Virtual & Augmented Reality are new computing paradigms that provide powerful new affordances for embodied learning, but there are also a lot of challenges in producing immersive experiences as they require a lot of subject matter expertise. The best practices for experiential design and development are also still emerging, and there are also new ethical considerations to keep in mind when deploying immersive technologies.
Kent ByeKent Bye has been speaking to thousands of immersive creators and innovators for the past seven years on the Voices of VR podcast, and he’ll be presenting about some of the new affordances of spatial computing as well as some of the underlying principles of embodied cognition that makes VR & AR a powerful medium for learning. He’ll also give a brief survey of some of the trends of immersive production, and the various experiential design tradeoffs between ease of production and robustness of interactivity and shared social spaces. Finally, he’ll do a brief survey of the ethical & privacy considerations to keep in mind for the higher educational context for XR.
This 45-minute talk + 45-minutes of Q&A will provide context for what’s happening at the frontiers of experiential design & education, tips & strategies for how to bootstrap the production & distribution of immersive educational content, and finally some of the ethical & moral dilemmas for educators to consider with the introduction of immersive technologies.
Since May 2014, Kent Bye has conducted over 1600 Voices of VR podcast interviews featuring the pioneering artists, storytellers, and technologists driving the resurgence of virtual & augmented reality. He’s an oral historian, experiential journalist, & aspiring philosopher, helping to define the patterns of immersive storytelling, experiential design, ethical frameworks, & the ultimate potential of XR. You can find his podcast at voicesofvr.com and his latest thoughts on Twitter @kentbye.
Towards a Framework for XR Ethics - Kent Bye, AWE, November 11, 2021Kent Bye
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Performance XR Trends: Interrogating the Liveness of the LiveKent Bye
Presented on November 13, 2021 as the opening keynote of the Performance XR Conference.
Voices of VR Podcast host Kent Bye talks about some of the trends that he's seeing in intersection between live performance, immersive theater, and immersive technologies. He'll recap a brief history of notable XR performances he's been able to catch on the film festival circuit over the past 7 years, but also some of the underlying experiential design principles and some of the ethical considerations. One question that comes up again and again is "What is the liveness of the live?" within virtual performances, and he'll recount a range of different approaches to this question, including how interactive user interfaces can help shape the overall aesthetic of an immersive piece.
Process Philosophy & VR: Foundations of Experiential DesignKent Bye
Keynote presented on December 10, 2021 as a part of the Exploring the Humanities through VR Workshop by Old Dominion University's Virginia Philosophy Reality Lab.
Video of this talk can be found here: https://www.youtube.com/watch?v=xLZgFyxzZMc
Sensemaking Frameworks For Metaverse EthicsKent Bye
An overview of some different sensemaking frameworks to help navigate the ethics of XR and the metaverse.
See below for some more links and references.
Presented at the MetaDavos Preliminary Meeting October 29, 2021
July 7, 2021
TALK: Latest Developments in XR Ethics (32 minutes)
Presented at Laval Virtual, July 7, 2021.
VIDEO: https://www.youtube.com/watch?v=ndTFEM6I8Ng&t=5132s
SLIDES: https://www.slideshare.net/kentbye/latest-developments-in-xr-ethics
June 2, 2021
TALK: State of Privacy in XR & Neuro-Tech: Conceptual Frames (22 minutes)
Presented at the VRARA Global Summit on Wednesday, June 2, 2021.
VIDEO: https://www.youtube.com/watch?v=pIpD4-gYImU
SLIDES: https://www.slideshare.net/kentbye/state-of-privacy-in-xr-neurotech-conceptual-frames
October 18, 2019
TALK: XR Ethics Manifesto (30 minutes)
Presented at Greenlight's XR Strategy Conference on Friday, October 18, 2019 in San Francisco, CA.
VIDEO: https://www.youtube.com/watch?v=CXgY3YXxqJ8
SLIDES: https://www.slideshare.net/kentbye/xr-ethics-manifesto-updated-nov-2-2019
TALK: XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies
SLIDES: https://www.slideshare.net/kentbye/xr-for-higher-education-experiential-design-affordances-ethical-considerations-production-strategies
VIDEO: https://www.youtube.com/watch?v=qqau9srg8K0
Towards a Framework for XR Ethics - Kent Bye, AWE, November 11, 2021Kent Bye
For all the ways that immersive technologies can be used for good, they can be used for evil. This talk will provide some conceptual frames for making sense of the landscape of XR ethical dilemmas including human rights principles, tradeoffs between contextual dimensions, and mapping relationships between techno-social, political, and economic domains. This talk will be reporting back on some of the work done by the IEEE Global Initiative on the Ethics of Extended Reality, as well as provide insights into how to integrate ethically-aligned design and responsible innovation best practices into your experiential design process.
