(House)s of a Feather Session: Assessment and Evaluation
Moderators
Tuesday June 23, 2020 5:00pm - 6:00pm PDT
iLRN House Rooms - A&E iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

5:00pm PDT

5:00pm PDT

iLRN Bird(House)s of a Feather Session: Medical and Healthcare Education
Tuesday June 23, 2020 5:00pm - 6:00pm PDT
iLRN House Rooms - MHE iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

iLRN Bird(House)s of a Feather Session: Place-Based Learning
Moderators
Tuesday June 23, 2020 5:00pm - 6:00pm PDT
iLRN House Rooms - PLACE iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

The Immersive Future of Medical Education in Austere Environments
Speakers
SP

Shawna Pandya

VP of Immersive Medicine, Luxsonic Technologies

Sponsors, Exhibitors, Partners
avatar for Luxsonic Technologies

Luxsonic Technologies

Luxsonic is a leading developer of immersive medical software. Our products and services are used by innovative healthcare institutions to improve medical education, training, and healthcare delivery. Our team consists of healthcare executives, medical researchers, physicians, and... Read More →


Tuesday June 23, 2020 6:00pm - 6:30pm PDT
iLRN House Rooms - MHE iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 6:00pm - 6:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Science Education II
Presentation 1: A Deep Dive into Remote Multi-Modal Science Learning (Practitioner Presentation #149)

Authors: Jessica Ochoa Hendrix, Mandë Holford and Corinne Brenner

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As the effects of the COVID-19 pandemic spreads across the globe, there is an urgent need now more than ever for learning initiatives that make science both approachable and relevant to K-12 learners to support and inspire interest in STEM and STEM careers. While we are in a dire situation, we have an opportunity to meet expectations by providing engaging virtual content that educates and excites STEM learners using innovative approaches like BioDive, our multimodal dual Hybrid/VR immersive learning experience for middle school students. In this talk, Chief Scientist Dr. Mandë Holford, CEO Jessica Ochoa Hendrix and Director of Learning Corinne Brenner will discuss how BioDive can be used by educators and students. BioDive, which is aligned to NGSS standards, combines mobile virtual reality and online digital journaling to enable students to experience the life of a scientist. In BioDive students take on the role of marine biologists investigating the delicate ecosystems of venomous marine snails. Throughout their expedition, students observe, discover, and hypothesize about abiotic and biotic factors that impact marine biodiversity. BioDive is designed to support educators and learners using real-time educator assessment, and compelling narrative about our planet and our lives. Killer Snails is providing free access to BioDive for the rest of the school semester.

Presentation 2: An AR-based case study of using textual and collaborative scaffolding for students with different self-efficacy to learn lever principle (Full Paper #22)

Authors: Changhao Liu, Shuo Wu, Shuming Wu and Su Cai

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With the deepening application of augmented reality (AR) in education, researches pay more attention to the evaluation of learning results rather than consider how to use teaching strategies to support personalized teaching. This study developed an AR science curriculum incorporating textual and collaborative scaffolding, and taught it in elementary school science classes to help students learn about scientific knowledge of lever principle. To explore the effects of different self-efficacy and scaffolding teaching strategies on students' learning conceptions and cognitive load, a two times two experiment was conducted on an elementary school. The results show that the use of textual and collaborative scaffolding in AR teaching can help students with low self-efficacy to pay attention to the conceptions of deep learning and effectively reduce the cognitive load of students.

Presentation 3: Regulation of Learning in Virtual Reality with Secondary School Science Students (Practitioner Presentation #45)

Authors: Erica Southgate

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Very little is known about the learning behavior of school students in immersive virtual reality as it naturally unfolds in-situ. This presentation will provide an overview of the use of screen capture video as a method to explore how junior secondary school students regulated their learning in Minecraft VR as part of a small group science project. The research, conducted across two secondary schools, collected approximately 21 hours of screen capture video. Student behavior in VR was coded this inductively and deductively to gain insight into on- and off-task behavior, and processes and types of learning regulation, the latter derived from educational psychology. A snapshot of finding related to these behaviours will be presented with an aim to engage educators and researchers in the methodological, theoretical, and pedagogical implications of understanding how ‘sandbox’ virtual environments can best be leveraged for self-directed collaborative learning.

Speakers
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →
avatar for Corinne Brenner

Corinne Brenner

Director of Learning, Killer Snails
Corinne Brenner is a researcher and learning scientist with Killer Snails, where she helps create and study games that inspire a love of science. She is also pursuing a PhD in Educational Communication and Technology at NYU. Corinne's research interests include applying quantitative... Read More →
CL

Changhao Liu

Mr., Beijing Normal University
SC

Su Cai

Director of VR/AR + Edu Lab, Beijing Normal University
avatar for Erica Southgate

Erica Southgate

Associate Professor, University of Newcastle, NSW, Australia
My new book, Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Routledge, 2020), is just out. I am Chief Investigator on the VR School Study, an ongoing, participatory research project with teachers, that explores how VR can be embedded in real classrooms... Read More →


Tuesday June 23, 2020 6:00pm - 7:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

iLRN Grand Challenge Jam Session II: Curbing the Spread of Infectious Diseases
COVID-19 caught all of us unprepared across the globe. It changed lives, and impacted everyone and everything, including your life. We have new invisible fears. We wear masks in public and change our day-to-day habits to prevent the spread of infections.​https://account.altvr.com/events/1499318683128824710​​​

The iLRN Grand Challenge Jam II: Curbing the Spread of Infectious Diseases is a facilitated open small group discussion event bringing people together from around the world to discuss the issues and offer solutions. It is about the solutions. How do we change things?

Artists will be taking visual and graphic notes during the event and displaying them via live stream and the final artwork in VirBELA, host to the conference.

This event is part of the iLRN2020 Conference and open to the public. These Grand Challenges tackle the issues considered of primary importance to the United Nations sustainable development goals, tackling racism, infectious diseases, the digital divide, and climate change in custom designed event spaces for the conference.

Join in AltspaceVR: https://account.altvr.com/events/1499318683128824710

Tuesday June 23, 2020 6:00pm - 8:00pm PDT
AltspaceVR

7:00pm PDT

Surveying the Research Landscape
Presentation 1: Hotspots and Trends of Virtual Reality, Augmented Reality and Mixed Reality in Educational Fields (Short Paper #29)

Authors: Hai Zhang, Yulu Cui, Huaming Shan, Zhili Qu, Wanxiong Zhang, Lujie Tu and Yining Wang

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With the developments of computer graphics and simulation technology, virtual reality (VR), augmented reality (AR) and mixed reality (MR) have been more widely used in several areas of education. To explore and predict hotspots and research trends of VR, AR and MR in educational field, the study of visual analysis of knowledge mapping provide visualizations of publishing trends, countries, institutions and author co-citations, which is based on WOS database in 2010-2019. Nine hotspots and trends, including cognitive load, learning environment, knowledge acquisition, training, gamifiction, assessment, children education, engineering education and higher medical education, were discovered in the study to show us future research directions in the filed.


Tuesday June 23, 2020 7:00pm - 8:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

7:00pm PDT

History, Culture, and the Arts
Presentation 1: Visualizing Ancient Egyptian landscapes and material culture: Cultural contexts for immersive visualization and VR (Practitioner Presentation #133)

Authors: Christopher Hoffman

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A team of Egyptologists, undergraduate and graduate students, and informatics specialists has come together to develop an immersive visualization experience based on the digital humanities work of two scholars developing visualizations at very different scales. This project bridges the landscape-level visualizations developed by Dr. Elaine Sullivan (UC Santa Cruz) with the object-level visualizations developed by Dr. Rita Lucarelli (UC Berkeley). As a visitor to this ancient Egyptian cultural context, the participant begins with a birds-eye view above the sacred landscape, travels down to the ground, descends beneath the surface, and finally enters a 26th Dynasty tomb where the participant can view translations of hieroglyphics on a massive stone sarcophagus. In this practitioner presentation, the team will demonstrate the Saqqara VR experience and reflect on the lessons learned in terms of techniques developed, design problems encountered, the skills required on the team, and finally the opportunities that this effort has created for immersive visualization technologies in research, teaching and learning spaces.

Presentation 2: Virtual reality for immersive learning in Art History (Full Paper #25)

Authors: Hubert Cecotti, Zachary Day-Scott, Laura Huisinga and Luis Gordo-Pelaez

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Virtual reality (VR) applications using consumer grade headsets have now become popular for immersive learning. VR represents a key technology for showing to students various contents the way it would be presented in its real representation. In addition to the 3 dimensional effect, it includes an immersive dimension that can transport the user into an environment that is specific to the learning content. While teaching material using VR can be useful, such an offer must satisfy the learning objectives of the instructor and the specific needs of the course and the students. In this paper, we propose a VR museum for paintings designed for instructors in Art History. A key contribution is the definition of the painting characteristics and the questionnaires associated with the paintings in the jSON open-standard file format, facilitating the modification of the application without prior programming knowledge. Such a file can be easily edited and it contains only the key information needed by the Art History instructors. The system has been developed with Unity and tested with a Valve Index. The workload and system usability is assessed by 25 participants through a NASA-TLX and System Usability evaluation. The results support the conclusion that the system has a high usability, suggesting its potential deployment in classes of Art History to better engage students.

Presentation 3: Exploring the Rhetorical Affordances of Augmented Reality in the Context of the Anthropocene (Full Paper #61)

Authors: Lili Yan, Mckay Colleni and Breanne K. Litts

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Immersive technology is increasingly recognized for its rhetoric potentials. Similar to traditional genres such as text and image, immersive technology such as Augmented Reality (AR) is also context dependent and can be used to conduct persuasive ends, based on the advantages of their input/output affordances. AR provides new opportunities to represent human-nonhuman relationship rhetorically, which is central to the concept of the Anthropocene. In this study, we reviewed 14 AR applications that are designed for the understanding of the Anthropocene, a geological epoch where human influence is the driving force. Our purpose is to understand what affordances of AR can help to create a rhetoric for the Anthropocene. We identified three major rhetorical affordances of AR in conveying the message of the Anthropocene: virtual objects, point of view, and the input-output link. We argue that the design of these applications is a posthuman endeavor as they can be used as a reflective tool of anthropocentric perceptions supported by the development of technology. We also discuss how AR differs from Virtual Reality (VR) when serving the rhetorical ends. The rhetoric effects can be implicit in AR, but it adds to the layers of meaning when we try to understand the make meaning-processes of AR.

Speakers
MC

McKay Colleni

Student, Utah State University
avatar for Hubert Cecotti

Hubert Cecotti

Assistant Professor, Fresno State
avatar for Laura Huisinga

Laura Huisinga

Assistant Professor, California State University - Fresno
LG

Luis Gordo-Pelaez

Assistant Professor, California State University, Fresno
LY

Lili Yan

PhD student, Utah State University


Tuesday June 23, 2020 7:00pm - 8:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

8:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Tuesday June 23, 2020 8:00pm - 8:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00pm PDT

Exhibitions, Posters, and Showcase Session III
Poster 1: The SORBET Project: Designing an Immersive Environment Which Models the Diffusion of Virus Infection to Help Students of Mathematics Learn Probabilities (Work-in-Progress Paper #99)

Authors: Kenneth Y. T. Lim, Swee Ling Leong, Ahmed Hazyl Hilmy, Ming-De Yuen, Lionel J. T. Lim and Joel J. L. Ng

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Poster 2: Virtual Agents in Teaching: A Study of Human Aspects (Work-in-Progress Paper #100)

Authors: Meena Jha, Deborah Richards, Meredith Porte and Amara Atif

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Poster 3: Designing a Virtual Reality Simulation to Teach Elements of Network Routing (Work-in-Progress Paper #115)

Authors: Meena Jha, Kenneth Howah, Santoso Wibowo, Michael Cowling, Lisa Soon and Sanjay Jha

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Poster 4: The Impact of Kinesiology XR-Immersive Labs for Motor Control Learning Attitudes (Work-in-Progress Paper #118)

Authors: Tumay Tunur, Sean Hauze, Paul Stuhr and James Frazee

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Poster 5: Legal and Ethical Issues in Immersive Education (Work-in-Progress Paper #123)

Authors: Eric Hawkinson and Jay Klaphake

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Poster 6: Determining the efficacy of Virtual Reality through experientiality and biometrics (Work-in-Progress Paper #145)

