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DTSTART:20231029T020000Z
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BEGIN:VEVENT
SUMMARY:Virtual Campus Open Hours
DTSTAMP:20260102T171309Z
SEQUENCE:0
UID:137-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Charlene Hardin":info@immersivelrn.org
DESCRIPTION:Join us every Friday from 8-10 am Pacific for an informal dr
	op-in time on the virtual campus. Mingle\, ask questions about iLRN volunt
	eering opportunities\, learn more about getting involved\, or connect with
	 the community. No agenda\, no pressure. This time offers an open space fo
	r conversation and curiosity. Pop in anytime during the two-hour window!Cl
	ick the Open Event button to go to the Virtual Campus Student Center.
DTSTART:20260102T150000Z
RRULE:FREQ=WEEKLY;INTERVAL=1;BYDAY=FR
END:VEVENT
BEGIN:VEVENT
SUMMARY:EXTENDED - Virtual Campus Open Hours
DTSTAMP:20260424T164605Z
SEQUENCE:0
UID:139-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Charlene Hardin":info@immersivelrn.org
DESCRIPTION:Join us in the iLRN2026 Virtual Campus Student Center for ex
	tended open hours!We're now open Monday\, Wednesday\, and Friday from 8:00
	–10:00 AM Pacific Time — drop in to learn about volunteer opportunitie
	s\, connect with the community\, or just explore the campus at your own pa
	ce. No agenda\, no pressure — just come as you are.Click the Open Event 
	button to go to the Virtual Campus Student Center.
DTSTART:20260427T150000Z
DTEND:20260427T170000Z
RRULE:FREQ=WEEKLY;INTERVAL=1;UNTIL=20260617T000000;BYDAY=MO,WE
END:VEVENT
BEGIN:VEVENT
SUMMARY:Campus Community Build Days!
DTSTAMP:20260424T165501Z
SEQUENCE:0
UID:140-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Charlene Hardin":info@immersivelrn.org
DESCRIPTION:Ready to help co-build the iLRN2026 Virtual Campus?Join our 
	distributed build sessions on Zoom and in iLRN_Central every Monday\, Wedn
	esday\, and Friday.Session time:06:00–08:00 Pacific Time (PT)09:00–11:
	00 Eastern Time (ET)14:00–16:00 British Summer Time (BST)15:00–17:00 C
	entral European Summer Time (CEST)21:00–23:00 China Standard Time (CST)T
	hese sessions are part of an evolving\, global co-building effort. As the 
	campus develops\, we will expand access points and session times to better
	 accommodate contributors across regions.Whether you are experienced with 
	Frame VR or exploring immersive environments for the first time\, you are 
	welcome to participate.To join:Complete the volunteer interest form to ind
	icate your availability and areas of contributionWe will follow up with ac
	cess details and coordination informationCurrent sessions are limited to a
	ctive contributors as we establish workflows and governanceFor inquiries\,
	 contact: volunteers@immersivelrn.org
DTSTART:20260427T130000Z
DTEND:20260427T150000Z
RRULE:FREQ=WEEKLY;INTERVAL=1;UNTIL=20260607T000000;BYDAY=MO,WE,FR
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2026 Online
DTSTAMP:20250806T082417Z
SEQUENCE:0
UID:131-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN2026 Online
DTSTART;VALUE=DATE:20260614
DTEND;VALUE=DATE:20260616
END:VEVENT
BEGIN:VEVENT
SUMMARY:The Critical Role of the Learning Sciences in Shaping the Em
	erging Discipline of Immersive Learning\; Illuminators Forum #9 with Eilee
	n McGivney
DTSTAMP:20260318T221422Z
SEQUENCE:0
UID:138-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:Join us for a webinar on Friday\, March 20 at 10 AM Pacific 
	Time. Illuminators Forum #9 explores the critical role of the Learning Sci
	ences in shaping immersive learning as an emerging discipline. While immer
	sive technologies evolve quickly\, meaningful educational impact depends o
	n research about how people learn\, how motivation and identity develop\, 
	and how environments shape attention and agency. Importantly\, innovations
	 need to meet people where they live and learn and work. We are pleased to
	 welcome Eileen McGivney\, PhD\, Assistant Professor at Northeastern Unive
	rsity and a 2025 member of the iLRN Circle of Scholars\, as our special gu
	est. McGivney studies how immersive experiences—such as virtual field tr
	ips and narrative environments—affect learners’ motivation\, identity\
	, and sense of agency. This forum we'll examine how processes and insights
	 from the Learning Sciences often guide the design of immersive experience
	s that support high-quality learning across educational settings… what n
	ew developments have surfaced over the last year in this exciting field fo
	r immersive learning and\, how iLRN\, itself takes the Learning Sciences a
	s a guide in our iterative\, multidisciplinary network dedicated to learni
	ng and human flourishing. Register here: https://us06web.zoom.us/webinar/r
	egister/WN_MLncnYCeTbux8lxapXtawA
DTSTART:20260320T170000Z
DTEND:20260320T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Community Call (monthly)
DTSTAMP:20251217T004621Z
SEQUENCE:0
UID:136-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN Community Call (monthly)
DTSTART:20220323T150000Z
DTEND:20220323T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Illuminators Forum
DTSTAMP:20251128T203333Z
SEQUENCE:1
UID:135-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN Illuminators Forum
DTSTART:20251128T190000Z
DTEND:20251128T200000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Illuminators' Forum
DTSTAMP:20251126T221144Z
SEQUENCE:0
UID:134-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n──────────\n\nJonathon Richter is invi
	ting you to a scheduled Zoom meeting.\nJoin Zoom Meeting\nhttps://us06web.
	zoom.us/j/88126460560?pwd=1pQhLTDcKBHZPPBS3JRloIeqpxtsg0.1\n\nMeeting ID: 
	881 26460560\nPasscode: 874898\n\n---\n\nOne tap mobile\n+13462487799\,\,8
	8126460560#\,\,\,\,*874898# US (Houston)\n+16694449171\,\,88126460560#\,\,
	\,\,*874898# US\n\nJoin instructions\nhttps://us06web.zoom.us/meetings/881
	26460560/invitations?signature=rsqYcfDXa0ktBlnhZ8MffhKg1ZKU3md4jVJCClV4Fhg
	\n\n\n\n──────────
DTSTART:20251128T220000Z
DTEND:20251128T225000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Campus Host Hours
DTSTAMP:20250322T125421Z
SEQUENCE:0
UID:126-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:https://framevr.io/student-center
DTSTART:20250321T150000Z
DTEND:20250321T170000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN NOV8
DTSTAMP:20250729T145422Z
SEQUENCE:0
UID:128-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN NOV8
DTSTART;VALUE=DATE:20251108
END:VEVENT
BEGIN:VEVENT
SUMMARY:Jule/Jon Futures CFP
DTSTAMP:20250801T193929Z
SEQUENCE:0
UID:130-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Jule/Jon Futures CFP
DTSTART:20250805T140000Z
DTEND:20250805T150000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:MSO Bone & Joint (Main - Clyde)
DTSTAMP:20250801T072223Z
SEQUENCE:0
UID:129-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:MSO Bone &amp\; Joint (Main - Clyde)
DTSTART:20250826T203000Z
DTEND:20250826T220000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:The End of Learning? Think Again. (GVA with Miji Lee)
DTSTAMP:20250326T021833Z
SEQUENCE:0
UID:127-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	With AI answering questions instantly and digital content
	 replacing textbooks\, it may seem like learning is becoming obsolete—bu
	t the truth is\, it’s evolving. Kore Meta is redefining language educati
	on with XR-powered applications that make learning immersive\, engaging\, 
	and effective. \n\n\n\n	Kore VR 1 gamifies Hangul learning\, Kore VR 2 te
	aches Korean grammar and vocabulary through interactive mini-games and coo
	king\, and Multiverse Kaitenzushi\, recognized by the Meta Presence Platfo
	rm\, transforms Japanese learning into a VR sushi chef experience.\n\n\n\n
		As AI reshapes education\, educators must adapt by embracing and facilita
	ting these tools to stay relevant and guide students in using AI and XR ef
	fectively. Learning isn’t ending—it’s becoming smarter\, more intera
	ctive\, and more exciting.\n\n\n\n	Register for the webinar here:\n\n	http
	s://us06web.zoom.us/webinar/register/WN_PRbBKOFjR5qxerZXyDyiXA\n\n\n\n	Abo
	ut the Presenter:\n\n\n\n	Miji Lee is the CEO and Founder of Kore Meta\, a
	 company dedicated to transforming education through extended reality (XR)
	. With a background in language teaching\, she ventured into XR developmen
	t\, recognizing its potential as the future of learning.\n\n\n\n	Under her
	 leadership\, Kore Meta joined Meta’s Oculus Start program in 2024 and a
	chieved top-three recognition in major hackathons\, including the Meta Pre
	sence Platform Hackathon in the Skill Building category (2024) and the NAS
	A Space Apps Hackathon (2023). Her team is currently developing gamified\,
	 culturally immersive XR language-learning experiences that make learning 
	enjoyable and intuitive.\n\n
DTSTART:20250403T170000Z
DTEND:20250403T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Building the Virtual Worlds Museum
DTSTAMP:20250312T030749Z
SEQUENCE:0
UID:125-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	The Virtual Worlds Museum is dedicated to preserving and 
	bringing the history of virtual worlds to life. As a digital gateway to im
	mersive experiences\, our mission is to educate and inspire by documenting
	 the evolution of virtual worlds\, clarifying their complexities\, and cur
	ating interactive exhibits.\n\n\n\n	Our guide will be Rachael Newport\, 
	Impact Producer at the Virtual Worlds Museum. Rachael is an award-winning
	 producer of interactive media experiences with 10 years developing intern
	ational projects and building XR initiatives. Drawing on roots in document
	ary film production and news gathering\, Rachael is passionate about ampli
	fying the reach of works that inspire change and foster positive social im
	pact.\n\n\n\n	Click here to register for the webinar:\n\n	https://us06web.
	zoom.us/webinar/register/WN_ym40vEBeTMi5e2Ib74S6Yg\n\n
DTSTART:20250320T170000Z
DTEND:20250320T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Dr. Fun Man Fung - Emerging Technologies and Strategic Lifel
	ong Learning Skills
DTSTAMP:20250225T214540Z
SEQUENCE:0
UID:124-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Montana Futures Forum Hosts Live Interview with Dr. Fun M
	an Fung on Civic Engagement and Chemistry in VR\n\n\n\n	\n\n\n\n	Missoula\
	, MT and online – The University of Montana’s Montana Futures Forum we
	lcomes Dr. Fun Man Fung\, Fulbright Scholar and Assistant Professor of Che
	mistry at University College Dublin\, for an insightful discussion on his 
	pioneering work using Virtual Reality (VR) to bridge the gap between chemi
	stry education\, civic engagement\, and experiential learning. With specia
	l emphasis on how Dr. Fung's work could be applied within and across the s
	tate of Montana\, this will be an engaging and lively meetup!\n\n\n\n	Join
	 us LIVE on the main floor of the Mansfield Library’s Learning Commons a
	t 2:00 PM on Thursday\, March 6\, for an engaging dialogue and demonstrati
	on on how immersive technologies are revolutionizing science education and
	 community engagement. Dr. Fung will share his experiences working with hi
	gh school students\, leveraging VR to enhance chemistry learning\, and fos
	tering civic engagement through immersive simulations. Virtual participant
	s are also welcome and will be included in event discussions Q&amp\;A. \n
	\n\n\n	As part of the Montana Futures Forum\, this event will provide a un
	ique opportunity for students\, faculty\, and community members to explore
	 the intersections of emerging technology\, public engagement\, and scienc
	e education. In-person and online attendees will gain insights into how VR
	 can be used to make scientific concepts more accessible\, participatory\,
	 and impactful beyond the classroom.\n\n\n\n	This event is free and open t
	o the public.\n\n\n\n	Register with the following link or come to the Univ
	ersity of Montana Mansfield Library main floor Learning Commons: \n\n	htt
	ps://us06web.zoom.us/webinar/register/WN_9hS1SqhCQDmXw5mLtOwqAQ\n\n
DTSTART:20250306T210000Z
DTEND:20250306T220000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Accelerate Spatial Computing with GroKit Core
DTSTAMP:20250209T022304Z
SEQUENCE:0
UID:123-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Introducing GroKit Core - 3lbXR's development toolkit tha
	t aims to grow the XR ecosystem by making even the most intricate XR inter
	actions feel intuitive and achievable\, so that creators can streamline pr
	ototyping\, optimize workflows\, and focus on innovation instead of wrestl
	ing with technical barriers.\n\n\n\n	Our presenter will be Robin Moulder\
	, CEO of 3lb Games and 3lbXR. Robin is an entrepreneur\, producer\, and mu
	sician innovating at the cutting edge of XR game development and storytell
	ing. She is a recognized authority in the realm of spatial computing and h
	as dedicated her career to pushing the boundaries of what's possible in th
	e immersive computing landscape.\n\n\n\n	Register here: https://us06web.z
	oom.us/webinar/register/WN_BzxT7uOfRxm4TOCjRCZLRw\n\n\n\n	If you would lik
	e to follow along in Unity\, 3lbXR has a blog article about how to follow 
	along with the program. For more information\, go to https://3lbxr.com/202
	5/01/30/preparing-for-xr-workshop/\n\n
DTSTART:20250217T200000Z
DTEND:20250217T210000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Campus Host Hours
DTSTAMP:20250131T090459Z
SEQUENCE:1
UID:122-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN Campus Host Hours
DTSTART:20250131T160000Z
DTEND:20250131T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Digital Wellbeing for Resilience: Pathways to Hope\, Connect
	ion\, and Positive Impact
DTSTAMP:20241113T140922Z
SEQUENCE:0
UID:119-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	This webinar explores how visionary leaders can apply the
	 principles of digital wellbeing in all arenas to build resilience\, enhan
	ce connection\, and amplify their positive impact. Caitlin Krause will gui
	de participants through interactive activities and reflective discussions 
	centered around wellbeing\, mindful tech integration\, and digital ecosyst
	ems that support community and belonging. Join us to learn strategies that
	 elevate your ability to connect meaningfully\, sustain hope\, and lead wi
	th a sense of purpose in an increasingly digitally mediated world where it
	's more important than ever to keep our humanity and inspire our imaginati
	on.\n\n\n\n	Register here: https://us06web.zoom.us/webinar/register/WN_mU
	UA1fZ5SyyKbtxb4ClaXg\n\n
DTSTART:20241121T220000Z
DTEND:20241121T233000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Immersive Learning Research: Novel Opportunities and Evolvin
	g Standards
DTSTAMP:20241114T143507Z
SEQUENCE:0
UID:120-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	When coupled with GenAI\, virtual\, mixed\, and augmented
	 realities (XR) offer exciting new ways to evoke and analyze sophisticated
	 forms of learning. Challenges in realizing this aspirational vision inclu
	de developing novel research designs and models\, as well as minimizing ri
	sks that can emerge from transgressive behaviors and deceptive forms of so
	cial interaction. This webinar highlights both the opportunities and chall
	enges in scholarly studies of immersive learning.\n\n\n\n	Register here: 
	https://us06web.zoom.us/webinar/register/WN_6p4rAgzqRVmajyfFXivNKg\n\n
DTSTART:20241213T160000Z
DTEND:20241213T170000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Immersive Tech Week
DTSTAMP:20241111T171841Z
SEQUENCE:0
UID:118-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	December 4 - 6\, 2024 in Rotterdam\n\n\n\n	For 10 years\,
	 VRDays / Immersive Tech Week has supported the XR community at the forefr
	ont of the XR revolution\, celebrating the creativity\, innovation\, and t
	ransformative potential of this industry. As we mark this milestone annive
	rsary\, we reflect on a decade of dreaming\, pioneering\, and shaping the 
	future.\n\n\n\n	By bringing together dreamers and doers\, we are navigatin
	g the true potential of immersive experiences and pushing the boundaries o
	f what’s possible. Our programme is designed to ensure these voices are 
	heard\, highlighting the latest developments and innovative applications o
	f XR across sectors like Education\, Healthcare\, Entertainment\, Media\, 
	Games\, and the Creative Industries.\n\n\n\n	For more information\, visit
	 https://www.immersivetechweek.co/\n\n
DTSTART;VALUE=DATE:20241204
DTEND;VALUE=DATE:20241207
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN HALLOWEEN PARTY
DTSTAMP:20241005T180446Z
SEQUENCE:0
UID:111-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN HALLOWEEN PARTY
DTSTART:20241031T190000Z
DTEND:20241031T210000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:XR Content Repositories: A Grand Immersive Learning Challeng
	e
DTSTAMP:20241023T162703Z
SEQUENCE:0
UID:116-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	iLRN's new initiative\, the Circle of Scholars\, is engag
	ing in dialog with the larger iLRN community to explore grand challenges o
	f immersive learning. The first grand challenge is on the topic of storing
	\, sharing\, archiving and otherwise managing immersive learning content. 
	Join our panel of scholars in a lively panel discussion where they share t
	heir work on XR repositories and gather input from the attendees to inform
	 and expand on our shared explorations of this important topic.\n\n\n\n	Ou
	r iLRN Circle of Scholars panelists are:\n\n\n\n	\n		\n			Sean Hauze\, Di
	rector\, Instructional Technology Services at San Diego State University\n
			\n	\n\n\n\n	\n		\n			Ekaterina Prasolova-Førland\, Professor at Norweg
	ian University of Science and Technology (NTNU)\n		\n	\n	\n		\n			Fridolin
	 Wild\, Professor in Technology Enhanced Learning at Institute of Educati
	onal Technology\, The Open University\n		\n	\n\n\n\n	The session will be m
	oderated by Randall Rode\, VR/AR Strategist at Southern Connecticut State
	 University\n\n\n\n	Register here: https://us06web.zoom.us/webinar/regist
	er/WN_CEWwtcChTDGN24IoJVwlkA\n\n
DTSTART:20241106T150000Z
DTEND:20241106T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Blended XR Curriculum Approach: MIX (Multimodal Immersive eX
	perience) lesson plan flow chart and template development
DTSTAMP:20241023T145559Z
SEQUENCE:0
UID:115-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	The MIX (Multimodal Immersive eXperience) lesson planning
	 approach combines XR (Extended Reality) technologies with traditional tea
	ching methods\, providing a structured decision flow chart and lesson plan
	 template for educators. This paper explores how XR tools\, such as VR\, e
	nhance experiential learning by offering immersive environments that are o
	therwise inaccessible in traditional classrooms. The paper addresses the c
	hallenges of integrating XR into lessons\, including managing cognitive lo
	ad\, adapting pedagogy\, and maintaining student engagement. A step-by-ste
	p guide helps novice teachers navigate the complexities of XR lesson prepa
	ration\, from technical logistics to the alignment of XR activities with c
	ore learning objectives. The lesson plan template offers practical advice 
	for blending XR with conventional methods\, ensuring a balanced and effect
	ive learning experience. The ongoing research will involve real-world impl
	ementation of the template\, with feedback from teachers and students to r
	efine the approach.\n\n\n\n	Register here: https://us06web.zoom.us/webina
	r/register/WN_39RZr0DCQ1q6AiY-uNYtUw\n\n\n\n	 \n\n\n\n	About the Presente
	r\n\n\n\n	Dr Sarune Savickaite is early career researcher and tutor at the
	 University of Glasgow\, specialising in immersive education\, neurodivers
	ity and cognitive psychology research. Sarune is a dedicated and innovativ
	e educator with a passion for inclusive education and cutting-edge teachin
	g methodologies. Sarune has also actively contributed to the advancement o
	f education through research\, collaborative projects\, and impactful init
	iatives. Her leadership in organizing conferences like AVRA (Applications 
	of Virtual Reality in Autism Research) and her involvement in the SEER Pro
	ject (in collaboration with Meta) demonstrate her commitment to transformi
	ng education and driving positive societal change.\n\n
DTSTART:20241118T170000Z
DTEND:20241118T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Redefining Skill Development: Immersive Technology as a Cata
	lyst for Equity in the Workforce
DTSTAMP:20240927T141150Z
SEQUENCE:0
UID:109-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	We are thrilled to welcome Cristina Imperial Carl\, found
	er and CEO of Ediphi as our next webinar presenter.\n\n\n\n	Join us for an
	 insightful webinar where we explore how immersive technology is revolutio
	nizing skill development and promoting equity in the workforce. We’ll di
	scuss how immersive technology can be customized to meet the unique learni
	ng preferences and needs of underrepresented workers. You’ll learn about
	 the intersection of immersive tech with cognitive diversity\, leveraging 
	VR and AR to support neurodiverse individuals and those with varying educa
	tion levels.\n\n\n\n	We’ll also dive into how integrating soft skills tr
	aining within immersive platforms can build confidence and communication s
	kills in workers facing systemic barriers. Additionally\, we’ll explore 
	the potential of immersive simulations in minimizing unconscious bias in b
	oth training and hiring processes. Hear real-world examples of how immersi
	ve tech has created equitable career pathways for marginalized communities
	 in non-traditional sectors.\n\n\n\n	Don’t miss this opportunity to gain
	 valuable insights and be part of the conversation on creating a more incl
	usive and equitable workforce through innovative technology.\n\n\n\n	Click
	 here to register for the event:\n\n	https://us06web.zoom.us/webinar/regis
	ter/WN_04mrl8o6TY-RnCBWQ1Bg4A\n\n
DTSTART:20241024T150000Z
DTEND:20241024T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Guided Virtual Adventure: Helen Lundström Erwin
DTSTAMP:20241009T133720Z
SEQUENCE:0
UID:112-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Helen Lundström Erwin is recognized as the only novelist
	 with a VR World based on a setting in their own novel. Her historical nov
	el Sour Milk in Sheep’s Wool not only explores the early reproductive ri
	ghts and suffrage movements but also inspired her VR World\, The Foremothe
	rs Café. This VR Café takes you back in time to Lund\, Sweden in 1918. J
	ust like in the story\, it serves as a community space for women\, where H
	elen hosts discussions and cultural events\, extending the themes of her w
	riting into a dynamic\, interactive environment.\n\n\n\n	Her latest work\,
	 The Lure of Water and Wood\, marks her foray into historical fantasy\, dr
	awing from real sorcery trials in 17th and 18th century Sweden\, blending 
	meticulous research with imaginative storytelling. Helen’s first novel\,
	 James’ Journey\, further showcases her ability to weave deep historical
	 insights into compelling narratives\, portraying the transformative journ
	ey of a man from a pro-slavery upbringing to a conductor on the Undergroun
	d Railroad.\n\n\n\n	Helen has created artwork for The Foremothers Café an
	d illustrated her Children's Book\, Officer Helga Hedgehog Meets the New N
	eighbors.\n\n\n\n	She is an active member of the Historical Novel Society-
	New York Chapter and of XR Women. She was honored with a 2021 (SWEA) Mona 
	Johnson - New York Scholarship\, and received a grant from The Puffin Foun
	dation. The Foremothers Café has been nominated for Auggie Awards for Bes
	t Social Impact two years in a row\, and Helen was nominated for an XR Wom
	en Award in the Trailblazing Category in 2023.\n\n\n\n	Helen now serves as
	 Secretary of the Board of SWEA (Swedish Women's Educational Association.)