Experiential Design for VR Chat World Builders - Kent ByeKent Bye
Presented as a part of the TLX Prefabs conference on Saturday, May 22, 2021
YouTube video of this talk is here: https://www.youtube.com/watch?v=YdqVnDuSg5I&t=21683s
Performance XR Trends: Interrogating the Liveness of the LiveKent Bye
Presented on November 13, 2021 as the opening keynote of the Performance XR Conference.
Voices of VR Podcast host Kent Bye talks about some of the trends that he's seeing in intersection between live performance, immersive theater, and immersive technologies. He'll recap a brief history of notable XR performances he's been able to catch on the film festival circuit over the past 7 years, but also some of the underlying experiential design principles and some of the ethical considerations. One question that comes up again and again is "What is the liveness of the live?" within virtual performances, and he'll recount a range of different approaches to this question, including how interactive user interfaces can help shape the overall aesthetic of an immersive piece.
Process Philosophy & VR: Foundations of Experiential DesignKent Bye
Keynote presented on December 10, 2021 as a part of the Exploring the Humanities through VR Workshop by Old Dominion University's Virginia Philosophy Reality Lab.
Video of this talk can be found here: https://www.youtube.com/watch?v=xLZgFyxzZMc
Sensemaking Frameworks For Metaverse EthicsKent Bye
An overview of some different sensemaking frameworks to help navigate the ethics of XR and the metaverse.
See below for some more links and references.
Presented at the MetaDavos Preliminary Meeting October 29, 2021
July 7, 2021
TALK: Latest Developments in XR Ethics (32 minutes)
Presented at Laval Virtual, July 7, 2021.
VIDEO: https://www.youtube.com/watch?v=ndTFEM6I8Ng&t=5132s
SLIDES: https://www.slideshare.net/kentbye/latest-developments-in-xr-ethics
June 2, 2021
TALK: State of Privacy in XR & Neuro-Tech: Conceptual Frames (22 minutes)
Presented at the VRARA Global Summit on Wednesday, June 2, 2021.
VIDEO: https://www.youtube.com/watch?v=pIpD4-gYImU
SLIDES: https://www.slideshare.net/kentbye/state-of-privacy-in-xr-neurotech-conceptual-frames
October 18, 2019
TALK: XR Ethics Manifesto (30 minutes)
Presented at Greenlight's XR Strategy Conference on Friday, October 18, 2019 in San Francisco, CA.
VIDEO: https://www.youtube.com/watch?v=CXgY3YXxqJ8
SLIDES: https://www.slideshare.net/kentbye/xr-ethics-manifesto-updated-nov-2-2019
TALK: XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies
SLIDES: https://www.slideshare.net/kentbye/xr-for-higher-education-experiential-design-affordances-ethical-considerations-production-strategies
VIDEO: https://www.youtube.com/watch?v=qqau9srg8K0
Extended Reality (XR): The End of Distance @ SXSWRori DuBoff
Even in today’s hyper-connected world, brands are faced with the challenge of distance: distance to people, distance to info, distance to experiences. How do they solve for “needed here, but exists there”?
This session will discuss how Extended Reality (XR) - Augmented Reality, Virtual Reality, Mixed Reality - can bridge the gap through relevant, immersive experiences - and when combined with A.I, the opportunity is endless. Join this session to explore how intelligent XR experiences will fundamentally change how brands connect with people.
The Ultimate Potential of VR: Promises & Perils - Kent Bye SXSWKent Bye
Bye, K. (2023, March 12). The Ultimate Potential of VR: Promises & Perils. [Featured Session Presentation]. South by Southwest Festival, Austin, Texas, United States; Austin Convention Center, Room 16AB
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators "What is the ultimate potential of VR?" for over 8 years now, and he will be sharing some of the best answers that map out the future of spatial computing, immersive storytelling, and experiential design. He will also share how VR is catalyzing an interdisciplinary fusion of design processes from video games, filmmaking, HCI, social media, theatre, architecture, and new modes of multi-sensory design. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, etc., that will potentially require new laws or tech architectures. This session will set a broad context for some of the promises and perils of this new medium while also providing a glimmer for what's to come.
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
Citation: Bye, Kent. (2022, May 5). "A Primer on Presence, Immersive Storytelling, & Experiential Design." Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,Kent Bye
Bye, K. (2022, June 26) "Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,"
[Presentation] Immersive Homecoming Summit. Area 15,. Las Vegas, Nevada.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Primer for Experiential Design & Immersive StorytellingKent Bye
Opening keynote at European Creator's Lab presented by Kent Bye on November 15, 2021 giving a quick primer on experiential design affordances, immersive storytelling, process, and a list of over 50 immersive stories that I recommend checking out. There's lots of footnotes and links to more resources and podcast episodes with more information and context with many of the creators.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Sensemaking Frameworks for the Metaverse & XR Ethics by Kent ByeKent Bye
Keynote talk for the Gatherverse Summit presented on February 22, 2022.