Authors: Michael Vallance, Takurou Magaki and Yuto Kurashige

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Poster 7: Role of Innovative Teaching Strategies in Enhancing STEM Education in Malaysia (Work-in-Progress Paper #153)

Authors: Anisha Haveena Kaur, Sharmini Gopinathan and Murali Raman

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Poster 8: Titration Experiment: Virtual Reality Chemistry Lab with Haptic Burette (Work-in-Progress Paper #155)

Authors: Charles Amador, Frank Liu, Mina Johnson-Glenberg and Robert Likamwa

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Poster 9: Assisting AR, VR and HOLOGRAM learning experience through MOOC (Work-in-Progress Paper #156)

Authors: Roopesh Sitharan, Tse Kian Neo, Mai Neo, Khairi Shazwan Bin Dollmat, Heidi Tan Yeen - Ju and Muhammad Syahmi Abd Aziz

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Poster 10: Intellect VR: Learning in VR; the VR experience in the classroom (Practitioner Poster #175)

Presenters: Bendangtoshi Tiajungla Jamir

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Poster 11: Exploring the benefits of using 3600 Video immersion to enhance motivation and engagement in system modelling education (Work-in-Progress Paper #154)

Authors: Juan Carlos Munoz Carpio, Michael Cowling and James Birt

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Tuesday June 23, 2020 8:00pm - 9:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA
 
Wednesday, June 24
 

7:00am PDT

Featured Plenary Presentation: Our Future with XR and AI: Storyliving and Creativity in the Age of Experience
Speakers
avatar for Maya Georgieva

Maya Georgieva

Director of Education Futures and Director of the XReality Center, The New School


Wednesday June 24, 2020 7:00am - 7:30am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

7:30am PDT

Featured Plenary Presentation: Leveling Up Collaboration in Multi-Modal VR Science Learning
Virtual Reality has the potential to change the trajectory of children’s lives and lead them to careers they never imagined by giving them the chance to see what they can be. By taking on roles as scientists, engineers, historical figures, and more, students can visualize themselves in those scenarios. Killer Snails focuses on science, because we know we need scientists to solve our current and future challenges. BioDive, our first multi-modal VR science product, combines VR and digital journaling to enable students to experience the life of a scientist.  Our next in-development product, GeoForge, builds upon the success of BioDive and focuses more specifically on player collaboration in VR- how we build it, measure it, and improve upon it. This talk will trace how these products were developed, the initial user research for both products, and next steps in this area.

Speakers
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →


Wednesday June 24, 2020 7:30am - 8:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

8:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 8:00am - 8:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Artist/Curator "Studio" Visit: Monica Salazar
Monica Salazar and Anna Russ are the founders and publishers of Berlin Art Link magazine and founders and producers of MONA, a creative consulting and production company based in Berlin. In over a decade of realizing art-focused exhibitions, events, and video productions, Salazar and Russ have worked with leading museums, galleries, artists, universities, biennials and art fairs, as well as corporate and private clients around the globe.

In 2010, Salazar and Russ created Berlin Art Link Online Magazine, which offers a multi-faceted view of the art world through the stories of some of the most compelling and influential creatives and exhibitions around the globe. With an ever-growing audience and correspondents located in cities throughout North America, Europe, the Middle East and Asia, Berlin Art Link has served as a popular resource for discovering the best of visual art, design, music and film from a contemporary art perspective.

Through MONA, Russ and Salazar have bridged the gap between the art world and the public sphere to produce culturally dynamic media content and event productions. Recent selected MONA projects included organising art programming, media and event production for clients at AURORA 2018 (Dallas), the British Pavilion (Venice Art Biennale), Design Miami/, Frieze London and the Dhaka Art Summit.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Monica Salazar

Monica Salazar

Founder and Producer, Berlin Art Link Magazine / MONA Productions
Monica Salazar and Anna Russ are the founders and publishers of Berlin Art Link magazine and founders and producers of MONA, a creative consulting and production company based in Berlin. In over a decade of realizing art-focused exhibitions, events, and video productions, Salazar... Read More →



Wednesday June 24, 2020 8:00am - 8:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Science Education III
Presentation 1: VSPER Theory, An Interactive and Immersive Learning Environment (Full Paper #73)

Authors: Danica Buenviaje Fujiwara, Kevin Louis Kellar, Krzysztof Pietroszek, Irene Humer and Christian Eckhardt

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In this work, we are exploring the role of immersive learning in regards to predicting molecular structures and orbital hybridization. Specifically, we utilize an interactive virtual learning environment to help teach the concept of the Valence Shell Electron Pair Repulsion theory. We developed an interactive and immersive simulation in which participants constructed virtual molecules. Following the simulation, we conducted the Game Experience Questionnaire to assess the Immersion as well as asked participants to identify shapes of similar molecules to measure their understanding of the theory. We compared these participants' level of comprehension with a control group, and results show that our virtual learning environment experience improves apprehension of three dimensional structures in chemistry.

Presentation 2: Room Scale Virtual Reality Physics Education in Classrooms (Short Paper #89)

Authors: Johanna Pirker, Michael Holly and Christian Gütl

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Interactive and digital learning experiences are becoming increasingly important and used to improve various learning scenarios. In physics education, the use of digital simulations or virtual laboratories to support the learners' understanding is already part of most classrooms. Virtual reality experiences can be used to create even more exciting, engaging, and realistic learning setups to conduct experiments and work with simulations. A range of studies has shown a positive effect of virtual reality experiences for learning. In this paper, we explore the potential of physics education in virtual reality in school-based classroom scenarios. We present a study with 147 students from four different schools, to evaluate the potential of room-scale VR learning setups in classroom learning with a focus on engagement and learning experience. In this study, we found that students described the experiences as highly engaging and a valuable tool to increase motivation in classrooms. Different potential use cases from the students' perspective are evaluated and discussed.

Presentation 3: An Immersive and Interactive Visualization of Gravitational Waves (Full Paper #88)

Authors: Stefan Lontschar, Krzysztof Pietroszek, Christian Gütl, Irene Humer and Christian Eckhardt

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In this work we are presenting a novel virtual learning environment for understanding the phenomena of gravitational waves. Emphasizing on the popular aspect of this topic, we developed an interactive and immersive gravitational wave simulation using a field density representation. We identified three main areas of understanding gravitational waves such as wave source, spatial irradiation distribution and wave type, which the virtual learning environment supports and was designed for. Participant were tested on their knowledge post and prior to the VLE experience as well as on their perceived immersion with the Game Experience Questionnaire. We found striking results in improving the understanding for gravitational waves, that underlines the feasibility of your virtual learning environment.

Speakers
avatar for Johanna Pirker

Johanna Pirker

Professor, TU Graz
Johanna Pirker is game developer, researcher, and educator, and an active and strong voice of the local indie developer community. She has long-lasting experience in evaluating, designing, and developing games and virtual realities and believes in them as tools to support learning... Read More →
CE

Christian Eckhardt

Professor, California Polytechnic State University


Wednesday June 24, 2020 8:00am - 9:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Computer Science and Engineering Education I
Presentation 1: Computational Thinking in Augmented Reality: An Investigation of Collaborative Debugging Practices (Full Paper #46)

Authors: Cheng Yu Chung and Sharon Hsiao

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The uniqueness of Augmented Reality (AR) is its affordance to support learning abstract concepts by rich information, visualization and the integration of user-content interaction. Research has shown that abstract idea and invisible phenomena can be learned better with the support of AR. However, high complexity and conceptual Computational Thinking (CT), such as algorithm design and related programming concepts, are rarely studied empirically in the intersection with immersive technology. This study is aimed at addressing this issue and providing a piece of quantitative and empirical evidence to AR-supported Computer Science discipline-based learning. We designed a mobile AR-enabled application based on a CT framework and related AR affordances in the literature. This app can contextualize a programming debugging task and support program editing & CT learning. A controlled laboratory study was designed and conducted. The result of statistical analyses shows that participants with the AR support made better quality of programs with lower errors and less amount of code edits, compared to those without the AR support.

Presentation 2: Challenges implementing the SimProgramming approach in online software engineering education for promoting self and co-regulation of learning (Short Paper #77)

Authors: Daniela Pedrosa, Leonel Morgado, José Cravino, Mário Madureira Fontes, Maria Castelhano, Claudia Machado and Eliana Curado

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Faced with high academic failure in learning computer programming, particularly in the transition from initial to advanced programming in higher education, and also the challenges are even greater given the need for students to develop greater self-regulation and learning co-regulation skills, in the context of e-learning due to the autonomy required of them. We are implementing the SCReLProg project (Self and Co-regulation in e-Learning of Computer Programming) which aims: 1) adapt to e-learning the didactic model call the SimProgramming approach (“e-SimProgramming”); 2) identify and understand self-regulation and co-regulation strategies of programming learning in the context of e-learning. In this paper, we describe the delivered, participation, interaction and whether or not the deadline of tasks is fulfilled by students, and the preliminary results of the first iteration of the research and implementation of the e-SimProgramming approach that took place in the course of “Software Development Laboratory” (LDS), in the 2nd semester of the 2nd year of the Informatics Engineering Degree of the Universidade Aberta (Portugal), academic year 2018/2019. We identified some pedagogical and technical problems and challenges that be need to reformulate in the next methodological prototype of the e-SimProgramming approach, to improve teaching-learning, namely: development of strategies more adapted to the target audience and teaching context; promotion of self and co-regulation learning strategies by improving pedagogical design; inclusion of tools and technological solutions.

Speakers
avatar for Daniela Pedrosa

Daniela Pedrosa

Researcher, University of Aveiro /CIDTFF
Daniela Pedrosa is a Junior Researcher of Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF/UA) and Post-Doc at the University of Trás-os-Montes and Alto Douro (UTAD), in Portugal. She integrates the researchers team in SCReLProg project that is financially... Read More →
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →
avatar for Mário Madureira Fontes

Mário Madureira Fontes

Researcher and Teacher, Pontifícia Universidade Católica de São Paulo
MC

Maria Castelhano

Student, University of Aveiro


Wednesday June 24, 2020 8:00am - 9:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

8:00am PDT

iLRNFuser 2020 Game Jam Finalist Showcase

Moderators
MM

Markos Mentzelopoulos

Senior Lecturer, University of Westminster

Wednesday June 24, 2020 8:00am - 10:00am PDT
Rising Stars Gallery iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Artist/Curator "Studio" Visit: Alex Lee
Alex M. Lee is a digital artist (b. 1982, South Korea) who utilizes 3D animation, video game engines, virtual/augmented/immersive reality platforms and the potential of simulation technologies in order to visualize and complicate our perception of time, space, and light - culling from concepts within science, science fiction, physics, and modernity. He received his BFA (2005) and MFA (2009) from the School of the Art Institute of Chicago.

He is associate professor in the Digital Arts & Sciences Program at Clarkson University located in Potsdam, NY - a private science and engineering university located north of the Adirondack Mountains.

Lee has exhibited internationally as well as within the States. Selected exhibitions include: Mio Photo, Osaka, Japan; Daegu Art Factory, Daegu, Korea; The Gene Siskel Film Center, Chicago, Illinois; Eyebeam: Center for Art & Gallery DOS, Seoul, Korea; Museum of Contemporary Art, Montreal, QC.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Alex M. Lee

Alex M. Lee

Associate Professor of Communication and Media, Digital Arts & Sciences Program, Clarkson University
Alex M. Lee is a digital artist (b. 1982, South Korea) who utilizes 3D animation, video game engines, virtual/augmented/immersive reality platforms and the potential of simulation technologies in order to visualize and complicate our perception of time, space, and light - culling... Read More →



Wednesday June 24, 2020 9:00am - 9:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Language Learning
Presentation 1: Designing Contextually: An investigation of design-based research to promote situated Irish language identity through virtual reality (Full Paper #74)

Authors: Naoise Collins, Brian Vaughan and Charlie Cullen

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The Irish language is a minority language within the island of Ireland with only 5% of speakers using it daily outside the education system. This paper presents the results of the third case study in a mixed methods design-based research experiment with the aim of improving the situated Irish language identity of Irish language learners. A situated virtual reality game was designed by the researchers in order to improve Irish language identity among its players. We outline the design decisions of the game along with the results of a five-week study with a context group of Irish language learners. Data gathered through the iterative process of the design based research cycles has informed the design decisions of the study. The study evaluates the change in attitudes, ideal self and vocabulary retention as a result of interaction with the virtual reality game.