	\n\n\n\n	This presentation will be held in Engage. The Engage code is 2a0
	K6. This code contains a zero\, not the letter O.\n\n
DTSTART:20241024T160000Z
DTEND:20241024T170000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2025 Academic Stream Papers and Proposals Due (Extended 
	Deadline)
DTSTAMP:20241009T133954Z
SEQUENCE:0
UID:113-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	The deadline for academic submissions to iLRN2025 has bee
	n extended to Friday\, October 25th (anywhere in the world).\n\n\n\n	iLRN2
	025 invites you to submit your research to the 11th International Conferen
	ce on Immersive Learning\, themed around Multimodal Literacies in Immersiv
	e Learning Environments. Join global experts in exploring how immersive te
	chnologies like XR\, AI\, and generative AI are reshaping education and le
	arning. Whether you’re focused on ethics\, pedagogy\, or the cutting-edg
	e applications of technology\, this is the platform to share your insights
	. \n\n\n\n	Conference dates: June 15-19\, 2025\, in Chicago and online. 
	\n\n\n\n	See https://www.immersivelrn.org/ilrn2025/call-for-papers/ for 
	more information.\n\n
DTSTART:20241026T095900Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Explore the changing landscape of education and AI
DTSTAMP:20240927T141716Z
SEQUENCE:0
UID:110-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	This webinar is hosted by Zoom.\n\n\n\n	As the use of AI 
	continues to evolve\, educational institutions must evaluate the opportuni
	ties and challenges for both administrative and academic use cases.\n\n\n\
	n	Join our webinar to hear from Karen Lokey\, Associate Director of IT Inn
	ovation Services at the University of Rhode Island\, and Steven Carroll\, 
	Chief Information Officer at Saint Leo University as they discuss:\n\n\n\n
		\n		The challenges they faced when enabling AI at their institutions and 
	adopting an acceptable use policy\n	\n	\n		The benefits they have seen fro
	m utilizing AI in both the administrative and academic use cases\n	\n	\n		
	What the future holds for AI in education\n	\n\n\n\n	Register today to lea
	rn more and have your questions answered live.\n\n
DTSTART:20241002T160000Z
DTEND:20241002T164500Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Mixed Reality Concepts
DTSTAMP:20240918T192546Z
SEQUENCE:0
UID:108-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Mixed Reality combines real-world and computer-generated 
	images\, recently highlighted by the Apple Vision Pro and Meta Quest 3. Th
	is talk explores apps and games developed for mixed reality headsets. Usin
	g a browser or VR headset and the Spatial platform\, your avatar walks aro
	und models\, displays\, and videos on both the underlying concepts and how
	 they have been used in various application types such as education\, stor
	ies\, puzzles\, FPS\, music\, and more.\n\n\n\n	 \n\n\n\n	Our guest prese
	nter Mark Jeffcock is a semi-retired software architect interested in virt
	ual reality. For the last 4 years\, Mark has been teaching remotely in vir
	tual reality on various subjects: such as virtual world building\, Unity\,
	 VR hardware\, game-building\, mixed reality development\, photogrammetry\
	, and gaussian splatting.\n\n\n\n	 \n\n\n\n	This Guided Virtual Adventure
	 session will be hosted by Amany Alkhayat.\n\n\n\n	 \n\n\n\n	\n		This ses
	sion will be hosted in Spatial. Please go to this link at the time of the 
	session:\n\n		https://www.spatial.io/s/MR-Concepts-64c26f8dcac2456ee44f68b
	2?share=3756115269191298766\n	\n\n	\n		Spatial.io supports web browser acc
	ess\, most VR headsets (though their stores)\, and mobile devices. See Dow
	nload Spatial.io for specifics. Be aware that through the web browser acce
	ss (Firefox recommended\, then Chrome\, then Edge)\, you will see your ava
	tar in a second person perspective. If your OS and mouse support it\, use 
	the scroll wheel to zoom in for a first person experience. The VR perspect
	ive is first person.\n	\n\n
DTSTART:20240926T150000Z
DTEND:20240926T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Adult Literacy as a Grand Challenge for Learning Design and 
	Research: A Call to Action for Immersive Learning Design Developers and Re
	searchers
DTSTAMP:20240911T213014Z
SEQUENCE:0
UID:105-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	How can learning technologies help solve challenges in ad
	ult literacy? Join us on September 13\, 2024 at 8 am Pacific\, 11 am Easte
	rn\, and 3 pm GMT for our first webinar of the 2024-25 academic year!\n\n\
	n\n	Reeves and Reeves (2015) highlight a crucial issue in educational tech
	nology: the focus has been too much on devices and software rather than on
	 solving learning problems. They advocate for “socially responsible” r
	esearch that addresses global educational issues. One such issue is adult 
	literacy\, a problem that educational technology can significantly impact.
	\n\n\n\n	In our upcoming session\, Dr. Stephanie Moore will discuss the cr
	itical need to address adult literacy\, exploring both the learning and re
	search gaps. She will delve into effective strategies and design features 
	from existing research and brainstorm on how we\, as a community of educat
	ors\, can make a difference.\n\n\n\n	Let’s come together to create evide
	nce-based solutions and drive social impact through educational technology
	. Join the discussion and be part of the change!\n\n\n\n	#Education #EdTec
	h #AdultLiteracy #Research #iLRN #SocialImpact #Tech4Good\n\n\n\n	\n		\n	\
	n\n\n\n	 \n\n
DTSTART:20240913T150000Z
DTEND:20240913T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:SUBMISSION DEADLINE for the iLRN2025 Call for Papers and Pro
	posals
DTSTAMP:20240912T163114Z
SEQUENCE:0
UID:107-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Call for Papers and Proposals\n\n\n\n	Call for Proposals:
	 11th Immersive Learning Research Network (iLRN2025) Conference\n\n	Theme:
	 \"Reading the World: Immersive Learning &amp\; Multimodal Literacies\"\n\
	n\n\n	In-person (Chicago - Illinois Institute of Technology) Conference Da
	tes: June 15-19\, 2025\n\n	Online Conference Dates: June 16-18\, 2025 (hos
	ted by iLRN geographic chapters’ respective time-zones)\n\n\n\n	More inf
	ormation can be found at https://www.immersivelrn.org/ilrn2025/call-for-p
	apers/\n\n\n\n	 \n\n\n\n	Academic submissions\n\n	Submission Deadline: O
	ctober 1\, 2024\n\n	Notification of Acceptance: December 15\, 2024\n\n	Ca
	mera-Ready Submissions: February 1\, 2025\n\n\n\n	iLEAD submissions\n\n	S
	ubmission Deadline: January 8\, 2025\n\n	Camera-Ready Submission: Februa
	ry 1\, 2025\n\n
DTSTART;VALUE=DATE:20241001
END:VEVENT
BEGIN:VEVENT
SUMMARY:VIRTUAL WATCH PARTY for iLRN2023 Awards in the +12 hour zone
DTSTAMP:20230512T230608Z
SEQUENCE:0
UID:73-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Close out the iLRN2023 Online Conference at the Awards Vi
	rtual Watch Party! \n\n\n\n	Did you win an award?!? Come and be showered 
	with virtual glitter and bathed in song and lights! \n\n\n\n	We'll watch 
	highlights of the Awards Show in California and give award winners special
	 moments whenever possible! \n\n\n	See the iLRN2023 Awards page on our we
	bsite for information on awards criteria\, jury panels\, and more\n\n\n\n	
	Come play in the virtual waters\, watch the fireworks\, and set your sight
	s from the iLRN Immersive Futures Lighthouse Beach Stage one more time bef
	ore heading off into the summer sunset! \n\n\n\n	DIRECTIONS\n\n\n\n		Log 
	into the iLRN Virtual Campus (powered by Virbela)\n	\n	\n		Click the map i
	con in the upper right corner of the screen\n	\n	\n		Click on location 6\,
	 Lighthouse Beach Station\n	\n
DTSTART:20230629T110000Z
DTEND:20230629T140000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Bringing immersive in: Current field advancements bringing a
	 new dawn to our everyday lives
DTSTAMP:20230610T024429Z
SEQUENCE:0
UID:104-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	Boris Terrano\, is currently a visiting professor at the 
	University of Waterloo\, Canada\, where he introduces young critical minds
	 to the endless potential of immersive technology. Debating the possibilit
	ies of bringing machine learning technology into the everyday home\, he cl
	aims he is on the way to creating \"the next Alexa or Google Home\" 2021. 
	He poses the question “Why should other immersive technologies not be ac
	cessible to all\" 2021. \n\n\n\n	The founder of GTech Collective\, Boris 
	is an innovative humanitarian\, well known for his work with young compute
	r science technologists from under-represented communities. Over the last 
	few years the GTech Collective have successfully trained over 680 early ca
	reer programmers\, all supplied for on bursaries. \n\n\n\n	Dr Terrano is 
	an AI enthusiast\, he has 6 robotic dogs at home! On weekends he’s a reg
	ular at the local Badminton Club. \n\n	 \n\n\n\n	\n		Spoiler\n	\n\n	\n		
	\n			Genesis is a brand of artificial intelligence software which can anal
	yse and bring to life personal traits and skills. After a few simple tests
	\, upload your data to genesis and Dr. Terrano claims to be able to recrea
	te another you.\n		\n\n		\n			“Genesis has the potential to change the w
	orld and bring a new dawn to artificial intelligence.” - Dr. Boris Terra
	no\, University of Waterloo\, 2022\n		\n	\n\n\n\n	 \n\n
DTSTART:20230617T170000Z
DTEND:20230617T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Gaming for Good: How Video Games Cultivate Social and Emotio
	nal Learning
DTSTAMP:20230428T152138Z
SEQUENCE:0
UID:60-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Compassion is empathy in action\, and action is what game
	s do best! The emotional affordances in some video games can enable playe
	rs to practice social and emotional learning (SEL) skills in spaces free f
	rom real-world consequences. Emerging research suggests that these compet
	encies are\, in fact\, teachable. With thoughtful guidance\, games can hel
	p youth manage emotions\, demonstrate empathic concern\, and exhibit proso
	cial behaviors. Join Dr. Matthew Farber as he shares ideas from his rese
	arch and recent book\, Gaming SEL: Games as Transformational to Social an
	d Emotional Learning.\n\n\n\n	 \n\n\n\n	About Dr. Farber:\n\n\n\n	\n		Mat
	thew Farber\, Ed.D. is an associate professor of educational technology a
	t the University of Northern Colorado\, where he co-directs the Gaming SE
	L Lab. Author of several books and papers\, he studies how playing and mak
	ing games can cultivate (or limit) social and emotional learning (SEL) ski
	lls\, such as empathy\, compassion\, and ethics. Dr. Farber also writes 
	for Edutopia (The George Lucas Education Foundation)\, has been invited to
	 the White House\, and has collaborated frequently with UNESCO and Games 
	for Change. His latest book is Gaming SEL: Games as Transformational to S
	ocial and Emotional Learning. To learn more\, please visit: http://matthe
	wfarber.com/\n	\n\n
DTSTART:20230626T203000Z
DTEND:20230626T210000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:The Creative Frontier: AI and The Making of a New Immersive 
	Reality
DTSTAMP:20230609T233939Z
SEQUENCE:0
UID:103-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	As we stand at the precipice of technological advancement
	\, artificial intelligence (AI) emerges as a powerful force reshaping our 
	creative landscapes and ushering in a new era of immersive experiences and
	 innovation renaissance. This talk explores the intersection of AI and the
	 making of immersive worlds that blur the lines between the virtual and re
	al \, where human ingenuity converges with intelligent machines. The talk 
	will put a spotlight on the next generation of creators and their involvem
	ent in shaping an immersive reality. By harnessing the power of machine le
	arning\, computer vision\, and natural language processing\, AI empowers a
	rtists\, designers\, and storytellers to craft immersive narratives that c
	aptivate audiences like never before. I will share emerging practices and 
	work and discuss the ethical considerations and challenges surrounding the
	 use of AI in creative endeavors\, ensuring a responsible and inclusive ap
	proach to the future of immersive reality.\n\n\n\n	About the Keynote Prese
	nter: \n\n	Maya Georgieva is a leading voice in the fields of innovation\
	, immersive storytelling\, and frontier technologies. As the Senior Direct
	or of the Innovation Center and XR\, AI\, and Quantum Labs at The New Scho
	ol\, she leads a team focused on driving innovation in spatial computing\,
	 AI\, Quantum Computing\, future interfaces\, and design. In addition to t
	eaching the signature Immersive Storytelling course at The Parsons School 
	of Design\, Maya is a sought-after speaker and has spoken about topics suc
	h as the Metaverse\, AI\, and Quantum at prestigious events such as SXSW a
	nd the MIT Media Lab. Her work has been featured in notable publications l
	ike The Atlantic and The Economist. Maya has been recognized as one of the
	 30 Higher Education Influencers to follow in 2022 and is the designer of 
	the first-ever Quantum Computing Design Jam for creatives. She served as t
	he final judge for the MIT Reality Hackathon in 2023 and actively writes a
	nd speaks on the topics of digital transformation\, immersive storytelling
	\, and the future of learning\, creativity\, and work. Maya also consults 
	with organizations and startups in this space and serves as a judge and co
	ach for several competitions and accelerator programs. Maya is the co-foun
	der of Digital Bodies\, a startup focused on XR and AI and their impact on
	 media and society. She has worked with major tech companies such as IBM\,
	 Google\, HP\, Microsoft\, and Meta. Maya has spoken at United Nations\, U
	NESCO and European Commission forums on the ethics of XR and AI and educat
	ion\, policy\, and corporate Innovation forums.\n\n
DTSTART:20230627T203000Z
DTEND:20230627T213000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Revolutionizing Education: AI\, Metaverse\, and the Human-Ce
	ntric Future of Learning
DTSTAMP:20230505T231922Z
SEQUENCE:0
UID:69-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Amidst the rapid evolution of emerging technologies\, hum
	anity\, technology\, and education converge at a critical juncture. This c
	aptivating keynote explores the transformative power of artificial intelli
	gence\, the metaverse\, immersive experiences\, and community centralizati
	on in revolutionizing education and empowering tomorrow's leaders. We will
	 scrutinize innovative frameworks for AI-driven education\, unveiling the 
	potential for fostering creativity\, critical thinking\, and empathy in a 
	human-centric learning environment. We will also address challenges like a
	ccessibility\, ethics\, and mental health impacts\, as we apply these tech
	nologies across educational settings. Embark on a journey to redefine lear
	ning and leadership\, creating a world where technology catalyzes human po
	tential and inspires visionary pioneers. This keynote offers insights on h
	arnessing technology to forge a more equitable\, informed\, and enlightene
	d society.\n\n\n\n	About Christopher Lafayette:\n\n\n\n	Christopher Lafaye
	tte is an emerging technologist\, humanitarian\, architect\, and speaker. 
	He is bringing thousands of communities and millions of people into the me
	taverse and emerging technologies in a humane manner. As a thought leader 
	and advocate for greater inclusion and cross-cultural community building\,
	 Christopher works to create a more equitable culture of technology. He is
	 the founder of GatherVerse and The Black Technology Mentorship Program. A
	n expert on the metaverse\, medtech\, AI\, education\, Web3\, and applied 
	sciences\, he has served as an advisor to companies\, organizations\, and 
	universities around the world.  https://www.christopherlafayette.com\n\n
DTSTART:20230626T163000Z
DTEND:20230626T172000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:The iLRN2023 “Framework for Aggregation and Identification
	 of Design Standards” (FAIDS) Workshop Series
DTSTAMP:20230428T183020Z
SEQUENCE:0
UID:63-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	What are the biggest design obstacles currently faced by 
	the iLRN community? How do we quickly develop a shared understanding of th
	ese issues? As we begin working on these challenges\, how do we allow inte
	rdisciplinary synergies to flourish? \n\n\n\n	To answer these questions\,
	 the iLRN working group for the “Framework for Aggregation and Identific
	ation of Design Standards” (FAIDS) is running a two-part workshop at the
	 iLRN 2023 annual meeting\, one for the online virtual portion and another
	 during the in-person conferences. This will be a continuation of the work
	 that began at the annual meeting in 2022 in Vienna\, where the FAIDS work
	ing group engaged in-person attendees to identify and describe “standard
	s for the development and implementation of immersive learning environment
	s\,” which is summarized in the two-page proceedings document (https://i
	mmersivelrn.org/resources/ilrn-publications-proceedings/70/ilrn2022-synthe
	sis-of-faids-workshops). \n\n\n\n	The two-part iLRN2023 workshop will pro
	vide an opportunity for the iLRN community to discover a topic we want to 
	better understand and then collaboratively explore that topic. Using the d
	esign thinking methodology developed for the conference in Vienna\, FAIDS 
	will guide attendees of the virtual conference in an ideation session\, wh
	ich will result in a topic to be more thoroughly explored by a large porti
	on of the in-person attendees in California. This will allow the iLRN comm
	unity to determine a large\, pressing issue for which we are all intereste
	d in developing language and standards towards a shared understanding. The
	 results of this workshop will be published in a proceedings document and/
	or paper by the FAIDS working group.\n\n
DTSTART:20230626T210000Z
DTEND:20230626T223000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Exploration and Deployment of XR in Higher Education
DTSTAMP:20230607T181904Z
SEQUENCE:0
UID:102-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	This presentation will focus on the use of virtual\, mixe
	d and augmented reality (XR) technologies in the field of higher education
	. XR is a medium that is likely to revolutionize the way students learn an
	d interact with educational content. During the presentation\, Rob will di
	scuss the various ways in which XR technologies\, predominantly virtual re
	ality (VR)\, are being utilized at Georgian College\, such as for immersiv
	e simulations\, virtual field trips\, and interactive course materials. Ro
	b will share how Georgian has taken a thoughtful and fiscally responsible 
	approach to the exploration and integration or immersive VR and will share
	 many of the challenges along the way. He will present case studies and ex
	amples of successful implementation and some of the barriers and failures.