Most folks focus on the underlying technology stack when speaking about the Metaverse, but what is the best way to embed human rights, ethics, & responsible innovation into the experiential design process? Voices of VR podcast host Kent Bye will help set a broader context for the many discussions about XR Ethics, Privacy, NeuroRights, Digital Rights, and Human Rights that have been happening across the XR industry, and will provide a holistic sensemaking framework to understand how technological architectures for XR need to be set within a context of ethical design practices, but also navigate the larger dimensions of culture, laws, market dynamics, and encourage sustainable development practices that are in right relationship to the Earth.
Virtual Reality Presentation at #HybridLiveCharles Palmer
HLI is an organized group of teachers, administrators and subject-matter experts seeking to create a more student-centered approach to learning. This presentation was a look at how virtual reality tools and applications can be used in k-12 education.
The live poll suvery (via slido.com) have been removed and the video files are now available via YouTube.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
The concept of extended reality gains popularity. Microsoft introduced the concept of Mixed Reality. Apple and Google improved on the current concept for Augmented Reality with ARKit, ARCore and Tango. This presentation gives you an introduction on what these technologies offer, and how we use them at Netcetera.
Presented as a part of the IEEE Standards Association Webinar on XR in the Classroom on October 14, 2021 covering four areas:
What is Extended Reality?
Socio-Political Context of Technology
Overview of Contextual Domains for XR Ethics in Education
XR Ethics Frameworks for Education
Reflections on XR & AI in Education - iLRN Opening Keynote Kent ByeKent Bye
Bye, K. (2023, May 18). "Reflections on XR & AI in Education." [Keynote Presentation] iLRN 2023: 9th International Conference of the Immersive Learning Research Network. iLRN Virtual Campus Powered by Virbella; iLRN Main Stage.
Extended Reality (XR): The End of Distance @ SXSWRori DuBoff
Even in today’s hyper-connected world, brands are faced with the challenge of distance: distance to people, distance to info, distance to experiences. How do they solve for “needed here, but exists there”?
This session will discuss how Extended Reality (XR) - Augmented Reality, Virtual Reality, Mixed Reality - can bridge the gap through relevant, immersive experiences - and when combined with A.I, the opportunity is endless. Join this session to explore how intelligent XR experiences will fundamentally change how brands connect with people.
The Ultimate Potential of VR: Promises & Perils - Kent Bye SXSWKent Bye
Bye, K. (2023, March 12). The Ultimate Potential of VR: Promises & Perils. [Featured Session Presentation]. South by Southwest Festival, Austin, Texas, United States; Austin Convention Center, Room 16AB
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators "What is the ultimate potential of VR?" for over 8 years now, and he will be sharing some of the best answers that map out the future of spatial computing, immersive storytelling, and experiential design. He will also share how VR is catalyzing an interdisciplinary fusion of design processes from video games, filmmaking, HCI, social media, theatre, architecture, and new modes of multi-sensory design. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, etc., that will potentially require new laws or tech architectures. This session will set a broad context for some of the promises and perils of this new medium while also providing a glimmer for what's to come.
A Primer on Presence, Immersive Storytelling, & Experiential Design - Kent By...Kent Bye
Citation: Bye, Kent. (2022, May 5). "A Primer on Presence, Immersive Storytelling, & Experiential Design." Presented at Storycon: A collision of (he)art and technology. Brussels, Belgium; BOZAR - Centre for Fine Arts.
Metaverse - The Future of Marketing and Web 3.0.pdfthetechnologynews
The global metaverse market was valued at USD 107,100.67 Million in 2020, and it is expected to reach a value of USD 758,600.86 Million by 2027, at a CAGR of 37.1% over the forecast period (2020 - 2027).
Get To Know More : https://skyquestt.com/report/metaverse-market
The Metaverse is a virtual interactive self-sufficient ecosystem comprising mobile networks, augmented reality, social media, gaming, virtual reality, e-commerce, cryptocurrency, and workplace. This universe is envisioned as the internet's future, bringing together augmented reality (AR), virtual reality (VR), and physical worlds in a common digital arena. NFTs and online events are exploding, opening up a world of possibilities for the metaverse and associated technologies.
The transition to the Metaverse is fast approaching. Several components and features of this open-source platform have progressed to the point where they may be smoothly merged to investigate the idea of building a parallel virtual reality. NFTs and online events are exploding, opening up a world of possibilities for the metaverse.
Global Metaverse Market Segmental Analysis
The Global Metaverse Market is segmented based on Type, Technology, and Application. Based on Type it is categorized into: Mobile and Desktop. Based on Technology it is categorized into: Blockchain, VR & AR, Mixed Reality, and Others. Based on Application it is categorized into: Gaming, Online Shopping, Content Creation, Social Media, and Others. Based on region it is categorized into: North America, Europe, Asia-Pacific, South America, and MEA.