Presentation 2: A collaborative, immersive language learning environment using augmented panoramic imagery (Short Paper #60)

Authors: Samuel Chabot, Jaimie Drozdal, Matthew Peveler, Yalun Zhou, Jonas Braasch and Hui Su

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Augmenting immersive technologies with AI for foreign language learning is a relatively unexplored, multidisciplinary, and complex research paradigm. The Cognitive and Immersive Room at Rensselaer Polytechnic Institute facilitates cultural and foreign language learning beyond a traditional classroom setting. Exploration of virtual environments and real-world renderings occur at human-scale by groups of students and teachers simultaneously. Students visit a Virtual World and engage in sophisticated dialogues with AI agents and travel to true-to-life Panoramic Scenes to learn authentic cultural knowledge and practice vocabulary amidst the same surroundings they would use such knowledge while traveling abroad. Multimodal input allows students to engage with the system through gesture, voice, and spatial positioning, creating a dynamic language learning experience.

Speakers
YZ

Y.Helen Zhou

Rensselaer Polytechnic Institute
avatar for Samuel Chabot

Samuel Chabot

PhD Student, Rensselaer Polytechnic Institute
avatar for Jaimie Drozdal

Jaimie Drozdal

Research Specialist, Rensselaer Polytechnic Institute


Wednesday June 24, 2020 9:00am - 10:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Computer Science and Engineering Education II
Presentation 1: Immersively Learning Object Oriented Programming Concepts With sCool (Full Paper #64)

Authors: Chanelle Mosquera, Alexander Steinmaurer, Christian Eckhardt and Christian Gütl

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The proposed project, sCool, is an adaptive mobile game designed for STEM education. In this work, we present a new iteration of sCool in efforts to further examine contributing factors of engagement and comprehension. The new developed game experience for acquiring object-oriented programming skills is divided into two parts: concept-learning and practical. In the concept-learning part, the users explore a virtual environment filled with puzzle-pieces hinting theoretical concepts, preparing the users for the practical part. There, the users need to solve a programming challenge in Python, directing game-objects on a checkerboard to certain fields. Conducting a study involving 39 school students and three teachers, we are able to successfully display an enhanced understanding of complex programming concepts.

Presentation 2: The Effectiveness of Virtual Reality as an Instructional Medium for Multidimensional Concepts (Short Paper #43)

Authors: Wil Norton, Jacob Sauer and David Gerhard

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This study explored the hypothesis that students using virtual reality (VR) education tools learn more effectively and efficiently when compared to conventional teaching methods. We investigated the specific situation of a course in digital logic design, and the task of simplifying Karnaugh maps. The students using VR observed the Karnaugh map as a higher-dimensional structure, while the students in the control group used a traditional pen-and-paper method. The 15 participants in the trial were administered either the VR education mechanism or the traditional education mechanism. Participants were asked to report their perceived level of comfort with various levels of solving K-maps. Preliminary results demonstrated that participants assigned to the VR test groups reported an increased level of understanding of Karnaugh maps after the trial. Further, participants using a desktop based headset were able to complete the experience quicker on average than the group using a phone based headset.

Speakers
JS

Jacob Sauer

Undergraduate Student & Research Associate, University of Regina
I\\'m a member of the aRMADILo Research Lab at the University of Regina. Our team\\'s focus is multidisciplinary applications for VR, and the disciplines that we\\'re currently exploring are therapy, training, and education.
CE

Christian Eckhardt

Professor, California Polytechnic State University
avatar for Alexander Steinmaurer

Alexander Steinmaurer

University Assistant & PhD Student, Graz University of Technology


Wednesday June 24, 2020 9:00am - 10:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 10:00am - 10:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

10:00am PDT

Exhibitions, Posters, and Showcase Session IV
Poster 1: An Immersive Virtual Reality Game Designed to Assess Environmental Learning (Practitioner Poster #103)

Presenters: Jennifer Nester and Alec Bodzin

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Poster 2: GeoForge: Integrating virtual reality and a personalized website to foster collaboration in middle school science (Work-in-Progress Paper #148)

Authors: Corinne Brenner, Kayla Desportes, Jessica Ochoa Hendrix and Mande Holford

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Poster 3: The ARI2VE Model for Augmented Reality Books (Work-in-Progress Paper #117)

Authors: Josef Buchner and Arkadi Jeghiazaryan

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Poster 4: Developing Curriculum Specific Virtual Reality Modules for Nigerian Secondary Schools (Practitioner Poster #173)

Presenters: Judith Okonkwo, Gregory Onyeahialam and Muhammed Isu

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Poster 5: Measuring Engagement in Virtual Reality for Talent Attraction Purposes (Work-in-Progress Paper #130)

Authors: Anasol Pena-Rios, Tomas Oplatek, Hani Hagras, Anthony Conway and Gilbert Owusu

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Poster 6: Intellect VR: Learning in VR; the VR experience in the classroom (Practitioner Poster #175)

Presenters: Bendangtoshi Tiajungla Jamir

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Poster 7: A Web-based Virtual Reality Training Simulator for Field Service Telecommunications Engineers (Work-in-Progress Paper #128)

Authors: Anasol Pena-Rios, Ozkan Bahceci, Vikas Gupta, Anthony Conway and Gilbert Owusu

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Poster 8: An Immersive Virtual Learning Environment for a Visual Arts Curriculum (Work-in-Progress Paper #119)

Authors: Scott Dolphin

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Poster 9: Making Cultural Heritage Artifacts into 3D Digital Objects Using Photogrammetry (Practitioner Poster #107)

Presenters: Kristen Allen, Olivia MacIsaac and Tatum Turner

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Poster 10: Towards a Better User Interface of Augmented Reality based Indoor Navigation Application (Work-in-Progress Paper #113)

Authors: Bing Liu and Liqiu Meng

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Poster 11: A conceptual framework to design UI for VR based on the user interactions (Work-in-Progress Paper #140)

Authors: Saeed Safikhani, Michael Holly and Johanna Pirker

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Poster 12: VR and history education (Practitioner Poster #168)

Presenters: Yuntian Hu

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Poster 13: A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource Development (Work-in-Progress Paper #139)

Authors: Mamfe-Ter Gemade, Markos Mentzelopoulos and Daphne Economou

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Poster 14: A Meta-Analysis about Game-Based Learning in Chemistry Education (Practitioner Poster #33)

Authors: Yuanyuan Hu, Tim Gallagher, Pieter Wouters, Marieke van der Schaaf and Liesbeth Kester

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Wednesday June 24, 2020 10:00am - 11:00am PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Artist/Curator "Studio" Visit: Phillip Birch
Phillip Birch lives and works in New York. His work utilizes animation, video game design, sculpture, and performance. Focusing on technology and history, Birch’s work traces a possible trajectory of human development. His work and research explore topics such as schizophrenia, autoimmune disease, body horror, Catholicism, and game theory. Birch has had recent exhibitions, performances and screenings at Reyes|Finn, Detroit, Jack Hanley, NY SculptureCenter, NY, Joan, Los Angeles, 47 Canal, NY, Essex Flowers, NY, The Loft: Servais Family Collection, Brussels, and MUMOK, Vienna. He has given lectures at Yale University and Parsons School of Design. His work is in the collection of the Whitney Museum of American Art.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →

Artists
avatar for Philip Birch

Philip Birch

Artist
Phillip Birch lives and works in New York. His work utilizes animation, video game design, sculpture, and performance. Focusing on technology and history, Birch’s work traces a possible trajectory of human development. His work and research explore topics such as schizophrenia... Read More →



Wednesday June 24, 2020 11:00am - 11:45am PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Professional and Industry Training
Presentation 1: Virtual Reality in Professional Training: An Example from the Field of Bank Counselling (Short Paper #26)

Authors: Michael Kickmeier-Rust, Michael Leitner and Philipp Hann

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Virtual Reality has become a mature and widespread technology in many application fields, including design, industry, defense, health care, and gaming. Also in education, the potential of immersive technologies is acknowledged more commonly. Evidence-based insights in the mechanisms and impacts of VR trainings are still sparse, however. This paper introduces a VR-based professional training solution for bank counsellors, where soft skills, communication skills, attention, and awareness are in the focus. In a study we compared the VR-based training solution with elements of a face-to-face presence training covering the same domain. The results show that the VR solutions excelled the expectations of participants and that learning motivation was significantly higher as opposed to the conventional presence training. In the perceived effectiveness, the VR condition achieved equal results than face-to-face training condition. The results provide some evidence that VR solutions are an appropriate and effective solution in professional training. Moreover, the study revealed distinct characteristics that make VR-based training more accepted and satisfying than conventional trainings.

Presentation 2: Demo – VR and AR for Energy Industry Training (Practitioner Presentation #53)

Authors: Jeremie Seanosky and Vivekanandan Kumar

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This session provides participants with a detailed exposure to AR/VR technology employed in immersive energy industry training environments. Participants will be introduced to a) design aspects of immersive training environments, b) formative and summative data types collected in training sessions, c) learning traces inferred from these raw data, d) techniques leveraged to facilitate displacement and object manipulation in immersive environments that also minimizes motion sickness, e) pedagogical training strategies to optimize learning benefits, and finally f) big data that drives the generation of adaptive content. The author wants to acknowledge the contributions of Marilyn Kelloway, the Lead Trainer at Canadian Natural Resources Limited, as well as Prof Vive Kumar from the School of Computing and Information Systems at Athabasca University, who is supervising this research effort.

Presentation 3: Barbershop Simulator VR: How Hard Can it Be to Cut Hair? (Practitioner Presentation #102)

Authors: Kenechukwu Umelo, Ryan Barthelet, William Varsalona, Alexander Woodrow and Elena Bertozzi

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Description: This presentation discusses the challenges encountered in the development of: Barbershop Simulator VR: a VR experience for the Oculus Rift S. This project is the work of a group of undergraduate students in the QU Game Design and Development program. We will demonstrate a playable version of the game in which a client walks into a barbershop and presents the player/barber with a 2D image of a desired haircut. Players can use three tools to change the client’s existing hair. They have a razor, a trimmer, and colored hair spray. The razor is for general hair cutting. It lacks the ability to do many fine movements but will be the main tool for getting hair off of the client’s head. The trimmer is smaller and therefore able to do the fine movements the razor lacks. The colored hair spray allows the player to change the color of the client’s hair. As the head of hair is cut, bits of hair fall from the client’s head and the shape of the head reflects the changed hair. Player success is measured by how closely they are able to match the client’s desired haircut. While this is how players will be assessed in terms of “winning” the game, they are also able to move around freely within the space of the barbershop and can have all the fun they want with the tools at their disposal.

Speakers
JS

Jeremie Seanosky

Research assistant, Athabasca University
MK

Michael Kickmeier-Rust

Professor, St. Gallen University of Teacher Education
RB

Ryan Barthelet

Student, Quinnipiac University
WV

William Varsalona

student, Quinnipiac University
AW

Alexander Woodrow

student, Quinnipiac University
I am a 2020 graduate from Quinnipiac University. I was a co-designer and business manager for the Barber Shop SImulator game. If any wishes to talk about marketing or monetization of their games, I would be more than happy to talk to them.
KU

Kenechukwu Umelo

student, Quinnipiac University


Wednesday June 24, 2020 11:00am - 12:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Learners as Makers and Creators
Presentation 1: Immersive Design: Concept-to-3D print workflows using virtual reality (Practitioner Presentation #98)

Authors: Matt Cook

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Imagine a studio with infinite raw materials; endless canvas space; and an instantly accessible tool kit. These benefits are combined and realized in a recently released suite of VR-based design software including Gravity Sketch, Tiltbrush, Masterpiece VR, and Oculus Medium. By allowing for the simultaneous extrusion, translation, and rotation of digital “clay”, these platforms empower those who may lack traditional CAD/CAM experience to quickly develop and fabricate 3D printable prototypes, new products, remixed art objects, and much more. Join us to learn the benefits of immersive design and a complete process for to fabricating physical outputs from virtual materials using newly available to students, faculty, and staff across higher-ed.