	\n\n\n\n	About our Featured Speaker: \n\n\n\n	Rob Theriault is the Immers
	ive Technology Manager for Georgian College in Ontario\, Canada. Prior to 
	taking this position\, Rob was a 35 year veteran paramedic and former Crit
	ical Care Flight Paramedic. Rob also taught paramedics for almost as many 
	years. After introducing virtual reality into the paramedic program at Geo
	rgian and helping to create a VR hub in the library\, Rob was asked to lea
	d the exploration and integration of VR for Georgian’s seven campuses. S
	ince the start of 2020 Georgian has launched over twenty virtual reality p
	ilots in program areas such as Indigenous language learning\, Veterinary T
	echnician\, Biotech\, Paramedic\, Nursing\, Power Engineering\, Events Man
	agement\, Maritime Ship Navigation and others. In 2022\, Rob received the 
	Virtual World Society’s prestigious Nextant Educator Prize which honors 
	those individuals who dedicate their work to enhancing the educational XR 
	experience for others. \n\n	 \n\n
DTSTART:20230629T180000Z
DTEND:20230629T185000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Genesis ARG: Heat Three
DTSTAMP:20230605T152854Z
SEQUENCE:0
UID:101-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The world as we know it is in jeopardy. Rumor has it that
	 the sinister Dr. Roberto Nasir\, who mysteriously disappeared six months 
	ago\, is back and ready to launch his latest invention\, Genesis. Moreove
	r\, our expert group of data scientists have just reported that he is look
	ing to hire participants for his final set of trials for this ‘world cha
	nging’ machine.\n\n\n\n	Hitcher Encounters has joined hands with iLRN in
	 this race against time and we are looking for the most intellectual\, adv
	enture seeking recruits to protect innocent lives and stop this evil scien
	tist. Does this sound like you?\n\n\n\n	Join a global team of high perform
	ing individuals to track and bring down one of the most dangerous fugitive
	s of the scientific community.\n\n\n\n	Genesis\, Hitcher Encounters’ lat
	est metaverse AR experience\, welcomes all adventure-loving immersive tech
	 enthusiasts and novices.\n\nNOTE: Participant Players should select ONLY 
	one heat to participate in. \n\n\n\n	SYSTEM REQUIREMENTS:  All iLRN Genes
	is participants will need the following to fully engage in the game: \n\n
	\n\n	\n			Internet-connected device with access to a web browser. Must be 
	able to access websites\, a shared Google drive folder\, and FrameVR\n		\n
			\n			A device with WhatsApp installed and available to use\n		\n		\n			V
	irbela installed\n		\n	\n
DTSTART:20230617T203000Z
DTEND:20230617T223000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Genesis ARG: Heat Two
DTSTAMP:20230605T152542Z
SEQUENCE:0
UID:100-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The world as we know it is in jeopardy. Rumor has it that
	 the sinister Dr. Roberto Nasir\, who mysteriously disappeared six months 
	ago\, is back and ready to launch his latest invention\, Genesis. Moreove
	r\, our expert group of data scientists have just reported that he is look
	ing to hire participants for his final set of trials for this ‘world cha
	nging’ machine.\n\n\n\n	Hitcher Encounters has joined hands with iLRN in
	 this race against time and we are looking for the most intellectual\, adv
	enture seeking recruits to protect innocent lives and stop this evil scien
	tist. Does this sound like you?\n\n\n\n	Join a global team of high perform
	ing individuals to track and bring down one of the most dangerous fugitive
	s of the scientific community.\n\n\n\n	Genesis\, Hitcher Encounters’ lat
	est metaverse AR experience\, welcomes all adventure-loving immersive tech
	 enthusiasts and novices.\n\nNOTE: Participant Players should select ONLY 
	one heat to participate in. \n\n\n\n	SYSTEM REQUIREMENTS:  All iLRN Genes
	is participants will need the following to fully engage in the game: \n\n
	\n\n	\n			Internet-connected device with access to a web browser. Must be 
	able to access websites\, a shared Google drive folder\, and FrameVR\n		\n
			\n			A device with WhatsApp installed and available to use\n		\n		\n			V
	irbela installed\n		\n	\n
DTSTART:20230617T173000Z
DTEND:20230617T193000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Genesis ARG\, Heat One
DTSTAMP:20230605T152350Z
SEQUENCE:0
UID:99-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The world as we know it is in jeopardy. Rumor has it that
	 the sinister Dr. Roberto Nasir\, who mysteriously disappeared six months 
	ago\, is back and ready to launch his latest invention\, Genesis. Moreove
	r\, our expert group of data scientists have just reported that he is look
	ing to hire participants for his final set of trials for this ‘world cha
	nging’ machine.\n\n\n\n	Hitcher Encounters has joined hands with iLRN in
	 this race against time and we are looking for the most intellectual\, adv
	enture seeking recruits to protect innocent lives and stop this evil scien
	tist. Does this sound like you?\n\n\n\n	Join a global team of high perform
	ing individuals to track and bring down one of the most dangerous fugitive
	s of the scientific community.\n\n\n\n	Genesis\, Hitcher Encounters’ lat
	est metaverse AR experience\, welcomes all adventure-loving immersive tech
	 enthusiasts and novices.\n\nNOTE: Participant Players should select ONLY 
	one heat to participate in. \n\n\n\n	SYSTEM REQUIREMENTS:  All iLRN Genes
	is participants will need the following to fully engage in the game: \n\n
	\n\n	\n			Internet-connected device with access to a web browser. Must be 
	able to access websites\, a shared Google drive folder\, and FrameVR\n		\n
			\n			A device with WhatsApp installed and available to use\n		\n		\n			V
	irbela installed\n		\n	\n
DTSTART:20230617T143000Z
DTEND:20230617T163000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 24: SPECIAL SESSION: Augmented reality in higher edu
	cation: a case study in medical education ZOOM
DTSTAMP:20230519T115138Z
SEQUENCE:0
UID:93-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Andreas Dengel (Goethe-University of Frankfu
	rt\, Germany)\n	\n\n\n\n	LOCATION: Zoom\, foundations\n\n\n\n	 \n\n\n\n	
	\n		Augmented Reality in Higher Education: a Case Study in Medical Educati
	on\n	\n\n	\n		Danai Korre (University of Edinburgh\, UK)\n\n		Andrew Sher
	lock (University of Strathclyde\, UK)\n	\n\n	\n		 \n	\n\n	\n		PRESENTER:
	 Danai Korre\n	\n\n	\n		\n			ABSTRACT. During lockdown\, we piloted a vari
	ety of augmented reality (AR) experiences in collaboration with subject ma
	tter experts from different fields aiming at creating remote teaching and 
	training experiences. In this paper\, we present a case study on how AR ca
	n be used as a teaching aid for medical education with pertinent focus on 
	remote and social distanced learning. We describe the process of creating 
	an AR experience that can enhance the knowledge and understanding of anato
	my for medical students. The Anatomy Experience is an AR enhanced learning
	 experience developed in collaboration with the Medical School of the Univ
	ersity of Edinburgh aiming to assist medical students understand the compl
	ex geometry of different parts of the human body. After conducting a focus
	 group study with medical students\, trainees\, and trainers\, we received
	 very positive feedback on the Anatomy Experience and its effects on under
	standing anatomy\, enriching the learning process\, and using it as a tool
	 for anatomy teaching.\n		\n	\n\n
DTSTART:20230520T090000Z
DTEND:20230520T100000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 17B: T1. Foundations in Immersive Learning Research 
	and Theory ZOOM
DTSTAMP:20230519T073239Z
SEQUENCE:0
UID:89-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		\n			CHAIR: Leonel Morgado (INESC TEC &amp\; Univer
	sidade Aberta\, Portugal)\n		\n	\n\n	\n		LOCATION: Zoom\, foundations\n	\
	n\n\n\n	Session 17B: T1. Foundations in Immersive Learning Research and Th
	eory ZOOM\n\n\n\n	\n		Learning Analytics &amp\; Classroom Management in Sp
	ecialized Environments: Enhancing the VR Classroom for CS Teacher Educatio
	n\n	\n\n	\n		PRESENTER: Birte Heinemann\n	\n\n	\n		 \n	\n\n	\n		\n			A Po
	rtable Multi-User Cross-Platform Virtual Reality Platform for School Teach
	ing in Malawi\n		\n\n		\n			PRESENTER: Neil A. Gordon\n		\n\n		\n			 \n		
	\n\n		\n			\n				Framework of Pedagogic and Usability Principles for Effec
	tive Multi-user VR Learning Environments\n			\n\n			\n				PRESENTER: Anna 
	Marija Ansone\n			\n\n			\n				 \n			\n\n			\n				\n					Teachers’ Expe
	rience When Using Interactive Applications with Augmented Reality Glasses\
	n				\n\n				\n					PRESENTER: Tryfon Sivenas\n				\n\n				\n					 \n				
	\n\n				\n					\n						Teachers’ Perceptions Towards the Use of Augmente
	d Reality Smart Glasses in Their Teaching\n					\n\n					\n						PRESENTER
	: Georgia Kazakou\n					\n				\n			\n		\n	\n\n
DTSTART:20230519T170000Z
DTEND:20230519T190000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:SPECIAL SESSION: Immersive Learning Showcase. iLRN's State o
	f XR and Immersive Learning Report
DTSTAMP:20230519T041139Z
SEQUENCE:0
UID:82-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Location MAIN STAGE\n\n\n\n	Experience the forefront of X
	R and immersive learning at our virtual showcase! Join Maya Georgieva and 
	Jonathon Richter for an interactive session and virtual tour! Experience t
	he iLRN's State of XR and Immersive Learning Report come to life as we div
	e into the three research questions: opportunities\, barriers\, and cataly
	sts\, along with the eighteen trends identified by our esteemed expert pan
	el. In this unique session\, step into the virtual realm as we explore the
	 research questions of the report. Through this immersive journey\, you'll
	 gain valuable insights into the latest trends and findings in XR and imme
	rsive learning. Engage in live discussion and Q&amp\;A session with expert
	s\, educators\, and practitioners. Gain insights into implementing XR tech
	nologies and harnessing their potential in your own learning initiatives. 
	Be a part of shaping the future of education by experiencing the power of 
	virtual reality and immersive technologies firsthand.\n\n\n\n	Presenter Bi
	o: \n\n\n\n	Maya Georgieva is a leading voice in the fields of innovation
	\, immersive storytelling\, and frontier technologies. As the Senior Direc
	tor of the Innovation Center and XR\, AI\, and Quantum Labs at The New Sch
	ool\, she leads a team focused on driving innovation in spatial computing\
	, AI\, Quantum Computing\, future interfaces\, and design. In addition to 
	teaching the signature Immersive Storytelling course at The Parsons School
	 of Design\, Maya is a sought-after speaker and has spoken about topics su
	ch as the Metaverse\, AI\, and Quantum at prestigious events such as SXSW 
	and the MIT Media Lab. Her work has been featured in notable publications 
	like The Atlantic and The Economist. Maya has been recognized as one of th
	e 30 Higher Education Influencers to follow in 2022 and is the designer of
	 the first-ever Quantum Computing Design Jam for creatives. She served as 
	the final judge for the MIT Reality Hackathon in 2023 and actively writes 
	and speaks on the topics of digital transformation\, immersive storytellin
	g\, and the future of learning\, creativity\, and work. Maya also consults
	 with organizations and startups in this space and serves as a judge and c
	oach for several competitions and accelerator programs. Maya is the co-fou
	nder of Digital Bodies\, a startup focused on XR and AI and their impact o
	n media and society. She has worked with major tech companies such as IBM\
	, Google\, HP\, Microsoft\, and Meta. Maya has spoken at United Nations\, 
	UNESCO and European Commission forums on the ethics of XR and AI and educa
	tion\, policy\, and corporate Innovation forums. Maya is also Board Direct
	or of Immersive Futures for the Immersive Learning Research Network and wi
	th iLRN CEO Jonathon Richter leads the State of XR &amp\; Immersive Learni
	ng Report project. \n\n
DTSTART:20230519T230000Z
DTEND:20230520T000000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 18 Growing the Knowledge Tree: Core concepts\, metho
	ds\, outcomes\, and tools
DTSTAMP:20230516T131351Z
SEQUENCE:0
UID:79-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Jule Krüger":info@immersivelrn.org
DESCRIPTION:\n	Location ZOOM Researchers\n\n\n\n	 \n\n\n\n	The Immersiv
	e Learning Knowledge Tree is a conceptual framework that supports a common
	 understanding of the diverse field of immersive learning. The ILKT is bas
	ed on 1) The premise of the importance of developing a common language\; 2
	) The premise of the importance of not only using similar terminology as o
	ther researchers\, but also having a deep understanding of how the methods
	 researchers utilize in their own research are similar or different from t
	hose used by others\; and 3) The premise of advancing the use of common th
	eoretical approaches and models. Since its initial inception\, the ILKT ha
	s developed core concepts\, methods\, outcomes\, and tools/instruments. Th
	e ILKT also has significant plans for future development. This presentatio
	n will provide a brief overview of what the ILKT is\, what has been done t
	o develop it thus far\, and what our plans are for the future. \n\n\n\n	A
	bout Dennis Beck: Dennis Beck is an Associate Professor of Educational Te
	chnology at the University of Arkansas. In his teaching\, he enjoys teachi
	ng teachers/trainers how to use technology in their classrooms. His resear
	ch focuses on and advocates for digital\, educational equity for vulnerabl
	e populations\, with an emphasis on culturally and linguistically diverse 
	students\, special education students\, and older adults. In this stream\,
	 he has completed a mapping of reviews of educational practices and strate
	gies within immersive learning environments\, and he has examined the use 
	of immersive learning environments for providing life skills training for 
	low functioning adults on the autism spectrum. He has also studied special
	 education parent and student satisfaction with cyber schooling\, as well 
	as the impact of homework and teacher-student and student-student interact
	ion on achievement and student and parent satisfaction in cyber schools. 
	 In order to better understand the impacts of cyber schooling on vulnerab
	le populations\, he has studied whether bullying is pushing non-binary stu
	dents away from traditional public schools and into cyber schools. He also
	 has helped to lead the Immersive Learning Research Network\, an internati
	onal collaboration of scholars and practitioners who are committed to lear
	ning more about how to use immersive technologies in education. \n\n\n\n	
	About Leonel Morgado: Leonel Morgado is Associate Professor with Habilita
	tion\, at the Portuguese Open University\, where he lectures on research m
	ethods\, programming\, and the use of virtual worlds. He is also Vice-Pres
	ident of the Audit Board of the Portuguese Society of Videogame Sciences\,
	 and board member of the international research association\, Immersive Le
	arning Research Network. His main research interest is the use and develop
	ment of virtual worlds as tools for learning and business\, which he pursu
	es since 2000\, focusing on immersive environments since 2006. He authored
	 over 200 papers\, in journals\, conferences\, and as book chapters. Befor
	e pursuing an academic career\, he was business and technical manager of a
	n hardware import\, distribution\, and retail company\, terminologist for 
	the localization teams of MS Office 97 and Oracle InterOffice\, language q
	uality specialist for IBM/Lotus\, a coordinator of Web-development and sof
	tware-deployment teams\, and manager of a cooperative extension team fight
	ing the digital divide in rural villages.\n\n\n\n	This event is part of th
	e iLRN2023 Online Conference.\n\n	Click here to get more information and
	 register.\n\n
DTSTART:20230519T180000Z
DTEND:20230519T185000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 23: WORKSHOP: Technical Considerations for Designing
	 and Implementing Immersive Learning Applications ZOOM
DTSTAMP:20230519T114824Z
SEQUENCE:0
UID:92-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Jeff Ferguson (University of Westminster\, U
	K)\n	\n\n	\n		LOCATION: ZOOM\, workshops \n	\n\n\n\n	Technical Considerat
	ions for Designing and Implementing Immersive Learning Applications\n\n\n\
	n	PRESENTER: Daphne Economou\n\n\n\n	\n		ABSTRACT. Immersive learning desi
	gners and developers constantly need help balancing pedagogical requiremen
	ts\, and user experience needs against available technical resources. A go
	od framework\, guidelines\, and pipelines help ensure those requirements a
	re met\, facilitating the design and development process towards a more ag
	ile and faster process where pitfalls can be identified earlier. The propo
	sed workshop and panel will: (a) Initiate a discussion addressing the area
	s that require immediate consideration for the provision of a knowledge ba
	se to support the design and development of immersive learning application
	s to meet the pedagogical needs while facilitating a more agile and faster
	 approach\; (b) propose methodologies\, technical considerations and best 
	practices to achieve this goal\, and (c) facilitate teams building to work
	 in this direction\, extending iLRN available resources and collaboration 
	opportunities.\n	\n\n
DTSTART:20230520T140000Z
DTEND:20230520T150000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 28B: T9. Workforce Development & Industry Training (
	WDIT) & T.10 SCILE ZOOM
DTSTAMP:20230519T115920Z
SEQUENCE:0
UID:95-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Daniela Pedrosa (University of Aveiro &amp\;
	 CIDTFF\, Portugal)\n	\n\n\n\n	LOCATION: Zoom\, researchers\n\n\n\n	 \n\
	n\n\n	\n		Role of adaptation phase in educational results of Virtual Reali
	ty communication training for managers\n	\n\n	\n		PRESENTER: Dmitriy Vinit
	skiy\n	\n\n	\n		\n			ABSTRACT. Adaptation to new devices and interfaces is
	 actively studied by user experience and human-computer interaction specia
	lists but is typically neglected by organizers and researchers of corporat
	e training with virtual reality. The study tests how the adaptation phase 
	to technology affects the educational outcome and cognitive load. For the 
	study\, 102 people (35.3 ± 11.2 years old)\, including students and worki
	ng managers\, were trained to give feedback to a colleague. They were divi
	ded into three groups: general adaptation\, specialized adaptation for com
	munication training\, and no adaptation. EEG was used to measure cognitive
	 load score. As a result\, it was found that both groups with pre-adaptati
	on showed higher educational outcomes and experienced less cognitive load 
	during the main training. No difference was found between the types of ada
	ptation.\n		\n\n		\n			Immersive Educational Recycling Assistant (ERA): Le
	arning Waste Sorting in Augmented Reality\n		\n\n		\n			PRESENTER: Qiming 
	Sun\n		\n\n		\n			\n				ABSTRACT. For a sustainable living\, it is everyon
	e's responsibility to do our best at recycling. However\, waste classifica
	tion can be complex. The existing resources may not have sufficient inform
	ation or dynamic feedback to resolve our everyday garbage disposal. In thi
	s work\, we design an interactive mobile Augmented Reality (AR) applicatio
	n\, Educational Recycling Assistant (ERA)\, to educate people in doing sou
	nd day-to-day waste management. ERA utilizes dynamic object detection and 
	provides in-situ guidance for proper garbage disposal. A user study was de
	signed and conducted to investigate the effects and the user experiences. 
	We found that the users achieved significantly higher garbage binning accu
	racy with the ERA app. The participants also improved their recycling and 
	garbage disposal knowledge after using the app\, particularly in complex i
	tems.\n			\n		\n	\n\n
DTSTART:20230520T180000Z
DTEND:20230520T190000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 20A: T1. Foundations in Immersive Learning Research 
	and Theory ZOOM
DTSTAMP:20230519T073906Z
SEQUENCE:0
UID:90-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Jorge Luis Bacca (Fundación Universitaria K
	onrad Lorenz\, Colombia)\n	\n\n\n\n	LOCATION: Zoom\, foundations\n\n\n\n
		 \n\n\n\n	\n		Outdated or Not? A Case Study of How 3D Desktop VR Is Acce
	pted Today\n	\n\n	\n		PRESENTER: Hao He\n	\n\n	\n		 \n	\n\n	\n		\n			Expl
	oring Data Analytics in Mixed Reality Simulations to Measure Teacher Respo
	nsiveness paperlink.pngslides_icon.png\n		\n\n		\n			PRESENTER: Rhonda Bo
	ndie\n		\n\n		\n			 \n		\n\n		\n			\n				Trial Assessment of Online Learn
	ers' Engagement with 360-degree Architecture Videos\n			\n\n			\n				PRESE
	NTER: May Kristine Jonson Carlon\n			\n\n			\n				 \n			\n\n			\n				\n		
				Multimodal Data as User’s Performance Recording in XR-based Training 
	Simulation Environment slides_icon.png\n				\n\n				\n					PRESENTER: Kuk
	hyeon Kim\n				\n\n				\n					 \n				\n\n				\n					\n						Designing Int
	eractive Space for the XR Boardgame slides_icon.png\n					\n\n					\n				
			PRESENTER: Yuseon Jeong\n					\n				\n			\n		\n	\n\n
DTSTART:20230520T000000Z
DTEND:20230520T020000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 20B: WIP Posters (US/AUS time zone friendly) EXPO HA
	LL
DTSTAMP:20230519T074509Z
SEQUENCE:0
UID:91-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Daniel Lindenberger (The University of Briti
	sh Columbia\, Canada)\n	\n\n\n\n	LOCATION: Virbela\, Expo Hall\n\n\n\n	 
	\n\n\n\n	\n		Work in Process: Immersive Reality Simulator\, a Proposal to 
	Support Siderurgy Processes\n	\n\n	\n		 \n	\n\n	\n		 \n	\n\n	\n		Exponen
	self: Exploring and Strengthening Your Cultural Identity from Virtual Real
	ity to Reality\n	\n\n	\n		 \n	\n\n	\n		 \n	\n\n	\n		Work-in-Progress—E
	xploring the Effectiveness of Multi-User Basic Workflow Assessment Trainin
	g in Web XR\n	\n\n	\n		\n			 \n		\n\n		\n			 \n		\n\n		\n			\n				Using 
	Feedback to Support Learning Statistics in Higher Education Within a Game-
	Based Learning Environment\n			\n\n			\n				 \n			\n\n			\n				\n					The
	 Metaverse Campus: Transforming Learning for International Students\n				\
	n\n				\n					 \n				\n\n				\n					 \n				\n\n				\n					Simulation Tra
	ining and Preparedness of Fellows in Reproductive Medicine: Comparing Valu
	e of Hybrid Workshops with Loan Programs\n				\n\n				\n					 \n				\n\n	
				\n					\n						Mystery of the Lehigh Gap: Summary of the Visual Aspects
	 Designed and Developed for the Dialogue System for Desktop VR Game\n					
	\n\n					\n						 \n					\n\n					\n						 \n					\n\n					\n						Indep
	endently Supporting Learners in VR with an AI-enabled Non-Player Character
	 (NPC)\n					\n\n					\n						 \n					\n\n					\n						The Role of Virtua
	l Reality in Distance Learning: An Examination of the Efficacy on Student 
	Learning Outcomes\, Social Presence\, and Collaborative Learning.\n					\n
	\n					\n						 \n					\n\n					\n						Empathetic Chatbot: Enhancing Med
	ical Education with Artificial Intelligence\n					\n\n					\n						\n					
			 \n						\n					\n				\n			\n\n			\n				Action Research on Exploring th
	e Educational Use of VR Platform in Art Education\n			\n\n			\n				 \n			
	\n\n			\n				Gamification System Design for Promoting Heterophily in Accou
	nting Education\n			\n\n			\n				 \n			\n\n			\n				Applying Virtual Real
	ity (VR) for Immersive Experiential Learning in Underserved Rural Schools\
	n			\n\n			\n				 \n			\n\n			\n				Teachers’ integration of Immersive 
	Virtual Reality in Enhancing Mathematics Competence among High School Stud
	ents in an Online Learning Environment: A Narrative Review\n			\n\n			\n		
			 \n			\n\n			\n				Work-in-Progress—Review of the Application of the 
	Spherical Video-Based Virtual Reality in Education: A Case Study of EduVen
	ture-VR and Its Use in Chinese Language Education\n			\n\n			\n				 \n			
	\n\n			\n				Immersive Technology-Enhanced Learning System Design in Civil
	 Engineering Education\n			\n\n			\n				 \n			\n\n			\n				Work-in-Progre
	ss—Using Virtual Reality to Drive Social Inclusion for Children on the A
	utism Spectrum in West Africa\n			\n\n			\n				 \n			\n\n			\n				 \n			
	\n\n			\n				 \n			\n		\n	\n\n
DTSTART:20230520T000000Z
DTEND:20230520T020000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 17A: Doctoral Colloquium (USA/EU time zone friendly)
	 ZOOM
DTSTAMP:20230519T072938Z
SEQUENCE:0
UID:88-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Noah Glaser (University of Missouri\, United
	 States)\n	\n\n\n\n	LOCATION: Zoom\, workshops\n\n\n\n	 \n\n\n\n	\n				
		 \n				\n				\n					\n						Charles Thull (Old Dominion University\, Un
	ited States)\n\n						Noah Glaser (University of Missouri\, United States
	)\n					\n\n					\n						Doctoral Colloquium—Social\, Technological\, &a
	mp\; Pedagogical Design Considerations of SVVR Systems for Autistic Learne
	rs: a Systematic Literature Review\n					\n\n					\n						PRESENTER: Charl
	es Thull\n					\n\n					\n						\n							ABSTRACT. Autistic learners benef
	it from instructional design that accommodates learning differences (i.e. 
	communication\, social skills\, and executive functions). Spherical video 
	virtual reality (SVVR) is a cost effective approach that allows designers 
	to provide a supportive learning environment for autistic users. This syst
	ematic literature review considers learner experience design and the socio
	-technical-pedagogical framework for usability to evaluate and describe SV
	VR research for autistic learners.\n						\n					\n				\n			\n					 \n			
		\n				\n					\n						Eden Hartigan (University of Missouri\, United Stat
	es)\n\n						Noah Glaser (University of Missouri\, United States)\n\n				
			Matthew Schmidt (University of Florida\, United States)\n					\n\n					
	\n						Evaluating the Usability of Autistic Adults Using a Public Transpo
	rtation Virtual Reality System\n					\n\n					\n						PRESENTER: Eden Hart
	igan\n					\n\n					\n						\n							ABSTRACT. This study presents Virtuos
	o\, a virtual reality program that was designed to teach skills related to
	 using public transportation on a university campus for autistic adults. T
	he study evaluated the Virtuoso program using a design-based research fram
	ework\, with a focus on evaluating the second prototype of the VR system w
	ith a focus on examining system usability.\n						\n					\n				\n			\n				
		 \n				\n				\n					\n						Genevieve Smith-Nunes (University of Cambri
	dge\, UK)\n					\n\n					\n						Exploring the Intersection of AI\, Art\, 
	and Immersive Learning: AI imagery as Data Analysis as AI Art Exhibition\n
						\n\n					\n						\n							ABSTRACT. AI Art as a Form of Data Analysis
	: Exploring the Intersection of Technology\, Creativity\, and Post-Humanis
	m. This exhibition/paper explores the ways in which AI art can be used as 
	a form of data analysis\, and explore its potential to shape the future of
	 creativity and post-humanism. Showcase the current state of AI art and it
	s role in the intersection of technology and creativity\, as well as its i
	mplications for post-humanism. Additionally\, analyse the ways in which im
	mersive learning can enhance the understanding and appreciation of AI art.