Analysis by Application
The gaming segment is expected to be the largest segment in the Metaverse market throughout the forecast period (2020-2027).Due to major ongoing innovations and advances by developers, as well as a rising focus on improving immersion and making games more realistic, the gaming segment will have the leading revenue share of more than 25% in 2021. Furthermore, corporations' growing emphasis on using games to enhance their corporate image is expected to drive revenue growth.
China, the world's second-largest economy, is expected to reach a market size of USD 103,100.26 million in 2026, with a CAGR of 38.1 % throughout the forecast period. Other notable global markets include Japan and Canada, which are expected to increase at 31.3% and 29.6%, respectively, throughout the forecast period. Germany is expected to develop at a 36.8% CAGR within Europe, while the rest of the European market would reach USD 59,500.67 Million by the conclusion of the forecast period.
EON Reality Knowledge Metaverse Program (EKM Program)Senthilkumar R
By bringing the knowledge metaverse to life, EON Reality will merge the physical, virtual, and augmented reality worlds to reshape the way people everywhere experience their realities. Physical objects and spaces will be complete with informational annotations, activities, and other enhanced knowledge points, while users in virtual reality will be able to digitally teleport themselves into real-life settings around the world.
Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,Kent Bye
Bye, K. (2022, June 26) "Insights from XR: Live Performance in VR, Experiential Design, & the Metaverse,"
[Presentation] Immersive Homecoming Summit. Area 15,. Las Vegas, Nevada.
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Primer for Experiential Design & Immersive StorytellingKent Bye
Opening keynote at European Creator's Lab presented by Kent Bye on November 15, 2021 giving a quick primer on experiential design affordances, immersive storytelling, process, and a list of over 50 immersive stories that I recommend checking out. There's lots of footnotes and links to more resources and podcast episodes with more information and context with many of the creators.
Tish Shute, Director AR/VR, Corporate Technology Strategy, Huawei
A talk from Inspire Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
XR is intelligent and interactive connecting real humans and physical objects with digital agents and entities. VR/AR will evolve into XR to become the future interface for Cloud Computing, IoT, Big Data, Prediction, Self-driving cars, Personalized Medicine, Robots, Drones, Cryptocurrency, Smart Cities, and AI. Social VR and AR will connect people in new and powerful ways but XR will connect the intelligence of people to the intelligence of machines in a space shared and understood by both. This talk will look at this new and intimate relationship between humans and intelligent agents.
http://AugmentedWorldExpo.com
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
XR and the Future of Immersive TechnologyVincent Lau
Extended Reality (XR) is an umbrella term for Augmented Reality (AR), Virtual Reality (VR), Mixed Reality (MR), and any other kind of immersive technology. In just the last 5 years alone, XR has seen rapid adoption and development of immersive applications that are used in many sectors from Edutainment to Medical. Looking at the state of XR today, let us compare the differences between the various immersive technologies to understand their current limitations and the sectors that they are poised to disrupt. As we begin a new year with hope of a global recovery from the pandemic, we observe some key trends in XR development that will determine the future of immersive technology in the post-COVID world.
Sensemaking Frameworks for the Metaverse & XR Ethics by Kent ByeKent Bye
Keynote talk for the Gatherverse Summit presented on February 22, 2022.
Most folks focus on the underlying technology stack when speaking about the Metaverse, but what is the best way to embed human rights, ethics, & responsible innovation into the experiential design process? Voices of VR podcast host Kent Bye will help set a broader context for the many discussions about XR Ethics, Privacy, NeuroRights, Digital Rights, and Human Rights that have been happening across the XR industry, and will provide a holistic sensemaking framework to understand how technological architectures for XR need to be set within a context of ethical design practices, but also navigate the larger dimensions of culture, laws, market dynamics, and encourage sustainable development practices that are in right relationship to the Earth.
Virtual Reality Presentation at #HybridLiveCharles Palmer
HLI is an organized group of teachers, administrators and subject-matter experts seeking to create a more student-centered approach to learning. This presentation was a look at how virtual reality tools and applications can be used in k-12 education.
The live poll suvery (via slido.com) have been removed and the video files are now available via YouTube.
Have you ever visualized anything which has an amalgamation of many technological verticals? Have you ever experienced a reality, which arrives with a twist? No Right.
Bringing to you Metaverse, a concept of virtual and augmented reality. It is a highly immersive virtually encrypted world where people from different societies and background gather, socialize, have fun, and grow together.
Want to know more about this? Get this highly informative cryptocurrency-based info-graphic into your tab and know more MetaVerse.
Want to know more about it. Scroll this through.
AR gives new ways for your devices to be helpful throughout your day by letting you experience digital content in the same way you experience the world.
whereas VR Virtual reality (VR) implies a complete immersion experience that shuts out the physical world.