Presentation 2: How Students Achieve Learning Objectives by Designing AR Experiences (Practitioner Presentation #137)

Authors: Paula MacDowell and Sarah Cassidy

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Integrating augmented reality (AR) tools with learning objectives opens-up novel possibilities for developing course assignments that invite diversity of thought, differences in worldviews, and creative explorations with media and technology. This presentation will be valuable for educators to explore an innovative and flexible approach for using AR technologies to enhance teaching and learning outcomes in multiple classrooms and lab settings, applicable for a range of academic subjects and suitable for grades 6 to 12 and higher education. We will showcase exemplars from assignments contributed by 144 undergraduate and graduate students at two universities in Canada. Students had the opportunity to create, code, and share AR experiences that represent the course keywords in a new way, and a new medium. Working in teams, they designed and programed AR scenes to overlay digital information on top of the keywords, thereby augmenting learning with a focus on digital storytelling and personalized definitions. Not only is this easily-adaptable assignment enjoyable to teach and meaningful to do, but it also builds community by bringing learners, art, knowledge, story, and technology together. We will speak to the instructional design challenges that we faced and the solutions that worked to varying levels of success. iLRN2020 attendees will learn about a well-developed pedagogical approach that is suitable for guiding and supporting learners with a range of technical skills, from beginner to advanced levels. We invite participants to share their questions and perspectives on the possibilities and limitations of using AR tools to meet teaching goals and achieve specific learning objectives.

Speakers
avatar for Paula MacDowell

Paula MacDowell

Assistant Professor, University of Saskatchewan
Paula MacDowell, PhD, is an Assistant Professor in the Department of Curriculum Studies, University of Saskatchewan. Her area of specialization is in Educational Technology and Design (ETAD).


Wednesday June 24, 2020 11:00am - 12:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

XR Association Office Hours for K-12 Education Researchers

The XR Association (XRA) is a non-profit trade organization representing hardware manufacturers across the broad XR industry, with current members including Facebook, Google, HTC VIVE, Microsoft, Samsung, and Sony Interactive Entertainment. The Association promotes the responsible growth and development of XR technology, fosters dialogue among public and private stakeholders, develops industry best practices, and engages in industry research.

The XRA is looking to connect with academics conducting research on XR technologies as applied to medical/healthcare, professional/industry training, diversity/empathy training, and K-12 education. As the Association is beginning to build its research agenda, and we welcome convening with those already working/with expertise in these areas.


Speakers
avatar for Elizabeth Hyman

Elizabeth Hyman

CEO, XR Association
LC

Laura Chadwick

XR Association


Wednesday June 24, 2020 11:00am - 12:00pm PDT
Sponsor Offices iLRN Virtual Campus, powered by VirBELA

11:00am PDT

iLRN Grand Challenge Jam Session III: Fighting Climate Change
It is harder and harder to deny human-influenced climate change isn't real. Temperature and weather shifts, glaciers melting, cities sinking, droughts, floods, the speed at which the planet's natural ecosystem is changing has become political as well as a matter of survival.

The iLRN Grand Challenge Jam III: Fighting Climate Change is a facilitated open small group discussion event bringing people together from around the world to discuss the issues and offer solutions. It is about the solutions. How do we change things?

Artists will be taking visual and graphic notes during the event and displaying them via live stream and the final artwork in VirBELA, host to the conference.

This event is part of the iLRN2020 Conference and open to the public. These Grand Challenges tackle the issues considered of primary importance to the United Nations sustainable development goals, tackling racism, infectious diseases, the digital divide, and climate change in custom designed event spaces for the conference.

Join in AltspaceVR: https://account.altvr.com/events/1499320399018590585

Wednesday June 24, 2020 11:00am - 1:00pm PDT
AltspaceVR

12:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 12:00pm - 12:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Artist/Curator "Studio" Visit: Johannes DeYoung
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam, and Tiger Strikes Asteroid, New York, NY; the Images Festival at the Art Gallery of Ontario, Toronto, Canada; Pallas Projects, Dublin, Ireland; and Hell Gallery, Melbourne, Australia. His work has been featured in The New York Times, The New York Post, The Huffington Post, and Dossier Journal.

DeYoung is co-founder of the periodic web journal Lookie-Lookie. He has served on the New Foundations Board of Study for time-based media at Purchase College, State University of New York; the Lyme Academy College of Fine Arts Contemporary Art Council; and Pennsylvania Academy of the Fine Arts, as Digital Literacy Consultant. DeYoung is appointed Assistant Professor of Electronic and Time-Based Media at Carnegie Mellon University. He previously taught animation and moving-image courses at Yale University School of Art, where he was appointed Senior Critic and Director of the Center for Collaborative Arts and Media, and at the Yale School of Drama, where he was appointed Lecturer in Design. At Yale, he also served as Principal Investigator for the Blended Reality program in immersive media research. He received his MFA from the Cranbrook Academy of Art in 2006.


About the iLRN 2020 Artist/Curator "Studio" Visits Program

Traditionally artists share their work with curators and collectors by bringing them to the studio and showing them what they are working on. This has always been a challenge for the digital artist because often the best place to experience the work is not in person but through a digital interface. With the coronavirus pandemic this is still a challenge for digital artists but now it is also a challenge to every artist and every curator that is trying to either show what they are making or see what is being made by others. Thinking about the new interfaces through which we are now communicating, our idea was to leverage the video conference model and ask artists and curators to show what it looks like, from their digital point of view, when they are making their work or when they are scouring the web to discover emerging practices. By sharing their screens, and walking us through their work and process, we get a clearer sense of what our new normal looks like, but we also discover, in this age of isolation, a new form of intimacy in which we see as another sees, navigating their virtual habitat as they experience it.

Organized and curated by Justin Berry (Yale University) and Johannes DeYoung (Carnegie Mellon University)

Moderators
avatar for Justin Berry

Justin Berry

Critic, Yale School of Art / Core Faculty, CCAM, Yale University

Artists
avatar for Johannes DeYoung

Johannes DeYoung

Assistant Professor, Carnegie Mellon University
Johannes DeYoung is a multidisciplinary artist who works at the intersection of computational and material processes. DeYoung’s work has been exhibited at the B3 Biennale of the Moving Image, Frankfurt, Germany; Crush Curatorial, Robert Miller Gallery, Jeff Bailey Gallery, Eyebeam... Read More →



Wednesday June 24, 2020 12:00pm - 12:45pm PDT
Arts Theater iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Instruction and Instructional Design
Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

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Immersive technologies - 360º video, virtual and augmented realities - are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to - though not always relying upon - the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

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This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

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Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.


Wednesday June 24, 2020 12:00pm - 1:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Using VirBELA Presenter Tools for eLearning Success
How to master presenting in a VR environment to maximize learning and retention.

Speakers
avatar for Brad Andersohn

Brad Andersohn

Director of Education, VirBELA

Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 12:00pm - 1:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Panel Session: Virtual Immersive Teaching and Learning (VITaL): Improving Cultural Competency through an Empathetic Lens
Panelist(s): Sean Hauze, James Frazee, Samantha Wagner, Ilin Misaras, David McNeill and Mike Cuales

This presentation will be at Zoom:  https://sdsu.zoom.us/j/95027446775

In an era ripe with distrust and misunderstanding, empathy can be difficult to find. While most academics have the best intentions, racial and gender bias are often evidenced in classroom instruction and the hiring/promotion process. But what if we can step into the eyes of another person to see his or her view from the inside? Prior research shows that understanding the perspective of another can foster empathy and reduce implicit bias. This panel will discuss the use of VR to address social inequities by transforming perspectives for a more diverse and inclusive society. The panel, comprised of faculty, leadership, and students representing San Diego State University and North Carolina State University, will discuss how interdisciplinary collaboration is being leveraged to develop an empathy-building VR training simulation with the potential to transform cultural competency. Panelists include: Dr. Sean Hauze, SDSU Adjunct Faculty and Associate Director of Instructional Technology Services; Dr. James Frazee, SDSU Adjunct Faculty and Associate Vice President Instructional Technology; Samantha Wagner, Computer Science student and SDSU VR Club Treasurer; Ilin Misaras, Assistant Director of NCSU Global Training Initiative; David McNeill, Associate Director of NCSU Global Training Initiative; and Mike Cuales, Creative Director for NCSU New Media Development.

Speakers
avatar for Mike Cuales

Mike Cuales

Creative Director / VR Producer, NC State University Distance Education
In his current role as Creative Director at North Carolina State University's Department of Distance Education and Learning Technology Applications (DELTA), Mike manages a diverse team of multimedia designers. In the past few years, he has focused his efforts on the exploration, production... Read More →
avatar for Sean Hauze

Sean Hauze

Director, Instructional Technology Services, San Diego State University
Dr. Sean Hauze is Director of Instructional Technology Services at San Diego State University, where he provides operational leadership and direction for applications, initiatives, infrastructure, training, and support services across the broad spectrum of instructional technology... Read More →
avatar for Ilin Misaras

Ilin Misaras

Assistant Director, Global Training Initiative, NC State University
Ilin develops and oversees the GTI’s marketing and communications efforts to external and internal audiences, which includes the management of the unit’s online and social media presence. She is also spearheading efforts to develop and utilize new technology, such as virtual reality... Read More →


Wednesday June 24, 2020 12:00pm - 1:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

1:00pm PDT

Exhibitions, Posters, and Showcase Session V
Poster 1: A Technology-Integration Scenario for Immersive VR in Physics Lessons (Work-in-Progress Paper #105)

Authors: Yiannis Georgiou, Olia Tsivitanidou, Christian Eckhardt and Andri Ioannou

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Poster 2: Virtual Reality: A Tool to Develop Social Work Practice Skills of Engagement and Assessment (Work-in-Progress Paper #108)

Authors: Nicholas Lanzieri, Henry Samelson, Jonathan Bowen, David Lasala and Elizabeth McAlpin

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Poster 3: Pilot Study: A 360 Virtual Reality Simulation to Prepare Social Work Students to Interact with Community Environments (Work-in-Progress Paper #109)

Authors: Nicholas Lanzieri, Elizabeth McAlpin, Henry Samelson and David Shilane

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Poster 4: Towards a Better User Interface of Augmented Reality based Indoor Navigation Application (Work-in-Progress Paper #113)

Authors: Bing Liu and Liqiu Meng

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Poster 5: Adapting a Virtual Reality Anatomy Teaching Tool for Mobility: Pilot Study (Work-in-Progress Paper #138)

Authors: Xuanhui Xu, David Kilroy, Eleni Mangina and Abraham Campbell

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Poster 6: Using Bloom’s Taxonomy and Balanced Design in ARTé: Mecenas (Work-in-Progress Paper #144)

Authors: Wenting Weng, André Thomas and Hadeel Ramadan

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Poster 7: Testing of a Virtual Patient: Linguistic and Display Engagement Findings (Work-in-Progress Paper #147)

Authors: Fei Chen, Yueh Lee and Robert Hubal

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Poster 8: A Generalizable Virtual Reality Training and Intelligent Tutor for Additive Manufacturing (Work-in-Progress Paper #151)

Authors: Michael Mogessie, Sandra Devincent Wolf, Matheus Barbosa, Nicholas Jones and Bruce M. McLaren

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Poster 9: Augmented Reality at Scale: Using Physical Dimensionality of Spaces to our Advantage! (Work-in-Progress Paper #159)

Authors: Aryabrata Basu

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Poster 10: Learning about Virtual Worlds in Virtual Worlds: How Remote Learning in a Pandemic Can Inform Future Teaching about XR (Work-in-Progress Paper #160)

Authors: Andrea Stevenson Won, Jakki Bailey and Siqi Yi

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Poster 11: A Proposal to Design of Virtual Reality Tool for Learning Mechatronics as a Smart Industry Trainer Education (Work-in-Progress Paper #161)

Authors: Leticia Neira-Tovar, Edson Castañeda, Victor Rios and Daniel Leal

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Poster 12: Enhancing Brain Plasticity and Cognition Utilizing Immersive Technology and Virtual Reality Contexts for Gameplay (Work-in-Progress Paper #134)

Authors: Cassondra Eng, Dominic Calkosz, Yukai Yang, Nathan Carter Williams, Erik Thiessen and Anna Fisher

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Poster 13: Virtual Reality and its Potential in Paramedic Education (Practitioner Poster #94)

Presenters: Nikita Thoi, Andrea Christakakos, Crystal White and Lydia Abel

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Poster 14: Learning Machines: Useful Intelligent Tutoring Within Immersive STEM VLEs (Work-in-Progress Paper #9)

Presenters: Brad Thompson

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Wednesday June 24, 2020 1:00pm - 2:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 2:00pm - 2:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

Featured Plenary Panel: The Wonks, the Geeks, and the Nerds: Why Public Policy Matters for Immersive Technology
As was colorfully spelled out in a 2016 Tech Crunch article, technology companies (the “geeks”) yearn to create innovative products that yield new and expanded experiences for its users.  Policy makers (the “wonks”) look to regulate and ensure that disruptive technologies emphasize positives on society and minimize negatives.  Though not included in the Tech Crunch article, one might argue that the academic community (the “nerds”) look to advance principled and meaningful inquiries into these technologies that will lead to greater knowledge and understanding.  Yet, too often we see techs, and geeks and sometimes nerds pitted against one another.  Too disruptive! Too slow! Too ivory tower! As we see the growth of XR unfold, and the potential of immersive learning come into focus, how do we come to a better understanding around tech and public policy?