	 Through a combination of literature review and examples\, this exhibition
	/paper aims to provide a deeper understanding of the potential of AI art a
	s a form of data analysis for immersive learning and educational research.
	\n						\n					\n				\n			\n
DTSTART:20230519T170000Z
DTEND:20230519T190000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 15B: FAIDS WORKSHOP: \"Let’s put iLRN to work: Dis
	covering a Common Vision for our Worldwide Nonprofit Organization\" ZOOM
DTSTAMP:20230519T072337Z
SEQUENCE:0
UID:87-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIRS:\n	\n	 Maritina Keleri (University of Westmi
	nster\, UK)\n\n	\n		Ian Roy (Brandeis University\, United States)\n\n		Jo
	rdan Tynes (Wellesley College\, United States)\n	\n\n\n\n	LOCATION: Zoom
	\, workshops\n\n\n\n				\n					Jordan Tynes (Wellesley College\, United S
	tates)\n\n					Ian Roy (Brandeis University\, United States)\n\n					Mari
	tina Keleri (University of Westminster\, UK)\n				\n\n				\n					The iLRN
	 2023 “Framework for Aggregation and Identification of Design Standard
	s” (FAIDS) Workshop Series\n				\n\n				\n					PRESENTER: Jordan Tynes\n
					\n\n				\n					\n						ABSTRACT. What are the biggest design obstacles
	 currently faced by the iLRN community? How do we quickly develop a shared
	 understanding of these issues? As we begin working on these challenges\, 
	how do we allow interdisciplinary synergies to flourish?\n					\n\n					\n
							To answer these questions\, the iLRN working group for the “Framew
	ork for Aggregation and Identification of Design Standards” (FAIDS) is p
	roposing a two-part workshop at the iLRN 2023 annual meeting\, for the vir
	tual and in-person conferences. This will be a continuation of the work th
	at began at the annual meeting in 2022 in Vienna\, where the FAIDS working
	 group engaged in-person attendees to identify and describe “standards f
	or the development and implementation of immersive learning environments\,
	” which is summarized in the two-page proceedings document (https://imme
	rsivelrn.org/resources/ilrn-publications-proceedings/70/ilrn2022-synthesis
	-of-faids-workshops).\n					\n\n					\n						The two-part workshop propose
	d for 2023 will provide an opportunity for the iLRN community to discover 
	a topic we want to better understand and then collaboratively explore that
	 topic. Using the design thinking methodology developed for the conference
	 in Vienna\, FAIDS will guide attendees of the virtual conference in an id
	eation session\, which will result in a topic to be more thoroughly explor
	ed by a large portion of the in-person attendees in California. This will 
	allow the iLRN community to determine a large\, pressing issue for which w
	e are all interested in developing language and standards towards a shared
	 understanding. The results of this workshop will be published in a procee
	dings document and/or paper by the FAIDS working group.\n					\n				\n			\
	n		
DTSTART:20230519T150000Z
DTEND:20230519T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 15A: T5. STEM Education ZOOM
DTSTAMP:20230519T071943Z
SEQUENCE:0
UID:86-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR:  Daniela Pedrosa (University of Aveiro &amp
	\; CIDTFF\, Portugal)\n	\n\n\n\n	LOCATION: Zoom\, foundations\n\n\n\n	Shi
	fts in Student Attitudes and Beliefs about Science Through Extended Play i
	n an Immersive Science Game\n\n\n\n	PRESENTER: Shari Metcalf\n\n\n\n	 \n\
	n\n\n	\n		Superfrog: Comparing Learning Outcomes and Potentials of a Works
	heet\, Smartphone\, and Tangible AR Learning Environment\n	\n\n	\n		PRESEN
	TER: Sebastian Oberdörfer\n	\n\n	\n		 \n	\n\n	\n		\n			An Immersive Labo
	ratory Environment for a Customized Learning Experience\n		\n\n		\n			PRES
	ENTER: Michael Holly\n		\n	\n\n
DTSTART:20230519T150000Z
DTEND:20230519T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 14: Doctoral Colloquium (EU/AUS time zone friendly)
DTSTAMP:20230519T071756Z
SEQUENCE:0
UID:85-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR:  Noah Glaser (University of Missouri\, Unit
	ed States)\n	\n\n\n\n	LOCATION: Zoom\, workshops\n\n\n\n	The Relationship
	 between Presence\, Flow and Interest in Immersive Learning Applications f
	or Higher Education\n\n\n\n	PRESENTER: David Fernes\n\n\n\n	 \n\n\n\n	\n	
		The Effectiveness of Immersive Soft Skills Training in Higher Education\n
		\n\n	\n		PRESENTER: Esra Çakı\n	\n\n	\n		 \n	\n\n	\n		\n			Doctoral Co
	lloquium—a Comparison Between Immersive and Non-Immersive VR Technology 
	on Individual and Collaborative Creativity\n		\n\n		\n			PRESENTER: Jiayin
	 Liu\n		\n	\n\n
DTSTART:20230519T100000Z
DTEND:20230519T120000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 12A: T3. Galleries\, Libraries\, Archives\, & Museum
	s (GLAM)
DTSTAMP:20230519T071532Z
SEQUENCE:0
UID:84-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		CHAIR: Daniela Pedrosa (University of Aveiro &amp\;
	 CIDTFF\, Portugal)\n	\n\n\n\n	LOCATION: Zoom\, foundations\n\n\n\n	 \n\
	n\n\n	\n		Development of a 3D Modelling Gallery Based on Virtual Reality\n
		\n\n	\n		PRESENTER: Zhaoyu Xu\n	\n\n	\n		 \n	\n\n	\n		\n			STEAM Project
	 Exhibition in the Metaverse for Deaf High School Students Affective Empow
	erment\n		\n\n		\n			PRESENTER: Stylianos Mystakidis\n		\n\n		\n			 \n		\
	n\n		\n			\n				Designing an AR-Based Materials Library for Higher Educati
	on: Offering a Four-Know Learning Structure for Design and Engineering Stu
	dents\n			\n\n			\n				PRESENTER: Yuanyuan Xu\n			\n		\n	\n\n
DTSTART:20230519T070000Z
DTEND:20230519T080000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:A Lantern\, a Garden and a Tree for co-creating our future
DTSTAMP:20230519T051555Z
SEQUENCE:0
UID:83-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The Immersive Learning Research Network (ILRN) is a 501(c
	)3 not-for-profit member association of immersive learning professionals w
	ho seeks out\, showcases\, and innovates on \"what works\" in Immersive Le
	arning for the public good\, together. In this closing keynote for the on
	line conference of iLRN2023\, iLRN Chief Executive Officer and Board Presi
	dent Jon/athon Richter will cast the work of over 15 years in light of thi
	s moment\, this inflection point for XR and for humanity.  We have\, with
	 our collective capacity in iLRN to co-create the future. See how the iLRN
	 infrastructure has been purposefully created for generative co-design\, t
	o amplify our interdisciplinary expertise and build rapidly upon principle
	s of Principled Design and Open Science practices in ways that could help 
	us create a more human\, more sustainable\, more tranformationally great f
	uture. \n\n\n\n	Bio: Dr. Jonathon Richter is co-founder\, CEO and Preside
	nt of the Immersive Learning Research Network. He is also Associate Profes
	sor of Research at the University of Montana in the Department of Teaching
	 &amp\; Learning. He is a futurist\, designer\, and practitioner of XR and
	 digital experiences and events. Previously\, Jon was a Teacher Educator\,
	 Instructional Designer and Research Associate creating online courses and
	 materials for students with learning disabilities\, and a Department Chai
	r of Digital Design Technologies programs at a tribal college in Montana. 
	He has experience researching and developing from lenses of sociomateriali
	ty\, design patterns\, graphic organizers\, and electronic portfolios. His
	 interests in co-creation and Tech4Good initiatives drives him to remain o
	ptimistic despite challenges and is chief in his push to help find others 
	to lead in developing the Immersive Learning Research Network. \n\n
DTSTART:20230521T000000Z
DTEND:20230521T005000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:MarineXR: Comparing the impact of two different ocean AR exp
	eriences on student motivation and engagement
DTSTAMP:20230511T033640Z
SEQUENCE:0
UID:71-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Augmented realty is increasingly used as a learning tool 
	in educational settings. There are a wide variety of different AR implemen
	tations ranging from simple 3D model viewers to more interactive and dynam
	ic content such as videos and animations. We developed two different types
	 of AR experiences around ocean education: (1) a \"tap-to-place\" highly-i
	mmersive narrated experience that uses the principles of gamification\, si
	mulation\, role-playing to engage students in scientific concepts around b
	asking sharks and (2) a species learning modules that use realistic and an
	imated 3D representations of marine and freshwater species to teach studen
	ts about their physiology\, morphology and ecology. We conducted a control
	led experimental study comparing the impact of each experience on motivati
	on and student engagement. We tested each module in a large\, first-year e
	nvironmental sciences class under remote learning conditions (~200 student
	s). We measured how motivation\, engagement\, engrossment\, and cognitive 
	load differed between the two groups within the context of their attitudes
	 towards science (as assessed by the Modified Attitudes Towards Science in
	strument). The results of the study and its consequences will be discussed
	. \n\n\n\n	www.marinexr.ca\n\n\n\n	About the presenters:\n\n\n\n	Dr Paul 
	Mensink is the Director of Graduate Environmental Programs and Teaching Fe
	llow for the Faculty of Science at Western University.  Paul’s project\
	, Engagement through Immersion: Immersive Education in Science\, focuses o
	n the impact of immersive technologies (e.g.\, virtual reality\, augmented
	 reality\, immersive video) on student motivation\, engagement\, and scien
	tific literacy in undergraduate and graduate courses at Western. Paul’s 
	work has a particular focus on interdisciplinary environmental courses and
	 engaging students with STEM subject matter related to sustainability and 
	climate change education.\n\n\n	Dr. Lisa K. Briona is an entrepreneur in t
	he area of gamification. Her research focuses on engaging and retaining st
	udents by leveraging game mechanics in K-20 STEM education. She is the rec
	ipient of several education and educational technology awards recognizing 
	innovation in technology enhanced teaching.\n\n\n	Dr Isha Decoito focuses 
	on two major aspects of STEM education: 1) curriculum\, pedagogical perspe
	ctives and practices that reflect EDID\, and 2) professional development o
	f educators. Dr Decoito's research interests are organized under the follo
	wing overarching themes: 1) EDID in science/STEM education\; 2) digital te
	chnologies to improve scientific and technological literacy\, given that a
	 current barrier to their wider adoption is the learning curve associated 
	with implementation by both instructors and students\; and 3) mentoring an
	d professional development.\n\n
DTSTART:20230519T024000Z
DTEND:20230519T030000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:\"Down the Rabbit Hole: Alternate Reality Games in Education
	\"
DTSTAMP:20230517T202151Z
SEQUENCE:0
UID:81-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	How can we use Alternate Reality Games (ARGs) for educati
	onal purposes. ARGs use transmedia storytelling to build a world and share
	 a story across different platforms\; which often uses real-world interact
	ions to help tell this virtual story\, such as phone calls\, websites\, so
	cial media accounts\, and live events (Schrier\, 2016\; Schrier\, Torner\,
	 &amp\; Hammer\, 2018). ARGs have been used to market games like Halo 2\, 
	in the case of ilovebees\, and to promote the launch of the film The Dark 
	Knight or launch of the character\, Sombra\, from Overwatch. They could al
	so potentially be used for teaching purposes (Hu\, Zhang\, &amp\; Rhea\, 2
	016). However\, there are limitations to using ARGs for learning\, such as
	 the current stigma that ARGs are associated with the propagation of disin
	formation and conspiracy theories (Davies\, 2022). In this session\, we wi
	ll brainstorm ways to effectively use ARGs for learning\, and we will also
	 consider the limitations and how to constructively minimize those issues.
	 How can we repair play (Trammell\, 2023) and reclaim it for playing well 
	together\, rather than to harm or isolate others\, or amass power (DeKoven
	\, Zimmerman\; ADL\, 2022). The session will be collaborative\, and use de
	sign thinking techniques to help participants brainstorm and learn from ea
	ch others’ experiences. You are welcome no matter what your experience l
	evel is–even if you have never played or used an ARG\, please join us!\n
	\n
DTSTART:20230519T150000Z
DTEND:20230519T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Shaping the Metaverse: a Latin American Approach
DTSTAMP:20230515T131820Z
SEQUENCE:0
UID:74-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Jule Krüger":info@immersivelrn.org
DESCRIPTION:\n	Lets delve into the Metaverse concept and explore it  th
	rough a Latin American lens. Join me as we embark on a journey to discover
	 how Latin American culture\, creativity\, and innovation are influencing 
	and shaping the metaverse landscape.\n\n\n\n	About Juan Manuel Escobar: P
	roducer\, director and advisor in Virtual and Augmented Reality projects\,
	 passionate about connecting the immersive reality industry in Colombia an
	d Latam and promoting immersive and interactive media for its application 
	in multiple industries. Co-founder of Aroa Studio\, Creator of the XR Lata
	m network\, Co-founder of the Colombian Association of Immersive and Emerg
	ing Realities XRCOL and active member of the Immersive Learning Research N
	etwork chapter Colombia. B.F.A in Visual Arts \, and previously Producer 
	and Director of Documentaries and Life-Style. Professor of Virtual and Aug
	mented Reality in postgraduate programs. Immersive Realities and Metaverse
	 speaker.\n\n\n\n	This event is part of the iLRN2023 Online Conference.\n\
	n	Click here to get more information and register.\n\n
DTSTART:20230520T170000Z
DTEND:20230520T175000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Driving The Future of XR In Education
DTSTAMP:20230516T124341Z
SEQUENCE:0
UID:78-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Jule Krüger":info@immersivelrn.org
DESCRIPTION:\n	There is a disconnect between XR developers and educators
	. Champions in Higher Education for XR (CHEX) is a consortium that aims to
	 close that gap by advocating for the needs of educators and excellence in
	 instructional design in XR. Under the Immersive Learning Research Network
	\, CHEX brings college and university educator XR enthusiasts together to 
	discuss the needs of educators\, to cultivate peer learning networks and t
	o speak with one voice. Join us to learn what we share in common and how w
	e can work together to help promote best practices\, facilitate collaborat
	ive XR projects within and among higher education institutions and build a
	 solid pedagogical foundation for XR and immersive learning.\n\n\n\n	About
	 Rob Theriault: Rob Theriault is the Immersive Technology Manager for Geo
	rgian College in Ontario\, Canada. Prior to taking this position\, Rob was
	 a 35 year veteran paramedic and former Critical Care Flight Paramedic. Ro
	b also taught paramedics for almost as many years. After introducing virtu
	al reality into the paramedic program at Georgian and helping to create a 
	VR hub in the library\, Rob was asked to lead the exploration and integrat
	ion of VR for Georgian’s seven campuses. Since the start of 2020 Georgia
	n has launched over twenty virtual reality pilots in program areas such as
	 Indigenous language learning\, Veterinary Technician\, Biotech\, Paramedi
	c\, Nursing\, Power Engineering\, Events Management\, Maritime Ship Naviga
	tion and others. In 2022\, Rob received the Virtual World Society’s pres
	tigious Nextant Educator Prize which honors those individuals who dedicate
	 their work to enhancing the educational XR experience for others.\n\n\n\n
		This event is part of the iLRN2023 Online Conference.\n\n	Click here to
	 get more information and register.\n\n
DTSTART:20230520T230000Z
DTEND:20230520T235000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Bridging the Gap between Physical\, Digital and Virtual: Lea
	rning Lessons in conducting Research
DTSTAMP:20230515T133224Z
SEQUENCE:0
UID:75-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Jule Krüger":info@immersivelrn.org
DESCRIPTION:\n	Virtual and Mixed Reality has gained momentum in the rece
	nt years. COVID-19 pandemic has also accentuated this phenomenon as strict
	 constraints in mobility and outdoors activities were in place. In the pas
	t\, Virtual Reality (VR)\, and Mixed Reality (MR) technology more broadly\
	, has been investigated on how it affects people's User Experience (UX) an
	d performance on daily tasks or specialised contexts. Limited research has
	 looked on how VR/MR can be used to support conducting remote research act
	ivities. This talk will provide a short introduction on some results and i
	nsights generated through research on Multimodality and Synaesthetic-appro
	aches in VR that we have conducted during COVID-19. We utilised a multisen
	sory remote Virtual Environment (VE) approach to bridge the gap between th
	e Virtual and Physical realms and between remoteness and co-location. The 
	talk will present some lessons-learned and implications on conducting and 
	learning from different (and novel) research practices.\n\n\n\n	About Gen
	ovefa Kefalidou: Dr. Genovefa Kefalidou is a Lecturer in Human-Computer In
	teraction and Director of EDI within the School of Computing and Mathemati
	cal Sciences (CMS) at the University of Leicester. Her research focuses on
	 User Experience (UX)\, Design and Evaluation of Cognitive Systems\, Intel
	ligent Service Design and Human-Data Interaction. Her research is applied 
	in Transport and Healthcare and has a particular focus on designing novel 
	intelligent personalised decision-support systems utilising Ambient Intell
	igence (AmI) and Mixed –Reality technologies that explore novel 'human-i
	n-the-loop' approaches for optimisation\, enhanced UX and performance of A
	I-based systems and services. She is a Co-I and member of the Management B
	oard of the Trustworthy Autonomous Systems (TAS) Verifiability Node (https
	://verifiability.org/) where she looks on how trust enhances verifiable Au
	tonomous Systems (AS) and service acceptance. She is also the Athena SWAN 
	Lead and Ethics Officer at CMS.\n\n\n\n	This event is part of the iLRN2023
	 Online Conference.\n\n	Click here to get more information and register.
	\n\n
DTSTART:20230520T070000Z
DTEND:20230520T075000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:It’s snazzy\, but is it useful? Practitioner’s views on 
	meaningful use cases for healthcare XR.