The concept of extended reality gains popularity. Microsoft introduced the concept of Mixed Reality. Apple and Google improved on the current concept for Augmented Reality with ARKit, ARCore and Tango. This presentation gives you an introduction on what these technologies offer, and how we use them at Netcetera.
Presented as a part of the IEEE Standards Association Webinar on XR in the Classroom on October 14, 2021 covering four areas:
What is Extended Reality?
Socio-Political Context of Technology
Overview of Contextual Domains for XR Ethics in Education
XR Ethics Frameworks for Education
Reflections on XR & AI in Education - iLRN Opening Keynote Kent ByeKent Bye
Bye, K. (2023, May 18). "Reflections on XR & AI in Education." [Keynote Presentation] iLRN 2023: 9th International Conference of the Immersive Learning Research Network. iLRN Virtual Campus Powered by Virbella; iLRN Main Stage.
Human-Centered Learning Analytics and Artificial Intelligence in Education: H...Yannis
Although Artificial Intelligence (AI) and Learning Analytics (LA) have shown their potential in Education, stakeholders’ agency seems to be threatened. On the other hand, multiple issues regarding FATE (Fairness, Accountability, Transparency and Ethics) have been raised when AI or LA-based solutions are designed and implemented. These issues have been especially acute since the emergence of Large Language Models and Generative AI.
This talk discusses the quest for an optimal balance between human and computational agents, when LA tools and services are employed in a Technology Enhanced Learning (TEL) ecosystem. Through the discussion of relevant conceptual models and examples, it argues for Human-Centered Learning Analytics (HCLA) and Human-Centered Artificial Intelligence (HCAI) approaches, where agency and FATE principles are essential design parameters.
The talk focuses especially on LA/AI solutions that may position teachers as designers of effective interventions and orchestration actions. Selected Human-Centered Design (HCD) principles are discussed and illustrated, and directions for future research and development are formulated to overcome the main obstacles for adoption of human-centered approaches for LA and AI in education.
Keynote Address, International Conference of the Learning Sciences, London Festival of Learning
Transitioning Education’s Knowledge Infrastructure:
Shaping Design or Shouting from the Touchline?
Abstract: Bit by bit, a data-intensive substrate for education is being designed, plumbed in and switched on, powered by digital data from an expanding sensor array, data science and artificial intelligence. The configurations of educational institutions, technologies, scientific practices, ethics policies and companies can be usefully framed as the emergence of a new “knowledge infrastructure” (Paul Edwards).
The idea that we may be transitioning into significantly new ways of knowing – about learning and learners – is both exciting and daunting, because new knowledge infrastructures redefine roles and redistribute power, raising many important questions. For instance, assuming that we want to shape this infrastructure, how do we engage with the teams designing the platforms our schools and universities may be using next year? Who owns the data and algorithms, and in what senses can an analytics/AI-powered learning system be ‘accountable’? How do we empower all stakeholders to engage in the design process? Since digital infrastructure fades quickly into the background, how can researchers, educators and learners engage with it mindfully? If we want to work in “Pasteur’s Quadrant” (Donald Stokes), we must go beyond learning analytics that answer research questions, to deliver valued services to frontline educational users: but how are universities accelerating the analytics innovation to infrastructure transition?
Wrestling with these questions, the learning analytics community has evolved since its first international conference in 2011, at the intersection of learning and data science, and an explicit concern with those human factors, at many scales, that make or break the design and adoption of new educational tools. We are forging open source platforms, links with commercial providers, and collaborations with the diverse disciplines that feed into educational data science. In the context of ICLS, our dialogue with the learning sciences must continue to deepen to ensure that together we influence this knowledge infrastructure to advance the interests of all stakeholders, including learners, educators, researchers and leaders.
Speaking from the perspective of leading an institutional analytics innovation centre, I hope that our experiences designing code, competencies and culture for learning analytics sheds helpful light on these questions.
Some Philosophical Reflections about Privacy from an XR JournalistKent Bye
Bye, K. (2023, January 6). Some Philosophical Reflections on Privacy from an XR Journalist. [Presentation]. Existing Law and Extended Reality: A Research Symposium at Stanford Law School, Palo Alto, California, United States; Jen-Hsun Hwang Engineering Center.
In this webinar, Prof Hendrik Drachsler will reflect on the process of applying learning analytics solutions within higher education settings, its implications, and the critical lessons learned in the Trusted Learning Research Program. The talk will focus on the experience of edutec.science research collective consisting of researchers from the Netherlands and Germany that contribute to the Trusted Learning Analytics (TLA) research program. The TLA program aims to provide actionable and supportive feedback to students and stands in the tradition of human-centered learning analytics concepts. Thus, the TLA program aims to contribute to unfolding the full potential of each learner. It, therefore, applies sensor technology to support psychomotor as well as web technology to support meta-cognitive and collaborative learning skills with high-informative feedback methods. Prof. Drachsler applies validated measurement instruments from the field of psychometric and investigates to what extent Learning Analytics interventions can reproduce the findings of these instruments. During this webinar, Prof Drachsler will discuss the lessons learned from implementing TLA systems. He will touch on TLA prerequisites like ethics, privacy, and data protection, as well as high informative feedback for psychomotor, collaborative, and meta-cognitive competencies and the ongoing research towards a repository, methods, tools and skills that facilitate the uptake of TLA in Germany and the Netherlands.