Moderators
avatar for Elizabeth Hyman

Elizabeth Hyman

CEO, XR Association

Speakers
avatar for Aneesh Chopra

Aneesh Chopra

President of CareJourney, Former Chief Technology Officer of the United States
Aneesh Chopra is the President of CareJourney, an open data membership service building a trusted, transparent rating system for physicians, networks, facilities and markets on the move to value. He served as the first U.S. Chief Technology Officer under President Obama (’09-’12... Read More →
avatar for Amitabh Varshney

Amitabh Varshney

Dean of the College of Computer, Mathematical and Natural Sciences, and Professor of Computer Science, University of Maryland at College Park
Amitabh Varshney is Dean of the College of Computer, Mathematical and Natural Sciences and Professor of Computer Science at the University of Maryland at College Park. Varshney is currently exploring applications of virtual and augmented reality in several applications, including... Read More →
avatar for Christina Weaver Jackson

Christina Weaver Jackson

AR/VR Policy Manager, Facebook
Christina Weaver Jackson, AR/VR Policy Manager at Facebook, handles issues at the intersection of innovative and immersive technologies like Augmented Reality and Virtual Reality and public policy. The future of AR/VR is promising, with great potential for value and impact on society... Read More →


Wednesday June 24, 2020 2:00pm - 3:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

3:00pm PDT

Featured Plenary Panel: Gaming in VR: School Classrooms without Walls
This panel discussion with game developers and researchers who focus upon VR in K-12 schools will highlight 1) key differences for developing VR games for use in schools, 2) research on results identified in classroom VR use, and 3) specific opportunities or changes in the field due to expected increase in remote learning.

Moderators
avatar for Jessica Ochoa Hendrix

Jessica Ochoa Hendrix

CEO & Co-Founder, Killer Snails
Jessica Ochoa Hendrix, CEO & Co-Founder of Killer Snails, has worked in K-12 education since 2003. Ochoa Hendrix was awarded the 2019 TED Residency, an in-house incubator within TED for breakthrough ideas and gave a TED talk on incorporating VR into the classroom. With funding from... Read More →

Speakers
avatar for Dan White

Dan White

CEO, Filament Games
Dan White believes that good gameplay and good learning are complementary rather than oppositional forces. An alumnus of Cornell University and the University of Wisconsin – Madison, Dan earned an M.S. in Education Technology under seminal learning game scholars Drs. Kurt Squire... Read More →
avatar for Lisa Castaneda

Lisa Castaneda

Co-Founder & CEO, foundry10
Lisa is a co-founder and the CEO of foundry10, a philanthropic educational research organization. She has a Masters degree in Education and was a classroom teacher for 10 years. She is actively involved in research and community endeavors at foundry10 which span an array of arts and... Read More →
avatar for Brooke Morrill, PhD.

Brooke Morrill, PhD.

Senior Director of Education, Schell Games
Brooke Morrill, Ph.D., is the Director of Education at Schell Games where she uses her expertise in behavioral science, psychology, and research to bolster the impact of and engagement in the company’s transformational games. She also identifies and secures project funding in both... Read More →
avatar for Meredith Thompson

Meredith Thompson

Research Scientist, Massachusetts Institute of Technology
Meredith Thompson draws upon her background in science education and outreach as a research scientist and lecturer for the Scheller Teacher Education Program and The Education Arcade at MIT. Her research interests are in collaborative learning, STEM educational games, and using virtual... Read More →
DL

David Langendoen

Founder and President, Electric Funstuff


Wednesday June 24, 2020 3:00pm - 4:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 4:00pm - 4:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

Awards Banquet
Wednesday June 24, 2020 4:00pm - 5:00pm PDT
Immersion Beach iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

Distinguished Post-Awards-Banquet Keynote Presentation: Worlds Beyond the Mackerel
Speakers
avatar for Jessica Brillhart

Jessica Brillhart

Director of Mixed Reality (MxR) Lab, Institute for Creative Technologies, University of Southern California
Jessica Brillhart is the Director of the Mixed Reality (MxR) Lab at the USC Institute for Creative Technologies. Prior to her appointment, she was the Principal Filmmaker for Virtual Reality at Google and spearheaded efforts in exploring the technology and language of the mediums... Read More →


Wednesday June 24, 2020 5:00pm - 6:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 6:00pm - 6:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Nature and Environmental Sciences Education
Presentation 1: Using Immersive Technology to Visualize Climate Change (Practitioner Presentation #152)

Authors: Suzanne Borders

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As the scale and complexity of modern datasets grows, they become increasingly difficult to visualize, analyze, and communicate to others. This is especially true of worldwide climate data. Scientists and academics who study the impact of climate change have the necessary training and tools to understand the insights within these datasets. They understand the magnitude of the effect even minor adjustments to emissions can have on our daily lives – and the future of our world. But what about the rest of us? How do we accurately share important data driven insights about climate change with general public? How do we make difficult, complex geospatial datasets meaningful outside of academia? Suzanne will discuss how immersive technology – augmented and virtual reality – can help us achieve all of these things. Her company, BadVR, works with NOAA and the UNDP to provide a universally accessible interface to global climate change data that allows every user the ability to step inside and explore this vitally important information. She’ll discuss how immersive interfaces help build empathy, increase engagement, and heighten insight retention, making the experience of stepping inside the earth’s future incredibly important for us all.

Presentation 2: Natural science outreach in virtual worlds (Practitioner Presentation #164)

Authors: Alexander Kaurov and Elizabeth Tasker

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Short Description: Museums and planetariums are struggling to survive in the current economic situation, but the use of virtual worlds can bring their immersive presentations online to reach audiences around the globe. In contrast to traditional printed media and video streaming services, the interactive nature of virtual worlds enables STEM role modeling for young people otherwise lacking the opportunity to meet face-to-face with scientists. Additionally, with no need to travel physically, the virtual planetarium reduces the logistical complications and consequently reduces the cost and environmental impact. It also allows experiences impossible in a regular lecture room, such as visiting outer space or the deep ocean, providing new ways to engage with the learning material and feel part of scientific discoveries. As the proof of concept, we developed an experience that covers the Hayabusa2 space mission led by the Japan Aerospace Exploration Agency (JAXA). It contains multiple custom-developed scenes that recreate real and fictitious places and allow the students to stand on the surface of an asteroid. With the use of Mozilla Hubs platform, multiple students share the same virtual space with the lecturer and interact with the environment and each other. We are in the process of testing and learning ways to present outreach lectures in the virtual world and design the environment for effective learning. More information here: https://www.omniscope.org/outreach Target audience: * Educators who are seeking new methods to engage with their students using virtual worlds. * Educators who are looking to reach a wide audience that might be situated far from museums or learning institutes, or who cannot travel due to funds or health concerns. * Developers looking for new examples of using VR. Outcomes: The audience will learn about the prospects of moving planetarium-like and natural museum-like experiences into the virtual worlds.

Presentation 3: Fostering Penetrative Thinking in Geosciences Through Immersive Experiences: A Case Study in Visualizing Earthquake Locations in 3D (Full Paper #71)

Authors: Mahda M. Bagher, Pejman Sajjadi, Julia Carr, Peter La Femina and Alexander Klippel

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Thinking in and understanding of three-dimensional structures is omnipresent in many sciences from chemistry to geosciences. Current visualizations, however, are still using two-dimensional media such as maps or three-dimensional representation accessible through two-dimensional interfaces (e.g., desktop computers). The emergence of immersive virtual reality environments, both accessible and of high-quality, allows for creating embodied and interactive experiences that permit for rethinking learning environments and provide access to three-dimensional information through three-dimensional interfaces. There is a lack of empirical studies on immersive learning environments and in response to this shortcoming, we examine the role of immersive VR (iVR) in improving students’ learning experience and performance in a critical 3D task in geosciences: drawing cross-sections across two subduction zones visualizing the extent, depth, and geometry of earthquakes. Results of a pilot study that compared iVR and 2D maps on a desktop computer show that iVR creates a better learning experience; students reported significantly higher scores in terms of the Spatial Situation Model (SSM) and there is anecdotal evidence in favor of higher reflective thinking in the iVR. In terms of learning performance, we did not find a significant difference in students' graded exercise of drawing cross-sections. However, iVR seems to have a positive effect on understanding the shape of earthquakes in challenging geologic environments such as Japan. The result, therefore, adds to the growing body of literature that draws a more nuanced picture of the benefits of immersive learning environment calling for larger scale and in-depth studies.

Speakers
avatar for Alexander Kaurov

Alexander Kaurov

postdoc, IAS
Astrophysicist interested in using the VR for science communication.
avatar for Suzanne Borders

Suzanne Borders

CEO & Founder, BadVR, Inc.
Suzanne is the CEO & founder of BadVR, the world's first immersive data analytics platform. She previously led product design and UX at 2D analytics companies including Remine, CREXi, and Osurv. A recipient of SBIRs grants from the National Science Foundation and NOAA and a recipient... Read More →
avatar for Pejman Sajjadi

Pejman Sajjadi

Postdoctoral Researcher, The Pennsylvania State University
ET

Elizabeth Tasker

Associate Professor, Japan Aerospace Exploration Agency
avatar for Mahda M. Bagher

Mahda M. Bagher

PhD Candidate, Pennsylvania State University
Mahda is a doctoral candidate at the Department of Geography and a member of ChoroPhronesis lab. She has a multidisciplinary background focusing on GIScience and immersive technologies. Her main focus is to facilitate embodied learning through immersive VR. She is interested in research... Read More →


Wednesday June 24, 2020 6:00pm - 7:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

Games and Gamification I
Presentation 1: The Nexus Between VR Affordability, Cognition and VR Addiction: A Gaming Perspective (Full Paper #63)

Authors: Xuesong Zhai, Minjuan Wang, Rongting Zhou, Muhammad Azfar, Saba Saneinia, Intikhab Ahmad, Man Li and Fahad Asmi

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The problematic use of VR games has become increasingly severe among a large proportion of users. However, there is a lack of literature on VR game addiction. To understand the underlying mechanism of VR game addiction, the current study examines the formation process of addiction with a particular focus on the abilities of VR technology. For strong explanatory power in problematic information technology use, the current study uses the cognitive-behavioral model. this study used primary data and prepare results and implications. Results display that addictive behavior is determined by VR experiences (i.e.presence and flow experience) of VR games. In addition, these experiences are influenced by Mental Imagery (MI), VR Game Curiosity (VGC) and VR Affordance (VRF). We enhance the cognitive-behavioral model in the current context by identifying MI, VGC, and VRF as distal causes and perceived presence and flow experiences as proximal causes. The practical implications of preventing VR game addiction are also discussed in this research.

Presentation 2: An Immersive Virtual Reality Game Designed to Promote Learning Engagement and Flow (Short Paper #10)

Authors: Alec Bodzin, Robson Araujo Junior, Thomas Hammond and David Anastasio

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An immersive game-based Virtual Reality (iVR) module for secondary students to learn about locations in their watershed with a primary focus on their city was designed and developed. A design model and associated theory that focuses on elements that lead to engagement and learning with iVR game-based experiences is described. A series of design principles that were used in the iVR environment are discussed. The iVR game was implemented in an urban school in the eastern USA with 54 economically disadvantaged adolescents ages 16-18 who typically are unengaged in traditional school-based learning environments. After game completion, the participants completed a 10-item survey measuring elements of flow and a 12-item survey designed to measure attitudes toward learning with VR games, immersion and presence. The findings revealed that all students experienced a flow state when they played the VR learning game. Almost all users (98.1%) had positive attitudes towards using the VR game. Student responses noted that they experienced high immersion and presence. In addition, students responded with favorable attitudes towards learning with iVR games in school environments.

