All sessions of the VWBPE 2020 Conference are held in Second Life®. All times are in SLT (Pacific Time).
You may access this time zone converter for your local time: http://www.timeanddate.com/worldclock/converter.html.
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Note: Daylight Saving Time
In most of the United States and Canada, Daylight Saving Time is in effect as of 8 March 2020. Is your location affected? Check this page to find out when (and if) Daylight Saving Time begins for you. The Spring/Fall time change occurs throughout March and April, if at all, depending upon your location.
Speaker: Patrick Pennefather / Vesuviusblowhorn. University of British Columbia
This conceptual case study lays the groundwork for a Virtual Reality (VR) research creation undergoing co-construction; shared to champion the continual experimentation with and investigations of scholarship through interactive media.
- Participants will be able to resonate in the investigation of scholarship through interactive media
Accessibility: Share a written script during the presentation
Speakers: Reiner Schneeberger / Art Blue; JulietteSurrealDreaming
This presentation will explore a way to bring art creations made in the virtual world of Second Life into HMDs mainly for educational projects so to create awareness for immersive art experiences in Virtual Reality. Aspects of art conservation are also addressed. Intended mainly for art teachers and students, we also welcome anyone interested in art and technology.
- Awareness for immersive art reception via VR (understanding).
- Making VR possible for art teachers using of SL (doing).
Accessibility: Speak easy HUD
Speakers: Valerie Hill / Valibrarian Gregg, Community Virtual Library; Bethany Winslow / Bethany Winslow; Marie Vans / Amvans Lapis.
Virtual reality offers opportunities and challenges that impact education (both on head-mounted displays and desktops) for deep learning. Because educators cannot be trained to utilize all of the current virtual reality tools entering the market, professional networking is essential for identifying best practices. The gaming backchannel app DISCORD will be optionally used during this session for interactivity.
- Participants will investigate the advantages and disadvantages of various VR spaces.
- Participants will be given specific examples of critical thinking in VR spaces.
Accessibility: Speak easy HUD tool