Presentation by Martha G Russell and David A. Evans, mediaX at Stanford University, for SESI, Santa Catarina, Brazil, to launch planning of SESI Innovation Research Center on Occupational Health and Safety for Brazilian workers and businesses, to support the Health Safety and Environment objectives of SESI, part of Brazil's CNI and its industry system.
In our world today, man’s interaction with products and services has changed because more and more physical products are becoming incorporated with digital materiality. Companies have embraced the internet to increase digital experience, and the behavioral pattern of users has changed as a result. The ubiquity of the internet remains the major driver of digitalization; over 3.4 billion people worldwide are connected via the internet, 70% of the world’s youth are online thus a new set of users known as the digital natives have emerged. The Digital Innovation We Need is designed to give you a conceptual framework of digital thinking.
Keynote presentation of Yannis Dimitriadis at Intelligent Tutoring Systems 2022: Human-Centered Learning Analytics: Designing for balanced human and computational agency
An Ecological Lens on the Stressors of Planning for OER Engagement was presented by Danielle Dubien (Canterbury, NZ) as part of the Researcher Presentations at the GO-GN mini-seminar on 31 March 2020.
A recording of the session is available: https://www.youtube.com/user/GOGNOER/playlists
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Using Experiential Design to Understand the Future of AI & Immersive Storytel...Kent Bye
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Using Experiential Design to understand the future of AI and Immersive Storytelling
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Citation: Bye, K. (2023, October 19). The Promises & Perils of Extended Reality. [Opening Keynote]. Broadcast Education Association On-Location @ University of South Carolina, Lexington Room at the Courtyard by Marriott Columbia Downtown at USC, Columbia, South Carolina.
Voices of VR podcast host Kent Bye has been asking thousands of virtual reality creators about the ultimate potential of XR for over 9 years now, and he will be sharing some of the best answers that map out the future of spatial computing. VR also presents unique tech ethics challenges around privacy, accessibility, conduct moderation, and moving from 2D into real-time, 3D spaces that will require new tech architectures and potentially new laws. This session will set a broad context for some of the promises and perils of virtual reality, augmented reality, and mixed reality while also providing a glimmer for what's to come.
Processes of Experiential Design: Breaking Down the Elements of Immersive Sto...Kent Bye
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[Keynote Presentation] European Creators' Lab Live Online Masterclasses. Zoom.
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VR Presence & Live Immersive Performance TrendsKent Bye
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The IEEE Global Initiative on the Ethics of Extended Reality papers can be found here:
https://standards.ieee.org/industry-connections/ethics-extended-reality/.
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Presented to architecture students on Nov 9, 2021.
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YouTube Talk can be found here: https://www.youtube.com/watch?v=pIpD4-gYImU
Presented at the VRARA Global Summit on Wednesday, June 2, 2021.
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Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
XR for Higher Education: Experiential Design Affordances, Ethical Considerations, & Production Strategies
1. XR for Higher Education:
Experiential Design Affordances,
Ethical Considerations,
& Production Strategies
@KentBye
2.
3.
4. ● Introduction
● Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
5. Mixed Reality Spectrum
aka Extended Reality (XR)
This graphic is a combination of
Milgram, P. and Kishino, F. (1994) A Taxonomy of Mixed Reality Visual Displays. IEICE Transactions on Information and Systems,
E77-D, 1321-1329. http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.102.4646
+
Bye, K. (2017, May 18). Google's @claybavor presents the "Immersive Computing Spectrum" graphic at Google I/O 2017. Twitter. Retrieved October 20, 2021, from
https://twitter.com/kentbye/status/865244388057694208.
Real Environment
Virtual Environment
Physical
Reality
Augmented
Reality
Virtual
Reality
6. Microsoft’s Mixed Reality Spectrum
Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
7. Microsoft’s Mixed Reality Spectrum
Microsoft (2020, August 26). What is mixed reality? Retrieved April 02, 2021, from https://docs.microsoft.com/en-us/windows/mixed-reality/discover/mixed-reality
8. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
10. “True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
11. Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
16. “True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
17.
18. Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
21. Alex McDowell’s Brief History of Storytelling
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
23. Protagonist
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
24. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
25. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR: An Analytical Framework for Ethical,
Educational and Eudaimonic XR Design (2021)
26. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR: An Analytical Framework for Ethical,
Educational and Eudaimonic XR Design (2021)
27. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
Frontiers. Retrieved October 8, 2021, from https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
E3XR’s Low vs High Ethical Considerations (2021)
28.