Speakers
avatar for Saba Saneinia

Saba Saneinia

PhD candidate, University of science and technology of China
IA

Intikhab Ahmad

PhD Candidate, University of Science and Technology of China
avatar for Fahad Asmi

Fahad Asmi

Research Associate, University of Science and Technology of China
avatar for Robson Araujo-Junior

Robson Araujo-Junior

Ph.D. Candidate, Lehigh University
DA

David Anastasio

Professor, Earth and Environmental Sciences, Lehigh


Wednesday June 24, 2020 6:00pm - 7:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

iLRN Grand Challenge Jam Session IV: Bridging the Digital Divide
The gulf between the haves and the have-nots with technology is shifting and changing. Many "civilized countries" continue to have areas with little or no Internet access. Promises of 5G global access still has price barriers attached to the devices that support it and the cost to access. How do we shrink the digital divide and democratize access for communication, education, information, and survival?

The iLRN Grand Challenge Jam IV: Bridging the Digital Divide is a facilitated open small group discussion event bringing people together from around the world to discuss the issues and offer solutions. It is about the solutions. How do we change things?

Artists will be taking visual and graphic notes during the event and displaying them via live stream and the final artwork in VirBELA, host to the conference.

This event is part of the iLRN2020 Conference and open to the public. These Grand Challenges tackle the issues considered of primary importance to the United Nations sustainable development goals, tackling racism, infectious diseases, the digital divide, and climate change in custom designed event spaces for the conference.

Join in AltspaceVR: https://account.altvr.com/events/1499322706699485354

Facilitator: Judith Okonkwo. She is a Technology Evangelist, Business Psychologist and Organisation Development Consultant with experience working in Africa, Asia and Europe. She sits on the Board of the European Organisation Design Forum, advises Startups, not-for-profits and SMEs on emerging technologies and is a guest lecturer at the Lagos Business School and University of Westminster.

Wednesday June 24, 2020 6:00pm - 8:00pm PDT
AltspaceVR

7:00pm PDT

Embodied Learning
Presentation 1: Conceptualising Embodiment Through Virtual Reality for Education (Full Paper #37)

Authors: Erica Southgate

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The concept of embodiment has been central to the design of XR (extended reality) technologies and is key to the deployment of and research on immersive learning, especially through virtual reality. Despite the important place that the notion holds in the immersive learning field, there have been few conceptual frameworks developed to assist developers, practitioners and educators understand how they might consider various aspects of embodiment and their implications for learning. The purpose of this paper is to present a set of theoretical and empirical ways through which to reflect on how the body and human virtuality intertwine and how this occurs in educational endeavours. Specifically, the paper reviews how embodiment has been treated in the immersive learning literature, with a focus on virtual reality, and presents a conceptual framework, devised from the sociology of the body, intended to facilitate nuanced exploration of the topic in immersive learning. The paper concludes by demonstrating the utility of the conceptual framework by applying it to findings from the (deidentified) Study, a unique investigation into embedding immersive virtual reality into school classrooms.

Presentation 2: Embodied, Gesture-Based STEM Education: 2D Computer versus 3D VR Effects on Learning (Full Paper #30)

Authors: Mina Johnson-Glenberg, Man Su, Hannah Bartolomea, Vanessa Ly, Ricardo Nieland Zavala and Elena Kalina

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The objective of this randomized control study was to determine how the two factors of embodiment (low versus high) and learning platform (PC versus Virtual Reality (VR)) affected STEM learning. A total of 214 undergraduate participants played through four conditions in a 2 x 2 design with pretests and posttests. The low embodied groups did not control the net in the natural selection game, they observed a playback of butterflies being captured. All four groups showed significant gains at posttest in learning. In addition, there was a group by time interaction that was driven by the relatively lower performance of the low embodied VR group. Participants in that group were in an immersive, standalone VR headset, but they could not manipulate the virtual net. Those low embodied VR players may have expected to have had more agency over the mechanics and playing in the observational mode was infelicitous for learning. Interestingly, the low embodied PC condition was not significantly affected by being in the more passive and observational mode. Players in the PC condition may have been more accustomed to low embodied learning, for example, watching playback videos on 2D monitors. These results support several guidelines for learning design in immersive VR. Non-interactive objects and videos in VR should be used judiciously and, when possible, designers should make the 3D VR content be manipulable and interactive.

Presentation 3: Presence and Platform: Effects of Embodiment and 2D Computer versus 3D VR (Full Paper #31)

Authors: Elena Kalina and Mina Johnson-Glenberg

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This randomized control study focused on how presence – the feeling of being there – is affected by the two factors of 1) embodiment (low versus high) and 2) learning platform (PC versus Virtual Reality (VR)). Embodiment was deemed low if participants watched playbacks of the natural selection game in action, and it was deemed high if players could use a mouse or the VR hand control to manipulate the content. Two dependent variables of presence and engagement were assessed. The 147 participants were randomly assigned to four conditions in this 2 x 2 design. Results reveal that, overall those in the high embodiment conditions report higher presence, and overall those in the VR platform report higher presence. Although, pairwise analyses showed that the high embodied PC group reported more presence (and engagement) than the low embodied VR group. This suggests that ‘platform is not destiny’. If an educational game or application is not one that gives the learner control and agency, then both presence and engagement will be diminished.

Speakers
avatar for Erica Southgate

Erica Southgate

Associate Professor, University of Newcastle, NSW, Australia
My new book, Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Routledge, 2020), is just out. I am Chief Investigator on the VR School Study, an ongoing, participatory research project with teachers, that explores how VR can be embedded in real classrooms... Read More →
avatar for Man Su

Man Su

Research Assistant & Ph.D. Student, Arizona State University
My research focuses on the design, development, integration, and evaluation of immersive learning experience. Currently, I am conducting research on agent-based simulation to help students learn natural selection and understand nonlinear, decentralized, and emergent processes of complex... Read More →
HB

Hannah Bartolomea

Undergraduate Research Assistant, Arizona State University
EK

Elena Kalina

Research assistant, Arizona State University


Wednesday June 24, 2020 7:00pm - 8:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

7:00pm PDT

Panel Session: Improve Foreign Language Speaking Proficiency in Immersive Environment
Panelist(s): Nanxi Meng, Qing Li, Laetitia Knight and Aleshia Hayes

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Foreign language learners, especially adult beginners, often experience anxiety when developing speaking proficiency. This negative emotional state hurdles the learners from start practicing the target language with their instructors, their peer learners, and native speakers. The immersive learning environment established through Virtual Reality (VR) technology enables students to start practicing oral activities in the target language without directly facing the real audience at the beginning of their learning journey. In this panel, we intend to present the possibility of applying VR language learning tools for students to practice speaking in a low-anxiety immersive environment for multiple languages: English, French, and Chinese. With four panelists, we plan to discuss the possible tools, their affordance, appropriate instructional design, and activities suitable for VR delivery in the foreign language classroom.

Speakers
avatar for Laetitia Knight

Laetitia Knight

Principal Lecturer of French / undergrad advisor, University of North Texas
French, French Language, French for Specific Purpose(s), Second Language Acquisition, Linguistics, Psycholinguistics, Pragmatics, Sociolinguistics, Didactics
NM

Nanxi Meng

lecturer, university of north texas
QL

Qing Li

Lecturer, Chongqing University of Science and Technology
avatar for Aleshia Hayes

Aleshia Hayes

Assistant Professor of Learning Technologies, University of North Texas


Wednesday June 24, 2020 7:00pm - 8:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

8:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Wednesday June 24, 2020 8:00pm - 8:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00pm PDT

Exhibitions, Posters, and Showcase Session VI
Poster 1: The SORBET Project: Designing an Immersive Environment Which Models the Diffusion of Virus Infection to Help Students of Mathematics Learn Probabilities (Work-in-Progress Paper #99)

Authors: Kenneth Y. T. Lim, Swee Ling Leong, Ahmed Hazyl Hilmy, Ming-De Yuen, Lionel J. T. Lim and Joel J. L. Ng

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Poster 2: Virtual Agents in Teaching: A Study of Human Aspects (Work-in-Progress Paper #100)

Authors: Meena Jha, Deborah Richards, Meredith Porte and Amara Atif

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Poster 3: Designing a Virtual Reality Simulation to Teach Elements of Network Routing (Work-in-Progress Paper #115)

Authors: Meena Jha, Kenneth Howah, Santoso Wibowo, Michael Cowling, Lisa Soon and Sanjay Jha

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Poster 4: Legal and Ethical Issues in Immersive Education (Work-in-Progress Paper #123)

Authors: Eric Hawkinson and Jay Klaphake

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Poster 5: Determining the Efficacy of Virtual Reality through Experientiality and Biometrics (Work-in-Progress Paper #145)

Authors: Michael Vallance, Takurou Magaki and Yuto Kurashige

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Poster 6: Role of Innovative Teaching Strategies in Enhancing STEM Education in Malaysia (Work-in-Progress Paper #153)

Authors: Anisha Haveena Kaur, Sharmini Gopinathan and Murali Raman

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Poster 7: Assisting AR, VR and HOLOGRAM Learning Experience through MOOC (Work-in-Progress Paper #156)

Authors: Roopesh Sitharan, Tse Kian Neo, Mai Neo, Khairi Shazwan Bin Dollmat, Heidi Tan Yeen - Ju and Muhammad Syahmi Abd Aziz

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Poster 8: Developing Criteria for VR Courses Based on VW Experiences (Work-in-Progress Paper #158)

Authors: Patricia Franks

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Poster 9: Learning about Virtual Worlds in Virtual Worlds: How Remote Learning in a Pandemic Can Inform Future Teaching about XR (Work-in-Progress Paper #160)

Authors: Andrea Stevenson Won, Jakki Bailey and Siqi Yi

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Poster 10: Virtual Reality Implementation: A Qualitative Study of VR as a Means of Providing Cultural Context in Minority Serving Institutes (Work-in-Progress Paper #80)

Authors: Rachel Tatro-Duarte and Charles MacQuarrie

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Poster 11: Exploring the Benefits of using 360° Video Immersion to Enhance Motivation and Engagement in System Modeling Education (Work-in-Progress Paper #154)

Authors: Juan Carlos Munoz Carpio, Michael Cowling and James Birt

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Wednesday June 24, 2020 8:00pm - 9:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA
 
Thursday, June 25
 

6:00am PDT

Special Track 4 Meeting

Meeting for Special Track 4 papers for topic discussion. 

Speakers
avatar for Daniela Pedrosa

Daniela Pedrosa

Researcher, University of Aveiro /CIDTFF
Daniela Pedrosa is a Junior Researcher of Research Centre on Didactics and Technology in the Education of Trainers (CIDTFF/UA) and Post-Doc at the University of Trás-os-Montes and Alto Douro (UTAD), in Portugal. She integrates the researchers team in SCReLProg project that is financially... Read More →


Thursday June 25, 2020 6:00am - 7:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

7:00am PDT

Featured Plenary Panel: Technology Transfer and Commercialization of XR and Immersive Learning Research
Moderators
avatar for Alex Howland, Ph.D

Alex Howland, Ph.D

Co-Founder & President, VirBELA
Alex Howland, Ph.D., is president and co-founder of VirBELA – an immersive technology platform that’s redefining the future of business, events and education. Alex created VirBELA in 2012, before it was purchased and made public by eXp World Holdings in 2018. VirBELA builds virtual worlds that help organizations bring their business and... Read More →

Speakers
avatar for Lucien Parsons

Lucien Parsons

Founder, MAVRIC at UMD
Lucien Parsons is the Founding Director of MAVRIC (the Mixed/Augmented/Virtual Reality Innovation Center) at the University of Maryland, which is dedicated to helping to develop the ecosystem in the Mid-Atlantic around these enabling technologies.  He also is the previous Chairman... Read More →
avatar for Justin Hendrix

Justin Hendrix

Executive Director, NYC Media Lab and RLab
Justin Hendrix is Executive Director of NYC Media Lab, a public-private partnership between the City’s industry and its universities to drive emerging media and technology innovation and entrepreneurship, and the founding Executive Director of RLab, a new 16,500 square foot facility... Read More →
avatar for Asha Easton

Asha Easton

Knowledge Transfer Network Manager, ImmerseUK
Asha Easton is currently the Head of Immerse UK, where she is responsible for helping to grow the immersive tech ecosystem in the United Kingdom. She works at the intersection of all innovation happening in industry—etween big corporations & SMEs adopting the tech, the immersive... Read More →


Thursday June 25, 2020 7:00am - 8:00am PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

8:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 8:00am - 8:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Building a Research-Grounded Knowledge Base
Presentation 1: Immersive Learning Predicted: Presence, Prior Knowledge, and School Performance Influence Learning Outcomes in Immersive Educational Virtual Environments (Full Paper #85)

Authors: Andreas Dengel and Jutta Mägdefrau

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Media Learning is an internal process nested within a complex combination of learner-specific and external factors and their relations. The Educational Framework for Immersive Learning hypothesizes learners’ presence, motivational traits, emotional states, cognitive capabilities, and previous knowledge as predictors of learning outcomes in immersive educational virtual environments. This article proposes a research model for investigating relations between these variables that seem to be crucial for explaining immersive learning processes. Three Virtual Realities for learning three topics of Computer Science Education (components of a computer, asymmetric cryptography, and finite state machines), each provided on three distinct levels of technological immersion, were instrumentalized to carry out a study with 78 participants. Path analysis was used to test the hypotheses deriving from the research model, showing that presence, prior knowledge about the content, and school performance influence learning outcomes. Presence was predicted by the users’ academic emotional states prior to the study and the provided level of immersion. The emotional states were influenced by the students’ school performance. Prior knowledge and school performance of the students were affected by the motivational variables. This study contributes to existing research as it adds factors that are crucial for learning processes to the discussion on immersive learning.