DTSTAMP:20230511T020002Z
SEQUENCE:0
UID:70-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The global virtual reality market size\, valued at 21.83 
	billion USD in 2021\, is expected to expand with an annual growth rate of 
	15.0% from 2022 to 2030. Virtual Reality\, although massively known for im
	mersive gaming and entertainment\, has revolutionized education and traini
	ng during the last years in many fields. In medicine\, VR has been used fr
	om the simulated reconstruction of organs to preoperative planning and fro
	m teaching anatomy to rehabilitation. XR healthcare resources are enthusia
	stically accepted from healthcare learners and teachers alike. However\, t
	hey still are not mainstream into formal academic curricula. The core prec
	ept for curricular integration is educational justification. In short\, th
	e question is whether the cost of an impressive VR resource will be return
	ed as educational efficacy. Pivotal for positive reply in this question is
	 the correct design of the educational resource for each use case. Is XR a
	ppropriate for clinical\, manual skills\, or decision-making training? Wou
	ld you choose an exploratory «Human Atlas» for anatomy teaching or an in
	teractive case study? How much «game» do you need in your educational ex
	perience? These are all questions that so far have been answered ad-hoc ba
	sed on intuitive needs of the practitioners. This panel will present the r
	esults of the first healthcare practitioners’ worskhop that was co-organ
	ized by iLRN and several healthcare institutions to tackle these questions
	. Based on practitioner’s feedback\, a select group of panelists will op
	en the discussion to the audience of the conference for identifying featur
	es and practices for optimal XR design for healthcare use cases.\n\n\n\n	A
	bout Panagiotis Antoniou: \nPanagiotis Panagiotis E. Antoniou is a senior
	 research associate and Laboratory Reader in the Lab of Medical Physics an
	d Digital Innovation\, and a Laboratory Reader in the School of Medicine\,
	 Aristotle University of Thessaloniki. He received a degree in Physics fro
	m Aristotle University of Thessaloniki in 1997\, a M.Sc. degree in Medical
	 Physics in 2001 from the Democritus University of Thrace and a Ph.D. degr
	ee in Medical Physics in 2004 from Democritus University of Thrace. His re
	search interests included Medical Signal processing\, Medical Informatics\
	, Educational Technologies and design based research. Currently he is acti
	ve in the fields of Technology Enhanced Learning (Augmented and Virtual Re
	ality -AR/VR in education and virtual patients)\, co-creative/ co-design p
	aradigms in experiential educational techniques. He has participated and m
	anaged several EU and nationally funded research projects. He has authored
	 more than 80 publications in peer reviewed journals and conferences (h-in
	dex:11\, i10-index:17\, 617 citations)\, and 5 book chapters in collaborat
	ive scientific publications. He is a reviewer in several international jou
	rnals and member of the organizing committee in several international conf
	erences.\n\n
DTSTART:20230627T213000Z
DTEND:20230627T223000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Session 13: WIP Posters (EU Time zone friendly)
DTSTAMP:20230516T180525Z
SEQUENCE:0
UID:80-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Genevieve":info@immersivelrn.org
DESCRIPTION:\n	\n		LOCATION: Virbela\, Expo Hall\n	\n\n	\n					\n						
	Alexander Vanhulsel (Thomas More University of Applied Sciences\, Belgium
	)\n\n						Carl Boel (Thomas More University of Applied Sciences\, Belgiu
	m)\n\n						Lizzy Bleumers (Thomas More University of Applied Sciences\, 
	Belgium)\n\n						Dieter Struyf (Thomas More University of Applied Scienc
	es\, Belgium)\n					\n\n					\n						Towards a University-Wide Implementat
	ion of Extended Reality\n					\n\n					\n						PRESENTER: Alexander Vanhul
	sel\n					\n\n					\n						\n							ABSTRACT. While university educators w
	orldwide start to see the benefits of using extended reality (XR) in their
	 classes\, they often lack a policy framework and support from their manag
	ement to do so effectively. As a result\, various XR initiatives arise thr
	oughout universities\, leaving all knowledge\, expertise and XR learning m
	aterials scattered and unexploited by the majority of the other staff. At 
	Thomas More University of Applied Sciences\, Belgium\, we are working towa
	rds a framework for a university-wide implementation of XR in learning. To
	 achieve this goal\, there are several challenges to overcome: mapping the
	 existing initiatives and needs\, inspiring educators\, sharing knowledge 
	and expertise\, purchasing hardware and related software within a limited 
	budget\, and drafting a pedagogical and organizational policy framework. I
	n this work-in-progress paper\, we explain how Thomas More addresses these
	 challenges and works towards a university-wide implementation of XR for l
	earning.\n						\n					\n				\n			\n					\n						Louis Nisiotis (Universi
	ty of Central Lancashire\, Cyprus Campus\, Cyprus)\n\n						Aimilios Hadji
	liasi (UCLan Cyprus\, Cyprus)\n					\n\n					\n						Work-in-Progress: As
	sessing the Feasibility of Playtesting Video Games Using Immersive Technol
	ogies as a Learning Method\n					\n\n					\n						PRESENTER: Louis Nisioti
	s\n					\n\n					\n						\n							ABSTRACT. This paper assesses the feasib
	ility of playtesting video games using immersive technologies as a method 
	to support learning games development. It presents a study where universit
	y students and professional game developers collaborated in playtesting vi
	deo games under development as part of the learning outcomes of their cour
	se. Data was collected investigating students’ perceptions of the effect
	iveness of playtesting as a learning method\, the immersiveness of the exp
	erience\, its value to learning\, and to their professional awareness. The
	 results of this research indicate that using video games and immersive te
	chnologies to support learning has promising potentials when utilised mean
	ingfully and structured accordingly to meet specific learning objectives.\
	n						\n					\n				\n			\n					\n						Lidia Yatluk (Independent researc
	her\, Netherlands)\n\n						Iuliia Khukalenko (Sydney School of Education
	 and Social Work\, University of Sydney.\, Australia)\n					\n\n					\n			
				Studying the impact of the virtual course “Magnetic field. Electromag
	netic induction” on educational\n					\n\n					\n						PRESENTER: Lidia 
	Yatluk\n					\n\n					\n						\n							ABSTRACT. Spatial immersion is one 
	of the key features of immersive virtual reality\, which qualitatively dis
	tinguishes it from the desktop virtual reality. The spatial relative posit
	ion of objects and forces is crucial to understanding the laws and rules i
	n physics studying. Purpose: The special software for the school education
	 program module \"Magnetic Field. Electromagnetic induction\" for Vive Foc
	us was developed to explore virtual reality learning as an additional tool
	 to study spatial rules. A study was conducted with 61 ninth-grade student
	s from five schools. The results have shown that learning in virtual reali
	ty has a positive effect on practical skills in the short term\, while in 
	the middle term the effectiveness of VR was not revealed.\n						\n					\n
					\n			\n					\n						Diogo Cardoso (ESMAD\, Portugal)\n\n						Isabell
	a Bertucci (ESMAD\, Portugal)\n\n						Bárbara Cleto (uniMAD/ESMAD\, Po
	rtugal)\n					\n\n					\n						The Impact World\n					\n\n					\n						PRE
	SENTER: Diogo Cardoso\n					\n\n					\n						\n							ABSTRACT. The projec
	t described in this article is a work in progress and describes the develo
	pment process of the Immersive Web Environment\, The Impact World\, create
	d under the curricular unit of Virtual and Augmented Reality and subordina
	ted to the general theme ECO-SCHOOLS. The aim of this project is to create
	 an educational resource to alert all visitors of the immersive space\, fo
	r the impact that their daily habits\, whether food\, as can be seen in th
	e museum\, or small actions\, often performed in an unconscious way\, as c
	an be seen throughout the space surrounding the museum\, have on the plane
	t. In this article we describe the immersive environment created\, using t
	he A-Frame framework. The project is still in a development phase\, so the
	re has not yet been a formal phase of testing with the target audience. Ho
	wever\, before starting the formal testing phase\, it is intended that thi
	s prototype already implemented\, be tested with a test group\, so that th
	ey can contribute to improve the immersive experience and/or graphical int
	erface.\n						\n					\n				\n			\n					\n						David Fernes (Goethe Univ
	ersity Frankfurt\, Germany)\n\n						Andreas Dengel (Goethe University Fr
	ankfurt\, Germany)\n\n						Jonas Maurer (Goethe University Frankfurt\, G
	ermany)\n\n						Hai Hoang Pham (Goethe University Frankfurt\, Germany)\n
						\n\n					\n						Preservice Teachers’ Perceptions of Advantages of 
	Virtual and Augmented Reality Technology in the Everyday K-12 Classroom\n	
					\n\n					\n						PRESENTER: David Fernes\n					\n\n					\n						\n				
				ABSTRACT. As immersive technologies enter school classrooms\, teachers 
	begin to adopt these technologies for their respective subjects. But the p
	otentials and advantages differ between subjects and technologies\, which 
	is why it is interesting to investigate how future teachers perceive these
	 advantages. Following the learning affordances from Dalgarno and Lee\, th
	e SAMR model of Puentedura\, and the visualization forms of representation
	 from Schwan and Buder\, we analyzed fictional letters from preservice tea
	chers attending a seminar on immersive teaching and learning according to 
	these categories. This work-in-progress paper presents the results on the 
	following research questions: 1) How do reported a) learning affordances\,
	 b) technology integrations\, and c) visualization forms differ between vi
	rtual reality and augmented reality? and 2) How do reported a) learning af
	fordances\, b) technology integrations\, and c) visualization forms differ
	 between subjects? Results indicate that VR and AR offer different sets of
	 advantages for learning. Based on these results guidelines for which tech
	nology to use under which circumstances can be derived. While there also m
	ay be differences between subjects this preliminary study could not offer 
	clear insights in this regard.\n						\n					\n				\n			\n					\n						Mee
	na Jha (Central Queensland University\, Australia)\n\n						Anupam Makhij
	a (Central Queensland University\, Australia)\n\n						Deborah Richards 
	(Macquarie University\, Australia)\n\n						Ayse Aysin Bilgin (Macquarie 
	University\, Australia)\n					\n\n					\n						Designing Game-Based Assess
	ments for Programming\n					\n\n					\n						PRESENTER: Meena Jha\n					\n
	\n					\n						\n							ABSTRACT. Concern exists regarding the methods use
	d to implement various assessment types and how they affect students' lear
	ning and participation. Assessments require a large amount of time to mark
	 and to provide feedback to the student which comes after the task is comp
	leted and lacks interaction and engagement of students. Game-based learnin
	g has known to enhance the interaction between learner and teacher and is 
	useful in embedding interactive tasks. Game mechanics and principles can b
	e used to develop Game-based assessments (GBAs) to assess a student’s un
	derstanding of learning concepts enhancing the use of assessments in class
	room settings\, albeit GBA is still in its infancy. In order to incorporat
	e assessment tasks for programming courses\, this paper offers a basic pro
	totype on how game mechanics\, domain knowledge\, pedagogy\, and learning 
	mechanisms can be linked to design GBAs to align with learning objectives.
	\n						\n					\n				\n			\n					\n						Abhinav Mishra (Northumbria Univ
	ersity\, UK)\n					\n\n					\n						Visitor Onboarding Strategies for Mixe
	d Reality Experiences in Museums: Learnings from Curators\, Designers\, Re
	searchers and Artists.\n					\n\n					\n						\n							ABSTRACT. A growing
	 body of research highlights the positive impact of Mixed Reality (MR) exp
	eriences in museum settings on visitor engagement. However\, MR has not ye
	t seen widespread adoption in museums\, and user experience (UX) design of
	 such experiences remains a crucial concern. Moreover\, as a relatively ne
	w media form\, most visitors need to become more familiar with MR and need
	 onboarding assistance. Additionally\, museum visitors have a low threshol
	d for investing time in learning new interfaces to experience the narrativ
	e. While individual MR projects have tackled this issue\, there is a lack 
	of research incorporating professionals’ perspectives in designing and p
	lanning MR exhibits in museums. This work-in-progress paper presents findi
	ngs through thematic coding of semi-structured interviews of professionals
	 who work with MR and identify as curators\, designers\, researchers\, and
	 artists. The results are divided into three parts. The first part looks a
	t the need for onboarding flows in MR experiences in museums. The second p
	art highlights common approaches to effective visitor onboarding for MR ex
	hibits. The findings emphasise the need to create MR experiences that need
	 minimal onboarding. The third part describes the types of MR experiences 
	in museums that require minimal onboarding. The findings indicate a prefer
	ence for designing experiences that respond to the spatial context\, are w
	ell embedded in the museum’s physical space\, and employ familiar intera
	ction design due to the ability of such experiences to quickly onboard nov
	ice visitors.\n						\n					\n				\n			\n					\n						Manuela Chessa (Uni
	versity of Genoa - DIBRIS\, Italy)\n\n						Giorgio Delzanno (DIBRIS\, Un
	iversità di Genova\, Italy)\n\n						Davide Giovannetti (DIBRIS- Univers
	ity of Genova\, Italy)\n\n						Giovanna Guerrini (DIBRIS- University of 
	Genova\, Italy)\n\n						Filippo Manini (DIBRIS- University of Genova\, I
	taly)\n\n						Davide Miggiano (DIBRIS- University of Genova\, Italy)\n\n
							Marianna Pizzo (DIBRIS- University of Genova\, Italy)\n\n						Eros
	 Viola (DIBRIS- University of Genova\, Italy)\n					\n\n					\n						iCod
	ing: Immersive Coding in Unity\n					\n\n					\n						PRESENTER: Eros Viol
	a\n					\n\n					\n						\n							ABSTRACT. We present a novel application
	 of Virtual Reality and Unity for introductory coding exercises. First of 
	all\, we have recreated a game room with arcade custom cabinets in a 3D sc
	enario. Players move in the room and select a cabinet by simply approachin
	g it (i.e. entering its bounding box). The novelty of our application is t
	hat each cabinet\, besides providing a different arcade game\, is equipped
	 with a block editor through which players face different types of computa
	tional thinking and coding challenges (e.g. programming the behavior of sp
	rites in the arcade game). Our framework thus enables traditional coding a
	ctivities (based on visual languages and arcade games) in an immersive exp
	erience in a VR scenario. This combination requires additional skills such
	 a rapid adaptation to the passage from 3D to 2D scenarios during the game
	. In the paper we describe the resulting application and the expected lear
	ning potential and outcomes.\n						\n					\n				\n			\n					\n						Sebas
	tian Egger-Lampl (Mindconsole GmbH\, Austria)\n\n						Benjamin Roszipal
	 (Mindconsole GmbH\, Austria)\n\n						Markus Karlseder (Mindconsole Gmb
	H\, Austria)\n\n						Manuel Kaider (University of Applied Sciences St. 
	Pölten\, Austria)\n					\n\n					\n						Work-in-Progress — Gamified Ex
	periential Learning of Human Anatomical Structures for Undergraduate Stude
	nts in eXtended Reality: Experiences\, Results and Recommendations\n					\
	n\n					\n						PRESENTER: Sebastian Egger-Lampl\n					\n\n					\n						\n
								ABSTRACT. eXtended Reality (XR) environments appear to be a promisi
	ng approach to learning in educational contexts where knowledge regarding 
	spatial location and orientation in relation to a number of different stru
	ctures has to be acquired. The aim of the presented research project is to
	 report on insights and results gathered throughout the user-centered impl
	ementation of gamified experiential learning of human anatomical structure
	s for undergraduate students in eXtended Reality. First\, we report on the
	 application design itself and certain design decisions we have taken base
	d on input from the target group and related trainers. Second\, we report 
	on results from a preliminary study with 96 students (n=96) and feedback f
	rom three experts in the field of education and healthcare. Third\, we con
	textualize these results and the feedback with respect to recommendations 
	for improvements within the next iterations of the application.\n						\n	
					\n				\n			\n					\n						Maria Andrei (University of St Andrews\, UK
	)\n\n						Alan Miller (University of St Andrews\, UK)\n\n						Iain Oliv
	er (University of St Andrews\, UK)\n					\n\n					\n						Work-in-Progres
	s-Visualising the Impacts of Climate Change with Immersive Technology\n			
			\n\n					\n						PRESENTER: Maria Andrei\n					\n\n					\n						\n						
		ABSTRACT. This work-in-progress paper analyses how immersive technologies
	 can contribute to overcoming psychological barriers which impede behaviou
	ral changes that are needed in response to Climate Change. Although Climat
	e Change poses immediate and long-term challenges to many aspects of our l
	ives\, these are often perceived as psychologically distant because they a
	re communicated in abstract ways\, which inhibits pro-environmental behavi
	our. Virtual Reality (VR) has the potential to address this psychological 
	barrier by enabling people to directly experience the impacts of global wa
	rming and visualise them in concrete ways\, which in turn can induce ecolo
	gical behaviour.\n						\n					\n				\n			\n					\n						Joy Gisler (ETH 
	Zurich\, Switzerland)\n\n						Dominik Dedic (ETH Zurich\, Switzerland)\n
	\n						Valentin Holzwarth (RhySearch\, Switzerland)\n\n						Andreas Kun
	z (ETH Zurich\, Switzerland)\n					\n\n					\n						Effects of Attention 
	Guidance on Virtual Reality Training for an Industrial Assembly Task\n				
		\n\n					\n						PRESENTER: Joy Gisler\n					\n\n					\n						\n							AB
	STRACT. One of the main objectives of Virtual Training Environments (VTEs)
	 for industrial training is to train workers for a real world task. Prior 
	work identified a multitude of factors influencing a VTE’s effectiveness
	. In this work-in-progress paper\, we add to this body of research by eval
	uating the effect of attention guidance (AG) on a VTE’s effectiveness. I
	n a controlled between-subject design pilot study with 42 participants\, p
	articipants were trained in a VTE either with or without AG. Subsequently\
	, learning transfer was assessed in a Real-World Evaluation (RWE). Our fin
	dings indicate that\, while not necessary for a VTE’s efficacy\, AG appe
	ars to be a substantial factor in a VTE’s effectiveness.\n						\n					\
	n				\n			\n					\n						Yasamin Tahiri (Pädagogische Hochschule Karlsru
	he\, Germany)\n\n						Mutfried Hartmann (Pädagogische Hochschule Karlsr
	uhe\, Germany)\n\n						Thomas Borys (Pädagogische Hochschule Karlsruhe\
	, Germany)\n\n						Daniela Maier (Pädagogische Hochschule Karlsruhe\, G
	ermany)\n					\n\n					\n						Work-In-Progress – A Virtual Reality Appl
	ication for Learning Geometry\n					\n\n					\n						PRESENTER: Yasamin Ta
	hiri\n					\n\n					\n						\n							ABSTRACT. Dynamic geometry software m
	akes it possible to manipulate and adapt geometric constructions. This ena
	bles an extended exploration of geometric relationships. This can improve 
	the understanding of geometry. However\, this software is often difficult 
	to use and there are only few applications in the field of Mixed Reality\,
	 thus disregarding possible advantages such as an improved spatial percept
	ion in virtual space. For this reason\, this paper presents a VR applicati
	on that can be used to create geometric constructions. It is described how
	 criteria of intuitive usage and functions of dynamic geometry software ar
	e used to simplify the usage and to use the advantages of Mixed Reality.\n
							\n					\n				\n			\n\n\n	\n		 \n	\n\n\n\n	 \n\n
DTSTART:20230519T080000Z
DTEND:20230519T100000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Teaching artistic creation within (and for) the Metaverse
DTSTAMP:20230420T144446Z
SEQUENCE:0
UID:54-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Although the adoption of the Metaverse is evolving at a s
	lower speed than anticipated\, it is still happening worldwide. In many ca
	ses\, when creating an environment for the Metaverse\, the aim is to simul
	ate reality\, a certain condition or an activity taking place in the physi
	cal world. However\, when a simulation is not required\, creating a virtua
	l world involves the composition and development of a multisensory\, synth
	etic environmental representation\, which does not necessarily resemble ph
	ysical spaces and within which these activities may appropriately unfold. 
	This direction of research and education will be discussed with the help o
	f relevant theoretical frameworks and several case studies. Furthermore\, 
	the art of creating virtual form\, spaces and narratives for the Metaverse
	 can ideally be taught within the Metaverse and towards this end\, relevan
	t implementations will be presented and discussed.\n\n\n\n	About Dimitris
	 Charitos:  Dimitris Charitos is a Professor at the Department of Commun
	ication and Media Studies and the Head of the Department of Digital Arts a
	nd Cinema of the National and Kapodistrian University of Athens spatialmed
	ia.ntlab.gr\, where he teaches human-machine communication\, interactive d
	esign\, digital art\, virtual environment design and visual communication.
	 He studied Architecture (NTU Athens) and CAD (University of Strathclyde) 
	and holds a PhD in interactive and virtual environment design. He has part
	icipated in more than 15 research projects and has more than 100 publicati
	ons in books\, journals and conference proceedings. His artistic practice 
	includes electronic music (1983-1993)\, audiovisual and interactive instal
	lations and virtual environments (1997- today). He has participated in 15 
	exhibitions in Greece\, UK\, Canada and Cyprus. \n\n\n\n	This event is par
	t of the iLRN2023 Online Conference.\n\n	Click here to get more informat
	ion and register.\n\n
DTSTART:20230520T160000Z
DTEND:20230520T165000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:VR beyond the Surgical Suite: Training for Patient Care & Sa
	fety
DTSTAMP:20230422T213959Z
SEQUENCE:0
UID:55-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Healthcare organizations carry the responsibility to ensu
	re caregivers demonstrate competency to maintain the highest standards of 
	patient safety and quality of care. A lapse in that care can result in ser
	ious physical and emotional harm to the patient\, and financial repercussi
	ons for the healthcare organization. The burden of education and training 
	is overwhelming for the healthcare industry. Ever-changing protocols and s
	tandards\, nursing shortages and constant turnover\, and limited resources
	 - including educators\, training spaces\, supplies\, and equipment - comp
	licates this herculean task. Finding alternative methodology to train care
	givers with efficiency and measurable effectiveness is paramount. 3lbXR ha
	s developed a suite of VR training applications\, partnered with Tucson Me
	dical Center\, for Registered Nurses and Primary Care Technicians. This pr
	oject includes a module on Fall Prevention\, which is currently part of a 
	research study “Using Virtual Reality to Advance Education &amp\; Traini
	ng for Nursing.” Robin Moulder will provide insight on how 3lbXR designe
	d\, implemented\, and on boarded hospital staff\, developed an academic st
	udy with our research partner to further VR initiatives for patient safety
	 and quality\, as well her thoughts on the future uses of XR technologies 
	for training in the medical field. \n\n\n\n	About Robin Moulder: \n\n\n\n
		Robin Moulder is the CEO of 3lbXR and 3lb Games. As a pioneer of Virtual 
	and Augmented Reality\, Robin led 3lb Games into the XR space with the Gal
	actic planet-destroying game Space Dragon for Rift\, the highly rated Move
	ment system for Oculus\, Slime Rancher VR Playground\, and VR trainings an
	d simulations for medical and manufacturing applications. She has previous
	ly served as President of an internet incubator\, CTO of a technology manu
	facturing incubator\, Director of a major consulting company\, consultant 
	and engineer serving Fortune 100 and 500 clients in medical\, education\, 
	manufacturing\, supply chain management and communications. Combining thos
	e experiences\, Robin recently launched 3lbXR\, an incubator that forges p
	artnerships with companies to make their XR vision a reality. 3lbXR accele
	rates development by partnering with subject matter experts and building s
	olutions aimed at successful outcomes for their business\, as well as prov
	iding go-to market strategies for wide-spread commercialization. 3lbXR bui
	lds the highest quality immersive experiences using proprietary rapid deve
	lopment tools and production pipeline process\, leveraged from 12+ years o
	f game development experience with 3lb Games. \n\n
DTSTART:20230519T170000Z
DTEND:20230519T175000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Women on the Frontlines of XR: An XR Women Panel
DTSTAMP:20230515T141047Z
SEQUENCE:0
UID:76-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Jule Krüger":info@immersivelrn.org
DESCRIPTION:\n	\n\n	XR Women has been holding meetings in XR Women Hall 
	on the iLRN Campus every week since November 2020. In this panel\, members
	 of the XR Women community will describe the cutting-edge work they do in 
	XR and Web3. They will trace their path into the field and the skills they
	 brought with them as well as others they gained along the way\, how educa
	tors can prepare students for careers in immersive tech\, and how technolo
	gy will shape our lives and work going forward. These women live and work 
	in the XR future today\, across a wide range of fields including game desi
	gn\, music\, live events\, art\, Web 3\, education\, training for enterpri
	se\, brand experiences\, museums and community building. You will hear how
	 immersive learning is at the center of our activities and feel empowered 
	to experiment with how immersive learning will impact your students\, grou
	ps\, and community organizations. Learning is life-long\, and iRLN allows 
	for more!\n\n\n\n	PANELLISTS\nKaren Alexander (XRconnectED / MetaVRse\, US
	A)\n\n	Paige Dansiner (Third Academy\, USA)\n\n	Celeste Lear (Boutique Ele
	ctronique Music\, USA)\n\n	Robin Moulder (3lbXR\, USA)\n\n	Chair: Sarah Ba
	rker (Creative Media Hub\, USA)\n\n\n\n	This event is part of the iLRN2023
	 Online Conference.\n\n	Click here to get more information and register.