29.
30. Southgate, E. (2020). Virtual reality in curriculum and pedagogy: Evidence from secondary classrooms. Routledge.
Actioned Pedagogy for
Immersive Learning
(2020)
34. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
35. Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate
(available in print: Lawrence Lessig (2006). Code. Lawrence
Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Lessig’s Pathetic
Dot Theory
Nested
Contexts
vs
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
36. Lessig’s Pathetic Dot Theory
Lessig, Lawrence, Code 2.0, Chapter: What Things Regulate (available in print: Lawrence Lessig (2006). Code. Lawrence Lessig. pp. 120–137. ISBN 978-0-465-03914-2.
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
47. How do we preserve the Right
to Mental Privacy in XR?
Biometrically-inferred psychographic data from
XR is not covered by existing privacy laws.
Some biometric user data will be contextually-
relevant & required for some XR apps to
function, which users should be able to consent
to sharing within the context of those apps.
Companies require users to consent to their
Terms of Service & Privacy Policies, which do
not prevent them them from recording &
monetizing user data, extrapolating biometric
psychographic information, or using it for
contextually-aware AI, but they have limited
what third party developers can do with that
same data.
Human Rights
Principles
International Organizations
International Laws &
Human Rights Laws
UN Guiding
Principles on
Business &
Human Rights
Neuro-Rights
Initiative
Right to
Mental
Privacy
XR
Hardware +
Operating
System
Ethical
Design
Principles?
XR User’s Context & Data
Third-Party
XR Developers
XR Experiences
that Require User
Data to Operate
US Government
Lobbyists
European
Union
GDPR
XR Companies
State
Laws
Federal
Laws
Oversight & Enforcement
New
Federal
Privacy
Law?
Monetizing
User Data &
Biometric
Psychography?
Contextually
-Aware AI?
Terms of
Service
Privacy
Policy
App
Store
Developer
Terms of
Service
52. Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion.
Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011
Embodied Cognition as Nested Contexts
53. Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from
https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
58. Roth, C. (2019). Video Game Violence from the Perspective of Cognitive Psychology. Role Identification and Role
Distancing in A WAY OUT. Violence | Perception | Video Games, 53–62. doi:10.14361/9783839450512-006
59. Jain, A., Horowitz, A. H., Schoeller, F., Leigh, S., Maes, P., & Sra, M. (2020). Designing interactions beyond conscious control. Proceedings of
the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies, 4(3), 1-23. doi:10.1145/3411829
Cognitive processing stages and pathways for
external stimuli from the environment to the mind
60. Information processing & presence model focus
Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic
Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
61. Klein, T. J., & Lewis, M. A. (2012). A physical model of sensorimotor interactions during locomotion.
Journal of Neural Engineering, 9(4), 046011. doi:10.1088/1741-2560/9/4/046011
Embodied Cognition as Nested Contexts
62. Hinton, A. (2014, December). Understanding Context. O'Reilly Online Learning. Retrieved October 19, 2021, from
https://www.safaribooksonline.com/library/view/understanding-context/9781449326531/ch04.html.
63. Steinicke, F. (2021, March 31). B(l)ending Realities. Keynote lecture presented at The IEEE Conference on Virtual Reality and 3D User
Interfaces in Spain (virtual), Libson. Retrieved from https://www.youtube.com/watch?v=Ds-h1J4MFMI&t=13496s
64. Stefanics, G., Kremlácek, J., & Czigler, I. (2014). Visual mismatch
negativity: a predictive coding view. Frontiers in Human Neuroscience,
8. doi:10.3389/fnhum.2014.00666 Available from:
https://www.researchgate.net/figure/Simplified-scheme-of-the-hierarchical-
predictive-coding-framework-Friston-2005-2008_fig1_266401430 [accessed
20 Feb, 2020]
Alexander, W.H., & Brown, J.W. (2018). Frontal cortex function as derived from hierarchical predictive coding. Scientific Reports.
Predictive Coding Theory
of Neuroscience
68. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
69. Chertoff’s Review of Presence Theory Components (2009)
Chertoff, Dustin, "Exploring Additional Factors Of Presence" (2009). Electronic
Theses and Dissertations. 3910. https://stars.library.ucf.edu/etd/3910
70. Slater’s Place Illusion & Plausibility Illusion (Dec 2009)
Slater, M. (2009, Dec 14). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments.
Philosophical Transactions of the Royal Society B: Biological Sciences, 364(1535), 3549–3557. doi:10.1098/rstb.2009.0138
72. “The process of using these dimensions to create such an
experience is known as experiential design” - Chertoff (2010)
Chertoff, D. B., Goldiez, B., & LaViola, J. J. (2010). Virtual Experience Test: A virtual environment evaluation questionnaire.