Presentation 2: Unifying protocols for conducting systematic scoping reviews with application to Immersive Learning Research (Full Paper #79)

Authors: Leonel Morgado and Dennis Beck

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The progress of immersive learning research as a field requires a clear vision of its status, of the current knowledge being produced and of the open problems and gaps. Typical survey efforts however suffer from lack of systematization, providing a scattered perspective of the field. We have combined the literature on conducting systematic scoping reviews and applied it to the field, presenting the resulting protocol. It contributes a clarification on the sequence of steps and processes for delineating a gap, finding the evidence and depart from it to conduct literature reviews.

Speakers
avatar for Leonel Morgado

Leonel Morgado

Assistant Professor / Senior Researcher, Universidade Aberta / INESC TEC
Leonel Morgado is Assistant Professor with Habilitation, at the Portuguese Open University, where he lectures on research methods, programming, and the use of virtual worlds. He is also a board member of the international research association, Immersive Learning Research Network... Read More →
avatar for Andreas Dengel

Andreas Dengel

Research Associate, University of Würzburg
avatar for Dennis Beck

Dennis Beck

Associate Professor, University of Arkansas
Dennis Beck is an Associate Professor of Educational Technology at the University of Arkansas. In his teaching, he enjoys teaching teachers how to use technology in their classrooms. His research focuses on and advocates for digital, educational equity for vulnerable populations... Read More →


Thursday June 25, 2020 8:00am - 9:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

8:00am PDT

Special Session: Challenges and Opportunities for Assessment in XR
Presenter(s): Cindy Ziker, Evelien Ydo, Diego Zapata-Rivera, Mathew Hillier and Michael Casale

XR environments have the potential to provide authentic assessment experiences that allow learners to demonstrate their knowledge and skills in innovative and meaningful ways. However, typically assessment of knowledge gained during XR activities involves the use of external instruments that are not embedded in the virtual experiences of the learner (e.g., multiple choice tests) and are usually administered after the XR experience has been completed. Here we address opportunities for novel assessment strategies provided by the affordances of XR and examine the challenges associated with developing and implementing them in virtual environments to inform teachers, faculty, and industry professionals who are interested in advancements in this field. Methods for conducting real-time assessments in XR environments will be discussed and demonstrated, and will include audience participation. A panel of experts with experience in assessment in K-12, higher education, and industry settings will present on implementing authentic, performance-based, simulation-based, and embedded assessments in XR, as well as techniques for engaging learners, teachers, faculty, and trainers in real-time assessments. Challenges and proposed solutions, such as the use of evidence-centered design, will be discussed, in addition to recommendations for future research and development.

Speakers
avatar for Diego Zapata-Rivera

Diego Zapata-Rivera

Distinguished Presidential Appointee, Educational Testing Service
Diego Zapata-Rivera is Distinguished Presidential Appointee in the Learning and Assessment Foundations and Innovations (LAFI) Center at Educational Testing Service in Princeton, NJ. He earned a Ph.D. in computer science (with a focus on artificial intelligence in education) from the... Read More →
avatar for Mathew Hillier

Mathew Hillier

e-Assessment Academic, Macquarie University
Challenges and Opportunities for Assessment in XR - Panel member for Workshop Special Session.Presentation introduction:IV. TRANSFORMING ASSESSMENTThe presentation will outline an Australian perspective on the obstacles and progress made in the use of XR for student assessment.The... Read More →
CZ

Cindy Ziker

Executive Director, Ziker Research
Cindy Ziker, Ph.D., M.P.H., is the Executive Director of Ziker Research and a principal investigator for large-scale studies designed to improve evidence-informed teaching and learning. Her expertise includes the use of evidence centered design in the development of innovative assessments... Read More →
avatar for Evelien Ydo

Evelien Ydo

Psychologist and Educational Expert, SeriousVR
Evelien Ydo is working as a Psychologist and Educational Expert at Serious VR in the Netherlands, where she designs and advises about VR training and assessment for Technical Vocational Education. She has a Bachelor of Science in Psychology with a special focus on Learning, Communication... Read More →
MC

Michael Casale

Chief Science Officer, Strivr


Thursday June 25, 2020 8:00am - 10:00am PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

9:00am PDT

Games and Gamification II
Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

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Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

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The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students' achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students' achievement. Moreover, by analyzing the interview, students' attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

Speakers
avatar for Daphne Economou

Daphne Economou

Senior Lecturer, University of Westminster
I have 20 years’ teaching and research experience in higher education, in the areas of HCI, Mobile UX, Web Design and Development, and in VR. I am particularly interested in the use and the design of VR/AR platforms to engage effectively learners in educational tasks and empowering... Read More →
avatar for Ioannis Doumanis

Ioannis Doumanis

Dr, University of Central Lancashire
Ioannis is a Lecturer at the University Of Central Lancashire (UCLAN) in the UK. His expertise is in human-computer interaction (HCI) with significant project experience in several domains (Web and Mobile, Games/Serious Games, and XR (Extended Reality)). He has led usability, UX and... Read More →
XH

Xiuli Huang

phD student, Georg Eckert Institute | Member of the Leibniz Association


Thursday June 25, 2020 9:00am - 10:00am PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 10:00am - 10:45am PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

10:00am PDT

Exhibitions, Posters, and Showcase Session VII
Poster 1: Making Cultural Heritage Artifacts into 3D Digital Objects Using Photogrammetry (Practitioner Poster #107)

Presenters: Kristen Allen, Olivia MacIsaac and Tatum Turner

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Poster 2: ARETE - An Interactive Educational System Using Augmented Reality (Work-in-Progress Paper #116)

Authors: Stefano Masneri, Ana Dominguez, Fridolin Wild, Giuseppe Chiazzese, Jennifer Tiede, Matthias Heintz, Adina Nistor, Jeroen Pronk and Eleni Mangina

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Poster 3: Learners’ Interaction With Task Narratives for Math Problem-Solving in Game-Based Learning (Work-in-Progress Paper #120)

Authors: Chih-Pu Dai, Fengfeng Ke, Yanjun Pan and Zhaihuan Dai

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Poster 4: Development of a Virtual Reality Learning Environment: VR Baby (Work-in-Progress Paper #127)

Authors: Grace Ryan, John Murphy, Mary Higgins, Fionnuala McAuliffe and Eleni Mangina

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Poster 5: Context is Key in Immersive Learning Environments (Work-in-Progress Paper #129)

Authors: Emily Johnson, Amy Giroux and Yovanna Pineda

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Poster 6: Measuring Engagement in Virtual Reality for Talent Attraction Purposes (Work-in-Progress Paper #130)

Authors: Anasol Pena-Rios, Tomas Oplatek, Hani Hagras, Anthony Conway and Gilbert Owusu

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Poster 7: The Sudden Requirement to Work from Home due to COVID-19 Pandemic Restrictions: Attitudes and Changes in Perceived Value of Physical and Immersive Workspaces (Work-in-Progress Paper #131)

Authors: Jamie Kelly

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Poster 8: Utilizing Virtual Reality to Promote Active Learning in Construction Management (Work-in-Progress Paper #141)

Authors: Sathish Akula, Nikolay Sargsyan, Soundarya Korlapati, Xin Wei, Cheryl D. Seals and Jeff Kim

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Poster 9: GeoForge: Integrating Virtual Reality and a Personalized Website to Foster Collaboration in Middle School Science (Work-in-Progress Paper #148)

Authors: Corinne Brenner, Kayla Desportes, Jessica Ochoa Hendrix and Mande Holford

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Poster 10: VR and history education (Practitioner Poster #168)

Presenters: Yuntian Hu

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Poster 11: Virtual Reality Implementation: A Qualitative Study of VR as a Means of Providing Cultural Context in Minority Serving Institutes (Work-in-Progress Paper #80)

Authors: Rachel Tatro-Duarte and Charles MacQuarrie

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Poster 12: A Methodology to Evaluate the Use of Serious Games in Achieving Deep Learning: An Application for Andragogy in Human Resource Development (Work-in-Progress Paper #139)

Authors: Mamfe-Ter Gemade, Markos Mentzelopoulos and Daphne Economou

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Poster 13: A Meta-Analysis about Game-Based Learning in Chemistry Education (Practitioner Poster #33)

Authors: Yuanyuan Hu, Tim Gallagher, Pieter Wouters, Marieke van der Schaaf and Liesbeth Kester

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Thursday June 25, 2020 10:00am - 11:00am PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

10:00am PDT

XR Association Office Hours for Professional & Industry Training Researchers

The XR Association (XRA) is a non-profit trade organization representing hardware manufacturers across the broad XR industry, with current members including Facebook, Google, HTC VIVE, Microsoft, Samsung, and Sony Interactive Entertainment. The Association promotes the responsible growth and development of XR technology, fosters dialogue among public and private stakeholders, develops industry best practices, and engages in industry research.

The XRA is looking to connect with academics conducting research on XR technologies as applied to medical/healthcare, professional/industry training, diversity/empathy training, and K-12 education. As the Association is beginning to build its research agenda, and we welcome convening with those already working/with expertise in these areas.

Speakers
avatar for Elizabeth Hyman

Elizabeth Hyman

CEO, XR Association
LC

Laura Chadwick

XR Association


Thursday June 25, 2020 10:00am - 11:00am PDT
Sponsor Offices iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Games and Gamification III
Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

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Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices' mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

Speakers
avatar for Bernadette Spieler

Bernadette Spieler

Visiting Professor in Computer Science Didactics, University of Hildesheim
1. Computer Science Education/Didactics: Teacher Education, Curriculum Improvements, Constructionism, Learning Environments, Learning Resources/OER, Maker/Open Learning Spaces, MOOCs, eLearning, …2. Educational Technology: Game Development-Based Learning, Mobile Learning, Game... Read More →
NP

Naomi Pfaff

Student, Technische Universität Graz


Thursday June 25, 2020 11:00am - 12:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Workshop: Creating Immersive Real-Time Learning Experiences like a Games Developer

Presenter(s): Drew Cattanach

How would a games developer craft an immersive learning experience? What are the key learnings from games design that could be utilised in developing a more engaging real-time environment for your project? Drew Cattanach (University of Westminster) will be discussing design and visual tips and tricks gained through 17 years experience in the UK Games Industry that could be employed to finish an immersive learning experience.

Speakers
avatar for Drew Cattanach

Drew Cattanach

Lecturer, University of Westminster


Thursday June 25, 2020 11:00am - 1:00pm PDT
Blue Event Hall iLRN Virtual Campus, powered by VirBELA

11:00am PDT

Workshop: Participatory Cultures Beyond Limits? Criteria for Creative Potential of SocialVR in Art Educational Contexts

Presenter(s): Regina Maria Bäck, Rainer Wenrich and Birgit Dorner

The fourth industrial revolution aka Industry 4.0 has impacted the educational sector in many ways. Opportunities and challenges such as emerging educational technologies, students with highly developed digital skills entering education, curriculum design for both existing and emerging disciplines just to name a few need to be addressed in teaching & learning (T&L) related research preparing the education sector to address both 21st century T&L challenges and opportunities. This workshop focusses on research addressing the opportunities and challenges of creating innovative learning spaces for the 21st century with particular focus on mobile technologies and augmented reality-driven applications and initiatives.