	\n\n
DTSTART:20230518T210000Z
DTEND:20230518T215000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:2023 iLRN Awards Dinner and Masquerade Ball
DTSTAMP:20230512T225149Z
SEQUENCE:0
UID:72-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Join us for iLRN's gala event: The Awards Dinner and Masq
	uerade Ball for the Immersive Learning Research Network's 9th annual world
	wide conference LIVE in San Luis Obispo\, California on the beautiful camp
	us of CalPoly!\n\n\n\n	2023 Awards in Academic\, Practitioners\, Immersive
	 Futures\, and Network Choice categories will be presented. \n\n\n	Inform
	ation on iLRN2023 Awards categories\, criteria\, and jury panels may be fo
	und &lt\;HERE&gt\;\n\n\n	Formal presentations of awards will be streamed l
	ive from the stage at CalPoly and online for the iLRN Awards Watch Party!
	 \n\n	 \n\n
DTSTART:20230629T010000Z
DTEND:20230629T060000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Heritage & Climate Change:  a 2024 iLRN Grand Challenge
DTSTAMP:20230428T162853Z
SEQUENCE:0
UID:62-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	 \n\n\n\n	The climate crisis poses an existential threat
	 to the world and by extension to our ability to pass on heritage. It thre
	atens the parts that make up cultural landscapes\, including bio diversity
	\, archaeological sites\, historic buildings\, historic artefacts and the 
	ways of life that give rise to intangible heritage. Consequently\, heritag
	e organisations including museums\, world heritage sites\, geo parks and h
	eritage agencies are increasingly concerned with monitoring\, adapting to 
	and mitigating against climate change. A new project DACCHE brings togethe
	r partners in Iceland\, Faroe Islands\, Sweden\, Norway\, Ireland and Scot
	land to investigate how digital technologies can help address the impacts 
	of climate change on heritage and wider society. Through DACCHE we will be
	 exploring how citizen science can help monitor effects of climate change\
	, how digitisation can provide some resilience and how virtual reality sim
	ulations of climate futures can motivate behavioural change to mitigate ag
	ainst climate change.\n\n\n\n	Discussing the potential of connecting immer
	sive learning as a method for communicating and engaging users with herita
	ge threatened by the current climate crisis\, Dr. Alan Miller and Catherin
	e Cassidy will explore a variety of examples and connect opportunities for
	 educators and museums around the world facing similar challenges. As a sp
	ecial preview of iLRN2024's Grand Challenge theme and conference\, this pr
	esentation will contain some special opportunities and possible collaborat
	ive possibilities for the entire Immersive Learning Research Network. \n\
	n\n\n	Speaker Bios:\n\nAlan Miller lectures on “Computer Communication
	s” and “Digital Preservation and promotion of heritage” in the Schoo
	l of Computer Science.  Alan’s research explores the ways that 3D techn
	ologies can be utilised to address sustainable development including the p
	romotion of Climate Action.  Maria Andrei is PhD student in Computer Scie
	nce at the School of Computer Science\, University of St Andrews. She is r
	esearching how Virtual Reality can improve climate change science communic
	ation and influence pro-environmental behaviour. Catherine Anne Cassidy is
	 a research fellow in the School of Computer Science. She recently complet
	ed her PhD which investigated strategies for preservation and promotion of
	 threatened cultural and natural heritage using democratised 3D digitisati
	on.  They work as part of the open Virtual Worlds group (www.openvirtualw
	orlds.org) and in the Northern Heritage Network (northernheritage.org)\n\n
DTSTART:20230520T190000Z
DTEND:20230520T195000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Tour the Future of Education: A Stroll through  Content and 
	Creation
DTSTAMP:20230422T225016Z
SEQUENCE:0
UID:58-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The education system is rapidly changing as the globe and
	 technology continue to change. There will probably be some kind of hybrid
	 learning in the metaverse for the upcoming generation of pupils. A co-fou
	nder of VEDX in 2020 has stepped up to help schools create VR labs at thei
	r institutions in order to meet this challenge. The business focuses on th
	e global adoption of virtual reality\, providing students with immersive a
	nd engaging learning opportunities. VEDX is dedicated to granting access t
	o cutting-edge technology that will improve the future of education becaus
	e of its strong confidence in the transformative potential of VR technolog
	y.\n\n\n\n	About Jay Schnoor: Jay Schnoor has dedicated his life to inter
	national education and VR. He believes the next generation of students in 
	the world will have some form of hybrid learning in the Metaverse\, which 
	is why he co-founded VEDX in 2020. His company focuses on VR Deployment ac
	ross the world and is working to help schools make VR labs a reality at th
	eir institutions. \n\n
DTSTART:20230520T190000Z
DTEND:20230520T195000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Exploring the Boundless Possibilities of Immersive Education
DTSTAMP:20230422T220347Z
SEQUENCE:0
UID:56-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	 \n\n\n\n	Come along as Jackie Lee explores the virtuall
	y endless potential of immersive learning. New technologies like virtual r
	eality and the Metaverse have removed physical obstacles from schooling. W
	e'll look at how immersive learning is changing the way people learn and o
	pening up new options for both teachers and students.\n\nAbout Dr. Lee: 
	 Jackie Lee\, Ph.D. is a cross-disciplinary inventor in VR/AR\, learning\
	, and Affective Computing. He worked on Intel's RealSense 3D cameras and P
	roject Alloy (the first all-in-one VR headset). He did biosensing and beha
	vioral research at the Affective Computing Group at MIT Media Lab. He did 
	his master thesis focusing on Spatial User Interface and Augmented Reality
	. Jackie is the recipient of the Virtual World Society's Nextant Rising St
	ar Prize at AWE 2020. He is part of the Oculus Launch Pad 2020 program and
	 a two-time recipient of Epic Games' MegaGrants.\n\n
DTSTART:20230520T180000Z
DTEND:20230520T185000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Team Building and Community Building in VR: A Comparison
DTSTAMP:20230422T223239Z
SEQUENCE:0
UID:57-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	It's understood that Team Building relates to the cohesio
	n of groups that already identify as a team while community building help 
	groups of relative strangers to find a shared identity and reason to be to
	gether. Remio\, a Social VR platform designed explicitly for team building
	\, is expanding it's features and services to include community building g
	oing forward. Let's talk about how lessons from team building can be appli
	ed to this endeavor\, and the core elements being introduced to make these
	 communities possible.\n\n\n\n	About Lance Powell: As Product Manager at 
	Remio\, my role includes contributing to design\, platform quality\, and d
	ay-to-day project management. Concurrently\, I'm the CTO of VEDX Solution\
	, a VR education company deploying VR programs to schools. Here\, I'm guid
	ing the development of apps for workforce development and 360 libraries. I
	've also been a lecturer in Virtual Worlds at Behcesehir University and ma
	de keynote speeches and attended panels at GDC\, art\, and technology conf
	erences. My educational background is in Cognitive Science.\n\n
DTSTART:20230520T170000Z
DTEND:20230520T175000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Metavethics: Ethical\, integrity and social implications of 
	the metaverse
DTSTAMP:20230413T185203Z
SEQUENCE:0
UID:52-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Forecasts predict that by 2026 a quarter of the populatio
	n will spend at least an hour a day in the Metaverse or digital virtual en
	vironments. Currently several tech companies are trying to understand how 
	to design an entirely new immersive world\, but when considering attitudin
	al\, behavioral and social aspects of human diversity it is logical to ask
	 how the Metaverse could be truly designed by people\, with people and for
	 people? There is no doubt that we are living in the immersive technology 
	renaissance era\, however how can we maximize this opportunity\, by learni
	ng from what we have developed in the past with other technologies? With t
	he Metaverse we are at a different point in history than when we created t
	he Internet. We now have more knowledge of Inclusive Design\, more underst
	anding of DEI and ethics and integrity practices\, and more accessibility 
	standards and policies\; therefore\, businesses have no excuses for not de
	signing a Metaverse and its technologies to be truly inclusive\, accessibl
	e\, and safe from the very start. As the society is rapidly moving towards
	 addressing the United Nations Sustainable Development Goals for all human
	 beings\, safety\, inclusion\, diversity\, equity\, and accessibility are 
	becoming fundamental pillars upon which develop the Metaverse and digital\
	, virtual environments. With this plenary session Dr. Zallio will share cu
	tting-edge research findings\, case studies from businesses and initiate a
	 conversation on a new discipline called the Metavethics (https://www.meta
	vethics.com/)\, that deals with ethical and integrity implications of the 
	Metaverse and digital\, virtual environments. Scientists\, businesses and 
	organizations are in urgent need to develop new knowledge\, and tools to b
	est address new challenges and maximize future opportunities to build digi
	tal\, virtual environments that make people thrive. The boundaries for wha
	t the Metaverse could be and what people could do with it and in it are ju
	st set by human’s abilities of imagination and we can nurture this imagi
	nation by working together to design more sustainable.\n\n\n	About Dr. Zal
	lio: Matteo Zallio\, MArch\, PhD\, is on a mission to make emergent techn
	ologies accessible and inclusive for all. Matteo is an award-winning desig
	ner\, researcher\, and professor. He has a unique background in helping bu
	sinesses to develop futuristic technologies that are inclusive and conside
	r different aspects of human diversity such as ability\, language\, cultur
	e\, gender\, and age. He is a Senior researcher at Autodesk and Senior res
	earch associate at the University of Cambridge\, chairman at the National 
	Standards Authority of Ireland\, previously Fulbright fellow at Stanford U
	niversity and an A. Graves fellow at Technological University Dublin. Alon
	g his academic and business roles he is constantly involved as a mentor fo
	r businesses and startups\, as member of scientific committees at internat
	ional conferences\, and in his free time you can find him advocating about
	 Inclusive Design. \n\n
DTSTART:20230519T160000Z
DTEND:20230519T165000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Integrating VR into real classrooms: Practical\, pedagogical
	 and learning insights from the VR School Study
DTSTAMP:20230411T185319Z
SEQUENCE:0
UID:49-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Much of the evidence on educational virtual reality (VR) 
	is based on quasi-experimental\, cross-sectional research designed to meas
	ure the effectiveness of a specific VR application. This research is commo
	nly conducted by university or industry researchers on mainly adult popula
	tions. This presentation showcases a different framework for research from
	 the VR School Study\, now in its 7th year (www.vrschoolresearch.com). The
	 VR School Study is predicated on a participatory model where teachers are
	 co-researchers and student are VR content creators. The study is conducte
	d over long periods of time in different primary (elementary)\, middle and
	 secondary schools and across different subject areas to capture the pract
	ical\, ethical\, pedagogical and curriculum potential and constraints of i
	ntegrating this emerging technology into everyday classrooms. The presenta
	tion will provide a comprehensive pedagogical framework\, case studies on 
	regulation and student creativity for deeper learning\, and insights into 
	effective curriculum design for teachers. \n\n\n\n	About Erica Southgate: 
	Dr. Erica Southgate is Associate Professor of Emerging Technologies for E
	ducation (University of Newcastle\, Australia) She is a teacher educator a
	nd maker of computer games for literacy. Erica is an expert on AI ethics f
	or education and lead researcher on the VR School Study\, the longest-runn
	ing research on embedding VR into school classrooms across subject areas. 
	She is lead author on the Australian Government commissioned report\, ‘A
	rtificial Intelligence and Emerging Technologies (AR\, MR and VR) in Schoo
	ls’ and author of ‘Virtual Reality in Curriculum and Pedagogy: Evidenc
	e from Secondary Classrooms’ (Routledge).\n\nThis event is part of the i
	LRN2023 Online Conference.\n\n	Click here to get more information and re
	gister.\n\n
DTSTART:20230519T000000Z
DTEND:20230519T005000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:More than the Sims: Harnessing the Power of the Metaverse to
	 Ethically Engage\, Motivate\, and Connect the Future Workforce
DTSTAMP:20230504T155244Z
SEQUENCE:0
UID:68-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	 \n\n\n\n	In 2021\, two issues that dominated both headl
	ines and management discussions were the extension of remote work resultin
	g from the ongoing pandemic and the explosive hype of the \"metaverse.\" W
	hat if these issues were to collide? As industry and agencies alike grappl
	e with engaging their remote workforce during the \"great resignation/rese
	t\,\" the go-to platforms for meetings and gatherings have represented the
	 \"Hollywood Squares\" video conference format. New issues of equity have 
	emerged in this format for numerous reasons. In the metaverse\, opportunit
	ies to build identity\, experiences\, and environments and to build engage
	d communities are limited only by our imagination. This panel will discuss
	 the practical challenges embedded in creating safe and productive environ
	ments and experiences when considering virtual worlds as workspaces and th
	e digital identities we create in those spaces. \n\n\n\n	 \n\n\n\n	Presen
	ter Bios: \n\n\n\n	Donna Davis\, PhD  is an expert in virtual reality (V
	R)\, digital embodiment\, tech equity and inclusion\, and digital social c
	apital. At the University of Oregon in Portland\, she is an associate prof
	essor and director of both the Oregon Reality Lab and the Strategic Commun
	ication Master’s Program. She will also direct the new Immersive Media C
	ommunication Master’s program\, set to launch in Fall 2023. Her ethnogra
	phic research focuses on the potential uses of social virtual worlds\, gam
	ification\, and other emerging immersive media\, with a special interest i
	n marginalized and vulnerable communities. Her research on embodied experi
	ence and identity among people with disabilities in virtual reality was fu
	nded through a grant from the National Science Foundation. She has also ex
	tensively studied people with Parkinson’s disease who find and build sup
	port in the virtual world. Her interests continue to explore the impacts o
	f these experiences on both the promise and peril of technosolutionism\, r
	ecognizing both isolating and connecting powers of these emerging immersiv
	e environments. \n\n\n\n	Linjuan Rita Men\, Ph.D.\, APR\, is a Professor o
	f Public Relations and Director of Internal Communication Research in the 
	College of Journalism and Communications at the University of Florida. Wit
	h a background in corporate communication research and consulting\, Men’
	s research interests include internal communication\, leadership communica
	tion\, emerging technologies\, and entrepreneurial communications. Men has
	 published more than 90 articles in refereed journals and as book chapters
	. She is the (co-) author/editor of four books\, Excellence in Internal Co
	mmunication Management (Business Expert Press\, 2017)\, Strategic Communic
	ations for Startups and Entrepreneurs in China (Routledge\, 2020)\, Curren
	t Trends and Issues in Internal Communication: Theory and Practice (Palgra
	ve Macmillan\, 2021)\, and Internal Communication and Employee Engagement:
	 A Case Study (Routledge\, 2023). Men serves as an associate editor for Jo
	urnal of Communication Management and is a member of the Arthur W. Page So
	ciety. Men has worked internationally with Alibaba Group\, Inc.\, Ketchum\
	, Inc.\, and provided management communication consulting for various mult
	inational corporations\, startups\, and non-profits. \n\n\n\n	Andrea Steve
	nson Won\, M.S.\, Ph.D\, is an assistant professor in the Department of C
	ommunication at Cornell University\, and the director of the Virtual Embod
	iment Lab. The lab’s research is funded by NSF\, NIH and DoD\, and focus
	es on how mediated experiences can be used to change people’s perception
	s\, especially how appearance and behavior can be tracked and transformed 
	in virtual environments. Recent applications include improving collaborati
	on and social connections over distance\, training teachers and others to 
	be aware of their nonverbal behavior\, and using social virtual reality to
	 address pain.\n\n
DTSTART:20230518T230000Z
DTEND:20230518T235000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:eSTEAM-powered Immersive Learning: Enhancing Experiences thr
	ough Active Engagement and Collaboration
DTSTAMP:20230501T152643Z
SEQUENCE:0
UID:66-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	In this presentation\, Knox Grammar Preparatory School in
	 Sydney showcases how they use immersive Virtual Reality (VR) and Augmente
	d Reality (AR) in inquiry learning projects for students from Kindergarten
	 to Year 6. The presenters will demonstrate a range of inquiry units that 
	provide students with meaningful and engaging learning programs\, fosterin
	g critical thinking\, creativity\, and collaboration skills. Through the V
	R and AR projects\, students can safely explore and develop prototypes for
	 various concepts and phenomena in a controlled virtual environment. This 
	enables them to observe\, experiment\, code\, and interact with 3D objects
	 and simulations that enhance their understanding of complex topics. The p
	resentation will describe the pedagogical principles and technological too
	ls used to create immersive and engaging learning experiences. Examples of
	 student work and feedback will be shared\, highlighting the benefits and 
	challenges of using VR and AR in the classroom. The demonstrated deep lear
	ning of the students through their inquiry projects has important implicat
	ions for future research and practice in the field of immersive learning. 
	Educators interested in incorporating VR and AR into their teaching practi
	ces will benefit from the recommendations presented. Overall\, this presen
	tation offers insights into how immersive VR and AR technologies can suppo
	rt inquiry-based learning across subjects and age groups. It provides a ca
	se study of successful integration of these technologies in contemporary c
	lassrooms\, demonstrating their potential to engage students and enhance t
	heir learning experiences.\n\n\n\n	The Knox Grammar immersive presentation
	 platform:https://framevr.io/knoxpreppresentationshttps://sites.google.com
	/knox.nsw.edu.au/knoxpreppresentations/home\n\n\n\n	 \n\n\n\n	About the P
	resenters: \n\nNely Daher is a K-6 educator and Kindergarten Team Leader 
	who is driven to make a positive difference in the future of education. He
	r passion is to empower students to become innovators of change by instill
	ing and equipping them with confidence\, agency\, identity and self-effica
	cy whilst nurturing quality learning and life skills needed in our VUCA wo
	rld. \n\n\n\n	Ian Fairhurst is a passionate educator who leads the Innova
	tion and Technology Team at Knox Grammar Preparatory School in Sydney\, Au
	stralia. He specializes in inquiry-based\, real-world STEM learning\, and 
	leveraging technology to empower students to become authentic change-maker
	s. With a Master of Education in Innovation and Change Ian is dedicated to
	 helping students develop the skills they need to succeed in a complex and
	 technology-driven world. \n\n\n\n	Sue Floro is an audacious educational 
	thinker who understands the importance of a future focused\, experience ri
	ch curriculum that encourages K-6 students to seek solutions to issues on 
	a global scale. She has led the development of a school based curriculum p
	latform\, with the deep integration of the purposeful use of technology to
	 design\, create and innovate\, at her school in Australia. Sue believes i
	n the power of children to creatively solve great big world problems\, and
	 enjoys providing an environment where they can do just that! \n\n
DTSTART:20230518T220000Z
DTEND:20230518T225000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Metaverse Adventure: \"Meet the Makers\"
DTSTAMP:20230426T223433Z
SEQUENCE:0
UID:59-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	\n		 \n	\n\n\n\n	Metaverse Adventure : Meet The Makers\
	n\n	 \n\n\n\n	\n		Meet The Makers\nIn his most recent achievement\, Ben
	 orchestrated the 3rd Polys - WebXR Awards\, which marked several firsts.
	 The event showcased the first red carpet and award presentation streamed 
	from both a volumetric capture stage and an LED stage\, and delivered the 
	virtual trophies in holographic displays.  His next show “Meet the Ma
	kers” is focusing on “the who” of the Metaverse which will premiere 
	at AWE.\n	\n\n	\n		 \n	\n\n	\n		About Ben Erwin: \n	\n\n	\n		\n			Ben E
	rwin is the creator of The Polys - WebXR Awards\, WebXR Summit Series\, a
	nd MetaTr@versal which have impacted the industry by catalyzing awareness 
	of\, and engagement with the immersive web. His work is dedicated to the a
	dvancement of the XR industry through recognition of its pioneers and even
	ts that provide an advocacy platform for thought leaders. He is a passiona
	te proponent for cooperation on standards for the Metaverse.\n		\n\n		\n		
		 \n		\n\n		\n			As an Internet frontiersman since the 1990s\, Ben has 
	served as a developer and as an executive for digital media agencies creat
	ing data driven interactives for dozens of major brands. For 13 years\, he
	 was a webmaster and consultant for the United Nations humanitarian sectio
	n and partner NGOs\, bringing awareness to the plight of women and childre
	n in conflict areas around the world. Before the internet\, Ben began hi
	s career in the entertainment and music industry.\n		\n\n		\n			 \n		\n\n
			\n			Ben is a digital polymath with decades of experience in marketing\
	, management\, programming\, video editing\, and writing.  Influenced by 
	his years as a veteran of the browser wars\, he has teamed up with XR indu
	stry leadership to produce the MetaTr@versal series of events. These event
	s are designed to galvanize the community around cooperation on the develo
	pment and adoption of open standards and platform interoperability for the
	 Metaverse.\n		\n\n		\n			 \n		\n\n		\n			Ben believes passionately in t
	he potential of immersive content as a positive means for evolved human co
	mmunication\, particularly in civics\, journalism\, and education.  Throu
	gh shining a light on the good works of innovators\, he aims to help prese
	rve their legacy and inspire others to build upon their work.\n		\n	\n\n
DTSTART:20230518T200000Z
DTEND:20230518T205000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Immersive Intelligence and Education: Challenges & Opportuni
	ties
DTSTAMP:20230502T035555Z
SEQUENCE:0
UID:67-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Advances in AI have been accelerating in the past few yea
	rs especially deep learning models that have gone viral during 2022 where 
	millions have been experimenting with Ai systems such as Dalle-2\, Midjour
	ney and ChatGPT. This resulted in a heated discussion around whether to em
	brace such technology and transform education or ban such models for cheat
	ing potential. As these applications have major implications on education\
	, the goal of this panel is to address educators’ concerns and possible 
	ways to leverage AI in education and revolutionize the way we teach and le
	arn. This panel hosts academic and industry leaders in machine learning an
	d education to address concerns and potential opportunities of using Ai in
	 education. Panelists will discuss how these technologies work\, and addre
	ss educators and instructional designers' concerns and provide guidelines 
	for the use of generative AI in education.\n\nAbout the Panelists: \n\n\n
	\n	Chris Dede\, session moderator/panelist:\n\n\n\n	Chris Dede is a Senior
	 Research Fellow at the Harvard Graduate School of Education and was for 2
	2 years its Timothy E. Wirth Professor in Learning Technologies. His field
	s of scholarship include emerging technologies\, policy\, and leadership. 