2010 IEEE Virtual Reality Conference (VR). doi:10.1109/vr.2010.5444804
Experiential Design "originated from the marketing field
where it was used to encourage people to create meaningful
emotional and social connections to a product."
75. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
Survey of Presence and Related
Concepts (Skarbez et al, 2017)
76. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
77. Skarbez, R., Brooks, Jr., F. P., & Whitton, M. C. (2017). A Survey of Presence and Related Concepts. ACM Computing Surveys, 50(6), 1–39. doi:10.1145/3134301
78.
79. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
80. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s
Media Taxonomy (2019)
81. Edition Distribution
Bernard Miège’s Definition of a Medium
Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook
(Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture,
de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in
“adaptation of content into the
medium through editing,
filming, post-production, etc.”
“spread of the edited content to
make it accessible for the
audience”
85. Audiences
Learn How to
Watch New Work &
Provide Feedback
Emerging Tech
Provides New
Affordances
Creators
Explore New
Affordances
Distributors
Provide Channels
For Audiences to
Access New Work
Communications Medium as Process
86. Edition Distribution
Bernard Miège’s Definition of a Medium
Kaplan-Rakowski, R. , & Meseberg, K. (2019). Immersive media and their future. In R.M. Branch et al. (Eds.), Educational Media and Technology Yearbook
(Vol. 42, pp. 143-153). Springer. https://doi.org/10.1007/978-3-030-27986-8_13 citing Miège, B. (2003). La contribution des industries de la culture,
de l'informationet de la communication à l'informationnalisation et à la globalisation. Questions de communication, (3), 211-229 cited in
“adaptation of content into the
medium through editing,
filming, post-production, etc.”
“spread of the edited content to
make it accessible for the
audience”
87. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
Moloney’s
Media Taxonomy (2019)
88. Moloney’s Media Taxonomy [1 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
89. Moloney’s Media Taxonomy [2 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
90. Moloney’s Media Taxonomy [3 of 3] (2019)
Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production. International Journal of
Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036. Available at:
<https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
91. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
92. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
93. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
94. Moloney, Kevin. Proposing a Practical Media Taxonomy for Complex Media Production.
International Journal of Communication, [S.l.], v. 13, p. 24, aug. 2019. ISSN 1932-8036.
Available at: <https://ijoc.org/index.php/ijoc/article/view/9018>. Date accessed: 19 Oct. 2021.
95. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
103. Stewart, M. (2021, July 23). Breadth & depth: Why I'm optimistic about Facebook's responsible innovation efforts.
Facebook Technology. Retrieved October 8, 2021, from https://tech.fb.com/responsible-innovation/.
104. Alex McDowell’s World Building Mandala
McDowell, Alex. (2020, January 25). Storytelling shapes the future. Retrieved March 03, 2021, from https://www.theantiagency.org/storytelling-shapes-the-future/
105. Extend reality with awareness! XR safety and privacy guide for artists - XR Safety Initiative. XRSI. (2020, December 10). Retrieved October 8, 2021, from
https://xrsi.org/publication/extend-reality-with-awareness-xr-safety-and-privacy-guide-for-artists.
XR Safety Initiative
Framework for XR
Risk Assessment
(2020)
111. (1) The right to identity
(2) The right to agency
(3) The right to mental privacy
(4) The right to fair access to mental
augmentation
(5) The right to protection from
algorithmic bias
Proposed Neuro-Rights
Yuste, R.,Genser, J. & Herrmann, S. "It's Time for Neuro-Rights." Horizons: Journal of International Relations and Sustainable Development, no. 18,
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112. Privacy. Office of Educational Technology. (2018, May 8). Retrieved October 8, 2021, from https://tech.ed.gov/privacy/.
Access to XR Technology
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127.
128. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building
132. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design.
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188. SAMR Model of Educational Technology Diffusion
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189. Skeuomorphic Design of iPad Book App
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190. Gessler, N. (1998). Skeuomorphs and cultural algorithms. Evolutionary Programming VII, 229–238. doi:10.1007/bfb0040776
191. Greek Etymology of “Skeuomorph”
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“If those taken from animals are called zoomorphs,
and those from plants phyllomorphs,
it will be convenient to call those
derived from structure, skeuomorphs.”
-- March, H. Colley (1889)
σκεῦος (vessel, implement) + µορϕή (form)
196. Simon Wardley’s Model of Technology Evolution
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215. Elements of User
Experience from
Web Design
World are Broken
Down into
Distinct Phases &
Iterated on.
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216. Holcolmb, S., Klebahn, P., Segovia, K., & Utley, J. (2017, September 17). d.bootcamp 25 Take Off Presentation. Retrieved March 03, 2021 from;
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219. ● Introduction
● An Experiential Design Framework
● XR Education Ethics Frameworks
● Tech+Culture Context & Relations
● Models of Perception & Cognition
● Models of Presence & Media Theory
● XR Education Ethics
● Brief Survey of Educational XR
● Strategies for Building