We are excited to see you all soon!!!

IMPORTANT Information for Attendees:

Group I
Having Oculus Headsets? Please install the following programs before attending the workshop
  • SculptrVR - http://www.sculptrvr.com/

Group II
Do you have Access to Steam?
  • Install Anyland - https://store.steampowered.com/app/505700/Anyland/
  • Check out Sansar World Creation opportunities: https://help.sansar.com/hc/en-us/sections/205417827-Creator-Tools

Group III
For desktop-participants:
  • Mozilla Hubs in Art education!? Have a look at Spoke: https://hubs.mozilla.com/spoke
  • Get familiar with Cospaces www.cospaces.io

SocialVR offers a variety of learning opportunities as embodiment in spheres for creation and exploration. Hybrid creativity in participatory media culture meets agency beyond physical limitations. Yet, with strong affective and multi-sensorial stimulation, it is vital to match learners` heterogeneous abilities and preconditions. This workshop is addressing art educators as well as XR- platform designers for joint interdisciplinary perspectives. How do platforms engage or inhibit creative potential? How accessible and safe are SocialVR environments for creative purposes? We suggest a classification of SocialVR scenarios in art education and respective quality criteria. The criteria as suggested stretch from accessibility, room for creativity and aesthetic
flexibility to ethical implications.

Speakers
avatar for Rainer Wenrich

Rainer Wenrich

Professor, Catholic University Eichstaett-Ingolstadt
BD

Birgit Dorner

Professor, Katholische Stiftungshochschule München


Thursday June 25, 2020 11:00am - 1:00pm PDT
Circle of Scholars iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Live VR Management: The Hidden Barrier to School Adoption
How do you teach with standalone VR if you don’t know what your students are doing? Why does VR take so long to set up for classes? How do you actively engage teachers in the VR learning process?

In this talk, Sean Strong, CEO & Co-Founder of Grove, will go over the lessons learned implementing and improving VR in school contexts.

Grove originated as a VR education content company, but the team found that VR implementation in schools was intractable. Today, Grove provides a suite of live management tools geared around making VR easy to use for teachers, trainers, and groups.

Speakers
avatar for Sean Strong

Sean Strong

Co-Founder & CEO, Grove XR
==> To join & get info on our talks, go to https://bit.ly/grove_ilrn2020Sean Strong is the Co-Founder & CEO of Grove XR, where he works on making VR learning more accessible and effective.Sean studied Artificial Intelligence and VR Education at Stanford University. Professionally... Read More →

Sponsors, Exhibitors, Partners
avatar for Grove XR

Grove XR

Grove is a live VR management platform for teachers, trainers, researchers, and groups.With its group VR facilitation, content management, and MDM functionality, Grove makes real-time VR management simple.Learn more at grovexr.com... Read More →


Thursday June 25, 2020 12:00pm - 12:30pm PDT
Futures Salon iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Special Session: Seeking Understanding in the Immersive Future: Using Neuroscience to Learn How the Mind Perceives Art through AR & VR
Art is the pinnacle of uniquely human creativity and is affected by profound digital transformations. With advancements in AR and VR, it has become possible to experience art and other forms of physical culture in new ways. But new questions emerge: how does the human mind perceive these virtual and augmented experiences amongst their real-world counterparts? Over the span of 10 months, a Boston-based team of technologists and neuroscientists, supervised by MIT faculty, executed an extensive study to answer this question with empirical data. In this session, we will present the results from the world’s first neurological study on this topic, and discuss how neuroscience can be used to advance our understanding of XR and human perception. The initial results of this research suggest that AR and VR can provide an equally immersive aesthetic and educational experience on par with that of viewing the authentic, original artwork in person at a museum or gallery.

Speakers
avatar for Brendan Ciecko

Brendan Ciecko

Founder & CEO, Cuseum
Brendan Ciecko is the founder and CEO of Cuseum, a platform that helps museums and cultural organizations engage their visitors, members, and patrons. Ciecko has been building technology since the age of 11 and has been recognized by Inc. Magazine as being one of America’s top entrepreneurs... Read More →


Thursday June 25, 2020 12:00pm - 12:30pm PDT
iLRN House Rooms - GLAM iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 12:00pm - 12:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Museums and Libraries
Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

>>Access Video Presentation<<

Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

>>Access Video Presentation<<

For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

>>Access Video Presentation<<

Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal "behind the scenes" spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution's archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions' current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

Speakers
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Victoria Gerson

Graphic Designer, NCSU
avatar for Diane Michaud

Diane Michaud

Instruction Librarian, Victoria College (in the University of Toronto)
Diane is an academic librarian who truly believes in the learning potential of VR (especially immersive and social VR). In addition to typical academic librarian responsibilities, she supports online learning & educational technology. She created a very simple 360 video tour but what... Read More →


Thursday June 25, 2020 12:00pm - 1:00pm PDT
Orange Event Hall iLRN Virtual Campus, powered by VirBELA

12:00pm PDT

Using VirBELA Presenter Tools for eLearning Success
How to master presenting in a VR environment to maximize learning and retention.

Speakers
avatar for Brad Andersohn

Brad Andersohn

Director of Education, VirBELA

Sponsors, Exhibitors, Partners

Thursday June 25, 2020 12:00pm - 1:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

1:00pm PDT

Exhibitions, Posters, and Showcase Session VIII
Poster 1: Immersive Virtual Reality Design Considerations to Promote Learning for English Language Learners (Work-in-Progress Paper #78)

Authors: Robson Araujo Junior and Alec Bodzin

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Poster 2: Pilot Study: A 360 Virtual Reality Simulation to Prepare Social Work Students to Interact with Community Environments (Work-in-Progress Paper #109)

Authors: Nicholas Lanzieri, Elizabeth McAlpin, Henry Samelson and David Shilane

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Poster 3: Design and Evaluation of an Augmented and Virtual Reality Flipped-Learning Course for K-12 Educators (Work-in-Progress Paper #111)

Authors: Maria Fragkaki, Stylianos Mystakidis and Giorgos Filippousis

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Poster 4: The ARI2VE Model for Augmented Reality Books (Work-in-Progress Paper #117)

Authors: Josef Buchner and Arkadi Jeghiazaryan

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Poster 5: The Impact of Kinesiology XR-Immersive Labs for Motor Control Learning Attitudes (Work-in-Progress Paper #118)

Authors: Tumay Tunur, Sean Hauze, Paul Stuhr and James Frazee

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Poster 6: Designing a Multi-User Virtual Reality Environment for Conversational Skills Training of Dietetic Students (Work-in-Progress Paper #122)

Authors: Ivan Moser and Per Bergamin

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Poster 7: Converging Virtual Reality, Robots, and Social Networks to Support Immersive Learning (Work-in-Progress Paper #125)

Authors: Louis Nisiotis and Lyuba Alboul

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Poster 8: A Generalizable Virtual Reality Training and Intelligent Tutor for Additive Manufacturing (Work-in-Progress Paper #151)

Authors: Michael Mogessie, Sandra Devincent Wolf, Matheus Barbosa, Nicholas Jones and Bruce M. McLaren

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Poster 9: Titration Experiment: Virtual Reality Chemistry Lab with Haptic Burette (Work-in-Progress Paper #155)

Authors: Charles Amador, Frank Liu, Mina Johnson-Glenberg and Robert Likamwa

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Poster 10: Augmented Reality at Scale: Using Physical Dimensionality of Spaces to our Advantage! (Work-in-Progress Paper #159)

Authors: Aryabrata Basu

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Poster 11: Designing a Smartphone Learning App to Facilitate Informal Learning (Practitioner Poster #163)

Presenters: Baiyun Gong

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Poster 12: Towards a Better User Interface of Augmented Reality Based Indoor Navigation Application (Work-in-Progress Paper #112)

Authors: Bing Liu and Liqiu Meng

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Poster 13: A Snapshot of the Future: Virtual and Augmented Reality Training for Radiology (Work-in-Progress Paper #157)

Authors: Xuanhui Xu, Eleni Mangina, David Kilroy, Kathleen Curran, John Healy and Abraham Campbell

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Poster 14: Learning Machines: Useful Intelligent Tutoring Within Immersive STEM VLEs (Work-in-Progress Paper #9)

Presenters: Brad Thompson

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Thursday June 25, 2020 1:00pm - 2:00pm PDT
Expo Hall iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 2:00pm - 2:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

2:00pm PDT

Featured Plenary Panel: Who, Where, Why? Using XR for Learning in Informal Contexts
Who wants to engage in learning with XR, where can cutting-edge platforms be effective, and why use these technologies in informal learning contexts? This panel of practitioners and researchers share their experiences using XR in informal learning contexts including homes, museums, and after-school programs. Hear about innovative projects, and how they have been implemented in the real world to reach a wide range of learners.

Moderators
avatar for Corinne Brenner

Corinne Brenner

Director of Learning, Killer Snails
Corinne Brenner is a researcher and learning scientist with Killer Snails, where she helps create and study games that inspire a love of science. She is also pursuing a PhD in Educational Communication and Technology at NYU. Corinne's research interests include applying quantitative... Read More →

Speakers
avatar for Dan Roy

Dan Roy

Research Scientist, MIT Education Arcade
Dan Roy is a research scientist at the Education Arcade and the Playful Journey Lab. He is the lead game designer on the CLEVR project, inviting high school biology students to explore a cell in VR and collaboratively diagnose and treat a genetic disorder. Dan is also the founder... Read More →
avatar for Karen Alexander

Karen Alexander

Co-Founder & Executive Director, XR Women
avatar for Kiley Sobel

Kiley Sobel

Research Scientist, The Joan Ganz Cooney Center at Sesame Workshop
avatar for Vivian Trakinski

Vivian Trakinski

Director of Science Visualization, American Museum of Natural History


Thursday June 25, 2020 2:00pm - 3:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

3:00pm PDT

iLRN Grand Challenges: Synthesis and Community Call to Action
Thursday June 25, 2020 3:00pm - 4:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 4:00pm - 4:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

4:00pm PDT

Distinguished Closing Keynote Presentation: Photorealistic Telepresence
In this talk, I will describe early steps taken at Facebook Reality Labs Pittsburgh in achieving photorealistic telepresence: realtime social interactions in AR/VR with avatars that look like you, move like you, and sound like you.

Telepresence is, perhaps, the application with the greatest potential to bring billions of people into VR. It is the next step along the evolution from telegraphy to telephony to videoconferencing. Just like telephony and video-conferencing, the key attribute of success will be “authenticity”: users' trust that received signals (e.g., audio for the telephone and video/audio for VC) are truly those transmitted by their friends, colleagues, or family. The challenge arises from this seeming contradiction: how do we enable authentic interactions in artificial environments?

Our approach to this problem centers around codec avatars: the use of neural networks to address the computer vision (encoding) and computer graphics (decoding) problems in signal transmission and reception. The creation of codec avatars require capture systems of unprecedented 3D sensing resolution, which I will also describe.

Speakers
avatar for Yaser Sheikh

Yaser Sheikh

Director, Research Science, Facebook Reality Labs Pittsburgh
Yaser Sheikh is Director of the Facebook Reality Lab in Pittsburgh, devoted to achieving photorealistic social interactions in augmented reality (AR) and virtual reality (VR), and an Associate Professor at the Robotics Institute, Carnegie Mellon University. His research broadly focuses... Read More →


Thursday June 25, 2020 4:00pm - 5:00pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

5:00pm PDT

Closing Remarks
Thursday June 25, 2020 5:00pm - 5:15pm PDT
Main Stage iLRN Virtual Campus, powered by VirBELA

5:15pm PDT

Post-Conference Happy Hour
Thursday June 25, 2020 5:15pm - 6:15pm PDT
Immersion Beach iLRN Virtual Campus, powered by VirBELA

6:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 6:00pm - 6:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA

8:00pm PDT

iLRN Virtual Campus Tour
Sponsors, Exhibitors, Partners

Thursday June 25, 2020 8:00pm - 8:45pm PDT
Welcome Area iLRN Virtual Campus, powered by VirBELA
 
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