	From 2001-2004\, he was Chair of the HGSE department of Teaching and Learn
	ing. In 2007\, he was honored by Harvard University as an outstanding teac
	her\, and in 2011 he was named a Fellow of the American Educational Resear
	ch Association. In 2020 Chris co-founded the Silver Lining for Learning in
	itiative (https://silverliningforlearning.org). He is currently a Member o
	f the OECD 2030 Scientific Committee and an Advisor to the Alliance for th
	e Future of Digital Learning\, sponsored by the Mohammed bin Rashid Global
	 Initiative (MBRGI). Also\, Chris is a Co-Principal Investigator and Assoc
	iate Director for Research of the NSF-funded National Artificial Intellige
	nce Institute in Adult Learning and Online Education. His most recent co-e
	dited books include: Teacher Learning in the Digital Age: Online Professio
	nal Development in STEM Education\; Virtual\, Augmented\, and Mixed Realit
	ies in Education\; Learning engineering for online education: Theoretical 
	contexts and design-based examples\; and The 60-Year Curriculum: New Model
	s for Lifelong Learning in the Digital Economy.\n\n\n\n	Lidija Kralj\, ses
	sion panelist:\n\n\n\n	Lidija Kralj is an international analyst and expert
	 in data and AI in education\, she is a member European Commission’s wor
	king groups on Artificial intelligence and data in education and training\
	, digital education and safer internet\; UNESCO and Council of Europe wo
	rkgroups on AI and education\, and author of digital learning resources an
	d textbooks\, as well as an advisor and teacher trainer. She had been work
	ing at the Ministry of Science and Education in Croatia\, where she led re
	forms in the area of digital education\, learning analytics\, data-based d
	ecisions in education and comprehensive curricula reform. Lidija is eLearn
	ing and project manager\, and a lecturer in Mathematics and Computer Scien
	ce with 30 years of experience\, currently works as a senior analyst at Eu
	ropean Schoolnet.\n\n\n\n	 \n\n\n\n	Keram Malicki-Sanchez\, session panel
	ist\n\n\n\n	Keram founded Constant Change Media Group Inc.\, the VRTO Spat
	ial Media World Conference &amp\; FIVARS festival. He contributed to the H
	andbook of the Global Impact of Immersive Technologies and the 2022 PEW Re
	search Report on the Metaverse. In addition to his industry contributions\
	, Keram teaches Blender for WebXR design at UCLA Extension\, where he desi
	gned the first workshop around generative AI art. He won Creator of the Ye
	ar at the 2022 Poly Awards.\n\n\n\n	Sandra Okita\, session panelist: \n\n
	\n\n	Dr. Sandra Okita is the Director of the Gizmo EdTech Lab at Columbia 
	Teachers College\, New York. Dr. Okita's current research interest is focu
	sed on the learning partnership between individuals and technology\, and h
	ow technology intersects with learning and instructional processes. One ch
	aracteristic of Dr. Okita's work is the use of technological boundary obje
	cts as a threshold to learning\, instruction\, and assessment. Here\, Dr. 
	Okita defines boundary objects as computational artifacts where animate an
	d inanimate features overlap between fantasy and reality (i.e. robots\, ag
	ents in virtual reality environments\, mixed-reality). Dr. Okita's interes
	t in boundary objects is due to their strong social component that enables
	 students to build a peer-like relation with technology that reveal new in
	sights to the role of social relationships in learning.\n\n\n\n	Other inte
	rests include designing technology assisted learning/intervention in forma
	l/informal settings\, and children's interpretation and conceptual develop
	ment in relation to technological boundary objects. Theoretical research i
	nterest areas include self-other monitoring\, learning by teaching\, learn
	ing by observation and its influence on behavior in the domain of biology\
	, math\, and agency.\n\n	 \n\n
DTSTART:20230518T190000Z
DTEND:20230518T195000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Reflections on XR & AI within Education
DTSTAMP:20230411T154340Z
SEQUENCE:0
UID:48-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	XR &amp\; AI have long been sibling technologies co-evolv
	ing with each other. This keynote from Voices of VR podcast host Kent Bye 
	will present some of the frameworks he uses to help navigate the interdisc
	iplinary nature of experiential design\, why embodied cognition is so impo
	rtant for XR Education\, and how to make sense of the recent inflection po
	ints in AI as well as where it overlaps with XR. He will also be exploring
	 some of the ethical implications for both AI &amp\; XR\, and doing a brie
	f survey of the current state of XR education and where it might be headed
	 in the future.\n\n\n\n	About Kent Bye: Since May 2014\, Kent Bye has pub
	lished over 1200 Voices of VR podcast interviews featuring the pioneering 
	artists\, storytellers\, and technologists driving the resurgence of virtu
	al &amp\; augmented reality. He's an oral historian\, experiential journal
	ist\, &amp\; aspiring philosopher\, helping to define the patterns of imme
	rsive storytelling\, experiential design\, ethical frameworks\, &amp\; the
	 ultimate potential of XR.\n\n\n\n	This event is part of the iLRN2023 Onli
	ne Conference.\n\n	Click here to get more information and register.\n\n
DTSTART:20230518T160000Z
DTEND:20230518T165000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Post Qualitative Virtuality: assembling reality as new mater
	ial for teaching and learning
DTSTAMP:20230413T172108Z
SEQUENCE:0
UID:50-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	This presentation will address the kinds of support Dr. E
	leanor Dare believes is needed to help faculty and students to effectively
	 use and critically encounter XR\, describing some of the technical and ep
	istemic strategies which aim to balance technical competency with critical
	 theory.  Here\, Dare will outline a post -qualitative approach (St. Pier
	re\, 2020\, 2021\, Grant\, 2018) to teaching VR and AR\, in which students
	 identify the materiality of technologies which are often framed as immate
	rial or removed from questions of their material and political implication
	s. Eleanor will explain how using VR has changed the way they teach\, in p
	articular the ways in which they frame spatiality in the pandemic and post
	-pandemic university.\n\nAbout Dr. Eleanor Dare: Dr Eleanor Dare is an ac
	ademic and critical technologist with a PhD and MSc in Arts and Computatio
	nal Technologies from the Department of Computing\, Goldsmiths. Eleanor wa
	s formerly Reader in Digital Media and Head of Programme for MA Digital Di
	rection\, at the Royal College of Art. Eleanor is now a Senior Teaching As
	sociate at the University of Cambridge as well as lecturer in Games Design
	 and Research By Practice at UCL. Eleanor is the cofounder of X||rdinary S
	tories\, an immersive storytelling studio.\n\nThis event is part of the iL
	RN2023 Online Conference.\n\n	Get more information and register...  clic
	k here now!\n\n
DTSTART:20230518T150000Z
DTEND:20230518T155000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Immersive Learning and Inclusivity: Raising Awareness\, Iden
	tifying Opportunities and Challenges\, and Adapting Practice
DTSTAMP:20230429T201535Z
SEQUENCE:0
UID:64-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Immersive learning research and practice cannot hold thei
	r promises without setting inclusivity as a high priority. This workshop a
	ims to raise awareness of inclusivity and accessibility in education\; ide
	ntify opportunities and challenges for inclusivity when creating and deplo
	ying immersive learning experiences\; share good practice\; and induce ref
	lection on one’s own practice and research agenda. A 90-minute hybrid in
	teractive event is proposed during which participants will work in small g
	roups on several activities\, and then discuss how these activities enable
	d them to reflect on their own practice. Participants will then be asked t
	o discuss their reflections with the whole group\, and facilitators will s
	ummarize with a call to action\, which will be either a collaborative proj
	ect or a white paper to capture the findings of the workshop.\n\n\n\n	Work
	shop Facilitator Bios: \n\n	 \n\n\n\n	Marie-Luce Bourguet is Senior Lect
	urer (Associate Professor) in the School of Electronic Engineering and Com
	puter Science (EECS) at Queen Mary University of London (QMUL) in the UK. 
	She teaches multimedia signal processing\, interactive media design and 3D
	 Graphics programming courses on the transnational program between EECS an
	d the Beijing University of Posts and Telecommunications in China. Since 2
	008\, she has been based in Tokyo\, Japan\, where she has research collabo
	rations with the University of Tokyo on the use of social robots in educat
	ion. Her work is in the areas of immersive learning\, inclusive curriculum
	\, learning analytics\, social robotics\, and AI in education. She is an e
	xpert at the European Commission on Robotics &amp\; Artificial Intelligenc
	e and an Academic Adviser to the Commonwealth Scholarship Commission. At Q
	MUL\, she is director of the EECS Educational Scholarship Centre (ESC)\, w
	hich she established in 2022\, and deputy director of the Centre for Acade
	mic Inclusion in Science and Engineering (CAISE). \n\n\n\n	Sarune Savickai
	te is a PhD candidate at the School of Psychology and Neuroscience\, Unive
	rsity of Glasgow\, currently finishing writing up her thesis. Sarune is al
	so tutor at the School of Education and Lifelong Leardning\, and is curren
	tly working on a project funded by Meta - SEER (Scoping Extended Education
	al Realities). Sarune was also Education Research Manager at Edify.ac thro
	ugh the industrial partnership studentship with ESRC/SGSSS. Sarune holds B
	A Hons Illustration &amp\; Graphic Design (First Class\; University of Bed
	fordshire)\, HEDip Life Sciences (Birkbeck)\, BSc Hons Psychology with Com
	mendation for Outstanding Contribution to Psychology (University of St And
	rews) and MSc Hons in Psychological Research Methods (University of Glasgo
	w). Sarune has experience in project management\, experimental design and 
	data management. With memberships at British Psychology Society (BPS) and 
	American Psychology Association (APA) Sarune is an early career researcher
	 in the field of cognitive psychology. Sarune also is an active member of 
	strategy and organisational boards for the new Advanced Research Centre fo
	r Extended Reality at the University of Glasgow. https://www.sarune.info/\
	n\n\n\n	 \n\n
DTSTART:20230628T230000Z
DTEND:20230629T003000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:AR/VR/MR – How Does it Matter – Comparing XR technologie
	s with respect to human factors
DTSTAMP:20230413T175020Z
SEQUENCE:0
UID:51-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	The Covid 19 pandemic and associated work-from-home cultu
	re reignites the importance of immersive media. Major industries used vari
	ous terms like Metaverse (Facebook)\, Mesh (Microsoft)\, Nth Floor (Accesn
	ture) and so on to invest and commercialize immersive media related produc
	ts. Traditionally\, immersive media is described through a continuum betwe
	en reality and virtual reality along with intermediate systems known as Au
	gmented and Mixed Reality systems. In the middle of the commercialization 
	efforts and advertisements from software giants\, end users are often conf
	used about the best solution for their needs. There are not many studies o
	n analysing end users’ feedback across the continuum of immersive media.
	 This talk will present a comparative study on XR Technologies with respec
	t to ocular\, EEG and hand movement parameters of users. I shall present c
	omparison of cognitive load for a virtual flight simulator and between VR 
	and MR interface for a welding task and an Advance Driver Assistance Syste
	m. \n\n\n	About Dr. Pradipta Biswas: Pradipta Biswas is an Associate Prof
	essor at Indian Institute of Science and vice -chairman at Study Group 9 o
	f International Telecommunication Union\, the Telecom branch of UNO. He is
	 known for research on eye tracking applications and cognitive load estima
	tion. Earlier\, he was a Senior Research Associate and Governing Body (Tit
	le: B1) Fellow at University of Cambridge\, UK.\n\nThis event is part of t
	he iLRN2023 Online Conference.\n\n	Click here to get more information an
	d register!\n\n
DTSTART:20230520T080000Z
DTEND:20230520T085000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2023 online closing celebration beach parties!
DTSTAMP:20230428T160547Z
SEQUENCE:0
UID:61-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Hop on the iLRNetwork Virtual Campus powered by Virbela f
	or the official closing of our 9th Annual Worldwide online conference! \n
	\n
DTSTART:20230521T020000Z
DTEND:20230521T040000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Using AI Tools for Creative Process
DTSTAMP:20230326T204149Z
SEQUENCE:0
UID:44-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	The next Emerging Media Community of Practice (EMCoP) eve
	nt is “Using AI Tools for Creative Process” and will feature three pre
	senters. Two confirmed presenters are Dr. Derek Jacoby from the University
	 of Victoria\, and Dr. Benedict Carpenter van Barhold from Nottingham Tren
	t University in the UK. The event will take place over Zoom on Friday\, Ap
	ril 21st from 12:00-1:00 pm PST. \n\n\n\n	Sign up on EventBrite: https:/
	/www.eventbrite.ca/e/using-ai-tools-for-creative-process-tickets-607818089
	267\n\n\n\n	Emerging Media Community of Practice is a collaborative group 
	of researchers\, developers\, designers\, and educators committed to build
	ing a community of practice focused on the development of emerging media t
	echnologies for human good. iLRN is proud to be a partner of EMCoP. \n\n\
	n\n	To see more upcominig events from EMCoP\, visit https://emcop.ca/cate
	gory/upcoming-events/\n\n
DTSTART:20230421T223000Z
DTEND:20230422T000000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Getting Started with Instructional Design for VR
DTSTAMP:20230301T180814Z
SEQUENCE:0
UID:43-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	THIS EVENT IS SOLD OUT!\n\n\n\n	Virtual reality (VR) is b
	ecoming an increasingly popular medium for delivering learning experiences
	 in talent development and education. Because of this growing demand\, man
	y instructional design practitioners are looking to broaden their repertoi
	re to include designing for VR. However\, upskilling resources teaching le
	arning design for VR are scarce. \n\n\n\n	 \n\n\n\n	This 3-part workshop
	 series will provide an in-depth exploration of instructional design princ
	iples and practices as they apply to virtual reality (VR) environments. Th
	rough a series of interactive sessions\, participants will develop the ski
	lls and knowledge necessary to effectively design and evaluate learning ex
	periences in VR.\n\n\n\n	 \n\n\n\n	In the first session\, we will focus o
	n the unique considerations involved in designing for VR and will use an i
	deation canvas to generate and evaluate design ideas. The second session w
	ill delve into the specifics of designing learning experiences in VR\, inc
	luding the creation of a design documentation and storyboard. In the final
	 session\, we will examine the importance of evaluating the effectiveness 
	of VR learning solutions and will develop an evaluation plan to assess the
	 impact of our designs.\n\n\n\n	 \n\n\n\n	Throughout the series\, partici
	pants will have the opportunity to engage in hands-on activities and exerc
	ises\, allowing them to apply their newfound knowledge and skills in a pra
	ctical setting. Upon completion of this course\, learners will have a soli
	d foundation in instructional design for VR and will be prepared to create
	 engaging and effective learning experiences in this exciting and rapidly 
	evolving medium.\n\n\n\n	 \n\n\n\n	Workshop Instructor Bio: \n\n\n\n	Kris
	tin Torrence serves as the Head of Learning Engineering at Talespin\, wher
	e she focuses on applying learning sciences\, instructional design\, and d
	ata science practices to design\, instrument\, and validate XR learning so
	lutions. Her background is in cognitive science\, game-based learning\, an
	d instructional design and she is particularly interested in the intersect
	ion of learning science\, XR\, and learning analytics. She received a grad
	uate degree in Cognitive Studies in Education with a concentration in Inte
	lligent Technologies from the Teacher’s College of Columbia University. 
	She co-founded XR in LXD\, a meetup\, and community of practice for IDs/LX
	Ds interested in designing XR\, and she is an active member of XR Women an
	d the IEEE Industry Consortium on Learning Engineering (ICICLE).\n\n
DTSTART:20230417T233000Z
DTEND:20230502T030000Z
ATTENDEE;CN="jonathon";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:i
	nfo@immersivelrn.org
ATTENDEE;CN="Greg_Lucas";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED
	:info@immersivelrn.org
ATTENDEE;CN="Oleg Lungu";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED
	:info@immersivelrn.org
ATTENDEE;CN="Yasmine";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:in
	fo@immersivelrn.org
ATTENDEE;CN="tac618";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:inf
	o@immersivelrn.org
ATTENDEE;CN="Danai";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:info
	@immersivelrn.org
ATTENDEE;CN="Ellie";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:info
	@immersivelrn.org
ATTENDEE;CN="Yovanna Cifuentes-Goodbody";CUTYPE=INDIVIDUAL;P
	ARTSTAT=ACCEPTED:info@immersivelrn.org
ATTENDEE;CN="Guest";CUTYPE=INDIVI
	DUAL;PARTSTAT=ACCEPTED:info@immersivelrn.org
ATTENDEE;CN="Cyndi Nagel";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTE
	D:info@immersivelrn.org
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2023 Conference Organization Committee Fortnightly Meeti
	ng
DTSTAMP:20230125T142156Z
SEQUENCE:0
UID:39-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Anasol Peña-Rios":info@immersivelrn.org
DESCRIPTION:\n	Meeting on Zoom (by invitation only)\nPlease come to the 
	iLRN2023 Organizing Committee Meetings on Wednesdays (fornightly for the t
	ime being) and be prepared to provide a brief report\, summarizing your wo
	rk from your Role as described in the iLRN Conference Organizing Committe
	e Roles &amp\; Responsibilities Handbook. NOTE: These meetings are intend
	ed to last about an hour\, with high level reporting from you\, the Chairs
	 from different SubCommittees to one another so as to provide context and 
	coordination among the various critical dimensions of conference organizat
	ion. The remaining 1/2 hour is intended for organic discussion and committ
	ee collaboration.The bulk of the work completed by each subcommittee shoul
	d\, thus\, be accomplished BETWEEN meetings and following the timeline as 
	much as possible. Questions and conflicts should be posted in the iLRN Dis
	cord in the respective iLRN2023 Organizators channel. Committee Members c
	an access &amp\; add to the Organizing Committee (i.e. \"Organizators\") 
	Agenda and Notes using your @immersivelrn.org email address. \n\n
DTSTART:20230104T150000Z
DTEND:20230104T163000Z
RRULE:FREQ=WEEKLY;INTERVAL=1;UNTIL=20230618T000000;BYDAY=WE
END:VEVENT
BEGIN:VEVENT
SUMMARY:How AI Tools such as ChatGPT are changing conversations in H
	igher Education
DTSTAMP:20230222T170718Z
SEQUENCE:0
UID:42-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	To register for this session\, please visit https://www.e
	ventbrite.ca/e/how-ai-tools-such-as-chatgpt-are-changing-conversations-in-
	higher-education-tickets-525864012417\n\n\n\n	The Emerging Media Lab prese
	nts an online Zoom seminar about AI technologies (such as ChatGPT)\, and h
	ow they will affect higher education in our future. Hosted by the Emerging
	 Media Community of Practice and moderated by Patrick Pennefather\, a sele
	ction of panelists including Professor Stephen Murgatoyd\, Dr. Farhad Dast
	ur\, David Clement\, and Professor Jutta Treviranus will join us to analyz
	e these fascinating topics. Read below to learn about our panelists and a 
	teaser about what they plan to discuss!\n\n\n\n	Dr. Patrick Pennefather 
	– Moderator – UBC EML\n\n\n\n	Meet [Your Name]\, a dedicated educator 
	and mentor in the field of emerging technology pipelines. With a passion f
	or inspiring the next generation of tech professionals\, [Your Name] has a
	 role as an Assistant Professor in Film &amp\; Theatre at the University o
	f British Columbia and a faculty in residence at the Emerging Media Lab.\n
	\n\n\n	[Your Name] is not an expert in using generative AI but has facilit
	ated prototyping to support students on their development journeys. It bri
	ngs a wealth of experience and knowledge to the classroom\, which is artic
	ulated in their recently published book \"Mentoring Digital Media Projects
	\".\n\n\n\n	The bio was not written with the help of a machine learning mo
	del.\n\n\n\n	PANELISTS:\n\n\n\n	Professor Jutta Treviranus\, OCAD Universi
	ty\, Faculty of Design\, Graduate Studies\n\n\n\n	Jutta Treviranus is a fu
	ll Professor at the Ontario College of Art and Design University (OCADU) i
	n Toronto\, Canada. She is the director and founder of the Inclusive Desig
	n Research Centre (IDRC) and the Inclusive Design Institute (IDI).\n\n\n\n
		Treviranus is a world expert[1] in the field of inclusive design and has 
	made appearances at the White House and United Nations. Concerned about th
	e impact of statistical reasoning on people who happen to be outliers or d
	ifferent from the statistical norm\, and the amplification\, acceleration 
	and automation of the harms by machine learning that makes decisions using
	 statistical processing of past data\, she has \"led many international mu
	lti‐partner research networks that have created broadly implemented tech
	nical innovations that support inclusion\".[2]\n\n\n\n	More info: https://
	en.wikipedia.org/wiki/Jutta_Treviranus\n\n\n\n	Professor Stephen Murgatroy
	d\, University of Alberta\, Faculty of Education (Adjunct)\n\n\n\n	\"A var
	iety of AI technologies enable faculty and students to imagine assessment 
	as an engaging\, proactive and collaborative activity intended to enhance 
	and enable learning. While some are 'panicked' by issues of academic misco
	nduct\, the opportunity to reimagine assessment and for faculty and studen
	ts to partner with AI for assessment represents a new renaissance opportun
	ity for the academy.\"\n\n\n\n	Stephen has been engaged in distance educat
	ion since 1972 and in online learning since 1993 when he launched the worl
	d's first fully online MBA. A former Dean\, Vice President and Provost\, S
	tephen now works as a consultant\, writer and innovator. He has worked ext
	ensively for governments and institutions around the world and is in deman
	d as a speaker and presenter. He is the author of thirty-five books and cl
	ose to three hundred papers\, book chapters\, articles and book reviews.\n
	\n\n\n	Dr. Farhad Dastur\, Principal Investigator\, KPU Virtual Reality La
	b\n\n\n\n	\"Like the blinding flash of a meteorite\, generative AI has bur
	st into higher education conversations. Few areas have been untouched. Fac
	ulty are concerned around authentic assessment and academic integrity. Stu
	dents contemplate more personalized tutoring\, better grades\, and improve
	d accessibility. Employees ruminate about job losses. Perhaps the most int
	riguing conversations will be with generative AI itself. What possibilitie
	s for co-discovery\, collaboration\, and creativity emerge from the mergin
	g of human and artificial intelligences?\"\n\n\n\n	Farhad received supervi
	sed and unsupervised pre-training in experimental psychology at UBC and Da
	lhousie. He has generated teachings in higher education for 22 years. His 
	areas of curiosity span perception\, evolutionary psychology\, human facto
	rs\, and extended realities. In 2019\, he founded the KPU Virtual Reality 
	Lab\, a creative hub for students\, faculty\, and other collaborators to e
	ngage in research\, educational projects\, and artistic explorations.\n\n\
	n\n	David Clement\n\n\n\n	David Clement is a serial innovator with over 35
	 years of experience. He has held technical leadership roles in organizati
	ons including the BBC\, CNN\, US Department of Homeland Security\, Discree
	t Logic\, Wavesine\, and many more. David is fluent in many disciplines in
	cluding philosophy\, business and startup culture\, machine intelligence\,
	 virtual reality\, computer graphics as well as system and software archit
	ecture. David is currently working at a startup focused on improving the p
	hysical and social development of youth.\n\n
DTSTART:20230224T233000Z
DTEND:20230225T010000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Call for Papers: Special issue on Disruption\, Innovation an
	d Resiliency in Immersive Learning
DTSTAMP:20230118T165753Z
SEQUENCE:0
UID:37-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Anasol Peña-Rios":info@immersivelrn.org
DESCRIPTION:\n	We invite Immersive Learning researchers for original con
	tributions on how to use XR within the emergent knowledge of learning scie
	nces to transform our communities. Submission deadline: 15 Nov 2022.\n\n\n
	\n	Springer - Journal of Education and Information Technologies (EAIT)\n\n
	\n\n	Call for Papers: Special Issue on Disruption\, Innovation and Resilie
	ncy in Immersive Learning\n\n\n\n	Impact Factor: 2.917 (2020)\n\n\n\n	Fiv
	e year impact factor: 2.953 (2020)\n\n\n\n	Full call for papers available
	 and information on how to submit: https://www.springer.com/journal/10639
	/updates/23143934\n\n\n\n	Important dates\n\n\n\n		\n			Paper submission d
	eadline: extended to 15 November 2022\n		\n	\n	\n		\n			Anticipated notifi
	cation of acceptance to authors: 15 January 2023 28 February 2023\n		\n	\n
		\n		\n			Revised papers received by: 28 February 2023 15 April 2023\n		\n
		\n	\n		\n			Notification of final version acceptance: 31 March 2023 15 Ma
	y 2023\n		\n	\n\n	Guest Editors\n\n\n\n		Anasol Peña-Rios (BT Research La
	bs\, UK)\, (Lead guest editor)\n	\n	\n		Daphne Economou (University of Wes
	tminster\, UK)\n	\n	\n		Dennis Beck (University of Arkansas\, USA)\n	\n\n	
	Please direct questions to: *****@*****.org\n\n\n\n	The interdisciplinary
	 field of Immersive Learning has been experiencing a sustained increase in
	 applications\, particularly given the increase in innovative technologies
	 available to researchers\, developers and instructors. Communities such a
	s the Immersive Learning Research Network (iLRN) have challenged researche
	rs and practitioners to showcase innovative applications of virtual realit
	y (VR)\, augmented reality (AR)\, mixed reality (MR)\, and other extended 
	reality (XR) technologies to support learners across the full span of lear
	ning—from K-12 through higher education to work-based\, informal\, and l
	ifelong learning contexts. But many questions remain\, such as how to make
	 sure that XR educational experiences consolidate into well-established le
	arning tools\, scalable and correctly assessed. Moreover\, the interdiscip
	linary nature of these applications has created new bridges between resear
	chers\, computer scientists\, educators\, gamers\, UI/UX designers\, devel
	opers\, among others\, all while considering ethics\, standards and values
	\, developing the field of Immersive Learning research.\n\n\n\n	This speci
	al issue is edited in cooperation with the Immersive Learning Research Net
	work (iLRN). iLRN is an international organization of developers\, educato
	rs\, and research professionals collaborating to develop the scientific\, 
	technical\, and applied potential of immersive learning (https://immersive
	lrn.org/). The Immersive Learning Research Network fosters communities (al
	so known as Houses) with a shared interest in advancing a specific\, ident
	ified area of application of immersive learning:\n\n\n\n		Assessment and E
	valuation (A&amp\;E)\n	\n	\n		Early Childhood Development &amp\; Learning 
	(ECDL) \n	\n	\n		Galleries\, Libraries\, Archives\, &amp\; Museums (GLAM
	) \n	\n	\n		Inclusion\, Diversity\, Equity\, Access\, &amp\; Social Justi
	ce (IDEAS) \n	\n	\n		K-12 STEM Education\n	\n	\n		Language\, Culture\, &a
	mp\; Heritage (LCH)\n	\n	\n		Medical &amp\; Healthcare Education (MHE)\n	\
	n	\n		Nature &amp\; Environmental Sciences (NES)\n	\n	\n		Workforce Develo
	pment &amp\; Industry Training (WDIT) \n	\n	\n		Computer Science\, Game D
	esign\, &amp\; Learning Sciences (Fundamental Theory)\n	\n\n	Moreover\, iL
	RN has challenged the community towards the systematization of this field 
	with the Immersive Learning Knowledge Tree initiative. How can research
	ers bridge their different epistemological landscapes to combine their eff
	orts and develop the field of immersive learning research?\n\n\n\n	For thi
	s reason\, we call upon the community of Immersive Learning researchers fo
	r original contributions of innovative research that focus on how we might
	 use these powerful XR tools and devices within the emergent knowledge of 
	learning sciences to transform our communities. We call on the experts of 
	these disciplines to envision ways of working together to better engage in
	 our work in ways befitting the world we live in – and the world we coul
	d build together with vision\, integrity\, and collaborative discipline.\n
	\n\n\n	We seek contributions towards:\n\n\n\n		Immersive Technologies\, Sy
	stems and Devices in learning and training\n	\n	\n		Immersive Environments
	 and Multidimensional Spaces in learning and training\n	\n	\n		Virtual\, a
	ugmented and mixed reality for education and training\n	\n	\n		Multi-modal
	 Immersive Learning Environments\n	\n	\n		Collaboration and Social Computi
	ng in Immersive Learning\n	\n	\n		Context-aware Computing in Immersive Lea
	rning Environments\n	\n	\n		Assessment and Learning Analytics in Immersive
	 Learning Environments Natural and Built Environments as Immersive Learnin
	g Spaces\n	\n	\n		Immersive Learning and Training Applications\n	\n	\n		Hu
	man Factors for Immersive Learning\n	\n	\n		Special Education using Immers
	ive Technologies\n	\n	\n		Personalized and Adaptive Recommender Technology
	 for Immersive Learning\n	\n	\n		Game-based Learning and Immersive Serious
	 Games\n	\n	\n		A Glance into the Future: Innovations\, Challenges and App
	lications\n	\n	\n		The Immersive Learning Knowledge Tree initiative: met
	hodologies\, theoretical approaches\, frameworks\, and models towards syst
	emization of immersive learning research.\n	\n\n	Submission\n\n\n\n		Autho
	rs are encouraged to submit high-quality\, original work that has neither 
	appeared in\, nor is under consideration by other journals. \n	\n	\n		Pap
	ers submitted to and presented at the 2022 8th Annual Conference of the I
	mmersive Learning Research Network are invited to submit extended version
	s of their work to this Special Issue.\n	\n	\n		Extended versions of paper
	s submitted to the Immersive Learning Research Network conference must con
	tain about 50% new material and the title must clearly and unmistakably di
	ffer from the title of the article presented at the conference.\n	\n	\n		P
	apers should be prepared by following the instructions for authors of the 
	journal at http://www.springer.com/10639.\n	\n\n	Authors should submit th
	eir manuscript based on the following steps:\n\n\n\n		Login to Education a
	nd Information Technologies Journal submission system (https://www.editori
	almanager.com/eait/default1.aspx) \n	\n	\n		In ‘Select Article Type’ 
	select the option ‘SI:  Disruption\, Innovation\, and Resiliency in Imm
	ersive Learning’\n	\n	\n		Upload your manuscript\n	\n	\n		Complete the a
	dditional information form and submit your contribution\n	\n\n	Author Reso
	urces\n\n\n\n		All papers will be reviewed following standard reviewing pr
	ocedures for the Journal.\n	\n	\n		Springer provides a host of information
	 about publishing in a Springer Journal on their Journal Author Resources 
	page\, including FAQs\, Tutorials along with Help and Support.\n	\n\n	
	\n\n
DTSTART:20220630T230000Z
DTEND:20221115T000000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:9th International Conference of the Immersive Learning Resea
	rch Network - iLRN Virtual & Across the Metaverse Online Conference
DTSTAMP:20230127T132112Z
SEQUENCE:0
UID:40-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Anasol Peña-Rios":info@immersivelrn.org
DESCRIPTION:\n	Learning Across the Metaverse: Building an Evidence-based
	 Framework through Science\, Community\, Vision\, &amp\; Adventure!\n\n\n\
	n	Educational Technology • Pedagogy • Computer Science• Serious Ga
	mes • 3D Collaboration • Digital Twins • Embodied Pedagogical Agen
	ts • Medical &amp\; Healthcare Education • Workforce &amp\; Industry
	 • Cultural Heritage • Language Learning • K-12 STEM • Artificial 
	Intelligence• Museums &amp\; Libraries • Informal Learning • Communi
	ty &amp\; Civic Engagement • Special Education • Geosciences • Data 
	Visualization and Analytics • Assessment &amp\; Evaluation\n\n\n\n	The 9
	th International Conference of the Immersive Learning Research Network (iL
	RN 2023) will be an innovative and interactive gathering for a flourishing
	 global network of researchers and practitioners collaborating to develop 
	the scientific\, technical\, and applied potential of immersive learning. 
	It is the premier scholarly event focusing on advances in the use of virtu
	al reality (VR)\, augmented reality (AR)\, mixed reality (MR)\, and other 
	extended reality (XR) technologies to support learners across the full spa
	n of learning—from K-12 through higher education to work-based\, informa
	l\, and lifelong learning contexts.\n\n\n\n	Scholars and professionals wor
	king from informal and formal education settings as well as those represen
	ting diverse industry sectors are invited to participate in the conference
	\, where they may share their research findings\, experiences\, and insigh
	ts\; network and establish partnerships to envision and shape the future o
	f XR and immersive technologies for learning\; and contribute to the emerg
	ing scholarly knowledge base on how these technologies can be used to crea
	te experiences that educate\, engage\, and excite learners.\n\n\n\n	ONLINE
	 in our Virtual Campus\n\n\n\n	More information: here\n\n
DTSTART;VALUE=DATE:20230518
DTEND;VALUE=DATE:20230521
ATTENDEE;CN="Anasol Peña-Rios";CUTYPE=INDIVIDUAL;PARTSTAT=A
	CCEPTED:info@immersivelrn.org
ATTENDEE;CN="Genevieve";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:
	info@immersivelrn.org
ATTENDEE;CN="jonathon";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:i
	nfo@immersivelrn.org
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Chapter Development Forum
DTSTAMP:20230103T154726Z
SEQUENCE:0
UID:34-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="jonathon":info@immersivelrn.org
DESCRIPTION:\n	Let's get together on Discord to discuss Chapter formatio
	n and development. In the latter half of the meeting\, we'll hop onto the 
	iLRN Virtual Campus to discuss Chapter events. \n\n
DTSTART:20230109T160000Z
DTEND:20230109T170000Z
ATTENDEE;CN="jonathon";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:i
	nfo@immersivelrn.org
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:22-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220315T140000Z
DTEND:20220315T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Saturday Pie & Coffee
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:30-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Pour yourself a cup of coffee or tea and let's chat about ev
	erything across the Metaverse! 
DTSTART:20220219T170000Z
DTEND:20220219T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Mixed Reality Comedy Show
DTSTAMP:20230112T221002Z
SEQUENCE:0
UID:36-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Mixed Reality Comedy Show
DTSTART:20230124T010000Z
DTEND:20230124T020000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Virtual Campus - Grand Opening
DTSTAMP:20230103T051456Z
SEQUENCE:0
UID:33-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:\n	\n\n
DTSTART:20220915T140000Z
DTEND:20220915T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:9th International Conference of the Immersive Learning Resea
	rch Network - Face-to-Face @ California Polytechnic State University
DTSTAMP:20230127T132953Z
SEQUENCE:0
UID:41-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Anasol Peña-Rios":info@immersivelrn.org
DESCRIPTION:\n	The 9th International Conference of the Immersive Learnin
	g Research Network (iLRN 2023) will be an innovative and interactive gathe
	ring for a flourishing global network of researchers and practitioners col
	laborating to develop the scientific\, technical\, and applied potential o
	f immersive learning. It is the premier scholarly event focusing on advanc
	es in the use of virtual reality (VR)\, augmented reality (AR)\, mixed rea
	lity (MR)\, and other extended reality (XR) technologies to support learne
	rs across the full span of learning—from K-12 through higher education t
	o work-based\, informal\, and lifelong learning contexts.\n\n\n\n	Scholars
	 and professionals working from informal and formal education settings as 
	well as those representing diverse industry sectors are invited to partici
	pate in the conference\, where they may share their research findings\, ex
	periences\, and insights\; network and establish partnerships to envision 
	and shape the future of XR and immersive technologies for learning\; and c
	ontribute to the emerging scholarly knowledge base on how these technologi
	es can be used to create experiences that educate\, engage\, and excite le
	arners.\n\n
DTSTART;VALUE=DATE:20230626
DTEND;VALUE=DATE:20230630
ATTENDEE;CN="Anasol Peña-Rios";CUTYPE=INDIVIDUAL;PARTSTAT=A
	CCEPTED:info@immersivelrn.org
ATTENDEE;CN="Bill_Sugar";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED
	:info@immersivelrn.org
ATTENDEE;CN="Miki";CUTYPE=INDIVIDUAL;PARTSTAT=ACCEPTED:info@
	immersivelrn.org
ATTENDEE;CN="Guest";CUTYPE=INDIVI
	DUAL;PARTSTAT=ACCEPTED:info@immersivelrn.org
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:31-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220125T150000Z
DTEND:20220125T163000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Student Metaverse Week
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:3-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN's Annual Student Metaverse Week leading up to Saturday\
	, November 19th International VRday is better than ever - with opportuniti
	es for students ALL WEEK long - focused on careers\, development\, and eng
	agement of undergraduate\, graduate\, and doctoral - level students from a
	round the world. Explore the new iLRN Virtual Campus powered by Virbela wi
	th student activities spanning from research to design\, emerging futures 
	to teaching with immersive applications! There's something for students ac
	ross the disciplines. Come and check it out! 
DTSTART;VALUE=DATE:20221114
DTEND;VALUE=DATE:20221120
END:VEVENT
BEGIN:VEVENT
SUMMARY:Test Event
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:4-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:This is a test event.\n\nImmersive Learning  Research Networ
	k
DTSTART:20221112T223000Z
DTEND:20221112T233000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN Halloween Party
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:5-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Come to our 3rd Annual iLRN Haunted Campus party!\n\n\n\nA c
	ampus wide Halloween adventure ending with the Haptics Lounge for a wonder
	ful comedy with the fabulous Sarah Aswell
DTSTART:20221029T160000Z
DTEND:20221029T190000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:[Test Event] iLRN World Congress
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:6-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:This is a description of the event.
DTSTART:20221021T233000Z
DTEND:20221022T003000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Immersive Futures Happy Hour
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:7-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Come to the Deep Dive Café in the iLRN IMMERSE Gallery for 
	a chat with fellow iLRNetwork Members about what's new and emerging in imm
	ersive learning. Network and share with professionals in the Immersive Lea
	rning field! 
DTSTART:20221021T170000Z
DTEND:20221021T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:[Test Event] Michael
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:8-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:This is a test event.\n\n\n\nJoin with Google Meet: https://
	meet.google.com/cyv-rfgz-iqo\n\n\n\nLearn more about Meet at: https://supp
	ort.google.com/a/users/answer/9282720
DTSTART:20221017T033000Z
DTEND:20221017T043000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Today in Immersive Learning
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:10-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Come to the iLRN Amphitheater to share and discuss the news 
	in Immersive Learning. 
DTSTART:20221005T163000Z
DTEND:20221005T170000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Sig Ep at the Still Room
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:11-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Sig Ep at the Still Room\n1609 W Broadway St\, Missoula\, MT
	 59808\, USA
DTSTART:20220924T013000Z
DTEND:20220924T023000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN New Campus Grand Opening
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:12-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Time in Eastern Daylight:\n\n10:00: Amphitheater: Welcome10:
	30: iLRN2023\, the 9th Annual iLRN Conference - with Andy Dengel11:00: Cam
	pus Tour 11:30: Immersive Futures - with Maya Georgieva 12:00: IMMERSE M
	useum opening (Mark Walhimer\, Museum Planning\, LLC)12:30: Metaverse Adve
	ntures and other iLRN Social Activities - with Amany Alkhayat 1:00: iLRN 
	Geographic Chapters - with Jorge Luis Bacca Acosta1:30: Haptics Lounge: Jo
	in us to Dance &amp\; Celebrate! 
DTSTART:20220915T140000Z
DTEND:20220915T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:VOLUNTEER TRAINING
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:13-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:VOLUNTEER TRAINING
DTSTART:20220526T170000Z
DTEND:20220526T180000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:VOLUNTEER TRAINING
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:14-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:VOLUNTEER TRAINING
DTSTART:20220524T160000Z
DTEND:20220524T170000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:15-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220524T140000Z
DTEND:20220524T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:16-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220517T140000Z
DTEND:20220517T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRNFuser student gamejam launch!
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:17-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRNFuser student gamejam launch!
DTSTART;VALUE=DATE:20220513
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN's Student Games Immersion Conference (GI Con)
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:18-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN's Student Games Immersion Conference (GI Con)
DTSTART;VALUE=DATE:20220512
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:19-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220510T140000Z
DTEND:20220510T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:20-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220503T140000Z
DTEND:20220503T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Chris Dede's Class on campus
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:21-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Chris Dede's Class on campus
DTSTART:20220321T124500Z
DTEND:20220321T143000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:23-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220315T140000Z
DTEND:20220315T153000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN: Canada chapter meeting
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:24-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:iLRN Virtual Campus --&gt\; North American Chapters / Boardr
	oom
DTSTART:20220314T173000Z
DTEND:20220314T183000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:25-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220308T150000Z
DTEND:20220308T163000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Colombia Teachers College meeting
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:26-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Colombia Teachers College meeting
DTSTART:20220303T150000Z
DTEND:20220303T160000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:iLRN2022 Organizing Committee meetings (weekly)
DTSTAMP:20230103T050431Z
SEQUENCE:1
UID:28-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Meeting on the iLRN Virtual Campus -- Main Boardroom\n\nPeas
	e come to the iLRN2022 Organizing Committee Meetings on Tuesdays each week
	 (weekly for the time being) and be prepared to provide a brief report\, s
	ummarizing your work from your Role as described in the iLRN Conference Or
	ganizing Committee Roles &amp\; Responsibilities Handbook. \n\nNOTE: thes
	e meetings are intended to last about an hour\, with high level reporting 
	from you\, the Chairs from different SubCommittees to one another so as to
	 provide context and coordination among the various critical dimensions of
	 conferenceorganization. The remaining 1/2 hour is intended for organic di
	scussion and committee collaboration.\n\nThe bulk of the work completed by
	 each subcommittee should\, thus\, be accomplished BETWEEN meetings and fo
	llowing the timeline as much as possible. Questions and conflicts should b
	e posted in the iLRN Discord in the respective iLRN2022 Organizators chann
	el. \n\nCommittee Members can access &amp\; add to the Organizing Committ
	ee (i.e. \"Organizators\") Agenda and Notes using your @immersivelrn.org e
	mail address. 
DTSTART:20220301T150000Z
DTEND:20220301T163000Z
END:VEVENT
BEGIN:VEVENT
SUMMARY:Ecocity After Party
DTSTAMP:20230103T050431Z
SEQUENCE:0
UID:29-1-7cc997e59e6f86d56284cb8219059078@www.immersivelrn.org
ORGANIZER;CN="Michael Hamaoka":info@immersivelrn.org
DESCRIPTION:Event details below:\n\nhttps://immersivelearning.toucantech
	.com/event/ecocitybuildersafterparty
DTSTART:20220223T163000Z
DTEND:20220223T183000Z
END:VEVENT
END:VCALENDAR
