Global experience with virtual environments has skyrocketed in 2020. “Shelter-in-place” is our local term for working, learning and socializing remotely. Regardless of how it’s labeled, we have dramatically increased the proportion of communications and interactions that are NOT face-to-face. We’ve used virtual presence to share screens, to create meaning. We’ve learned new cues for taking turns in telepresence, and we’ve tamed the nests of cords and accessories that power and personalize our various devices.
In this first-of-kind, the Very Virtual Retreat we will use existing and emerging technologies to leverage experiences and insights from the mediaX membership community of scholars, researchers, instructors and learners. With thinking tools, demonstrations and working sessions, we’ll reflect on what we know and what we’d like to know about using immersive technologies to collaborate, discover and learn.
July 28, 12:00pm PACIFIC (Check-in Begins at 11:45am)
IMMERSIVE TECHNOLOGIES FOR DISCOVERY (SESSION IS FULL)
Jeremy Bailenson – Perceptions of Embodiment During Immersion
Walter Greenleaf – Designing for Emotional Response
Kenji Suzuki – Imagining Alternatives with Immersive Engineering
Pearly Chen – Discovery through Content Creation and Curation
Ryan Burns – Educating the Sports Community About Concussions
Additional Very Virtual Retreat In-world Sessions.
July 27, 5:00pm PACIFIC (Check-in Begins at 4:45pm)
IMMERSIVE TECHNOLOGIES FOR COLLABORATION (SESSION IS FULL)
Dennis Wall – Enhancing Emotional Reciprocity
Parvati Dev – Crossing the Chasm with Crisis Communication
Renate Fruchter – Hands-on (Virtual) Design and Engineering
Ryota Yamada – Role Choices for Robotic Teammates
July 30, 9:00am PACIFIC (Check-in Begins at 8:45am)
IMMERSIVE TECHNOLOGIES FOR LEARNING (SESSION IS FULL)
Bryan Brown – Contextual Learning for Teens
Anna Queiroz – Enhancing Attention and Engagement in VR
Haibo Zhang – Learning Through (Virtual) Experiences
Yuji Nakajima – Immersive Learning with XR Technology in Manufacturing Workforce
Hong-Dun Lin – Exercise Through Integrating On-line and Off-Line Environments
Tomás Nascimento – Using Immersive Environments for Transportation Training
Jeremy Bailenson is founding director of Stanford University’s Virtual Human Interaction Lab, Thomas More Storke Professor in the Department of Communication, Professor (by courtesy) of Education, Professor (by courtesy) Program in Symbolic Systems, a Senior Fellow at the Woods Institute for the Environment, and a Faculty Leader at Stanford’s Center for Longevity. He earned a B.A. cum laude from the University of Michigan in 1994 and a Ph.D. in cognitive psychology from Northwestern University in 1999. He spent four years at the University of California, Santa Barbara as a Post-Doctoral Fellow and then an Assistant Research Professor. Bailenson studies the psychology of Virtual and Augmented Reality, in particular how virtual experiences lead to changes in perceptions of self and others. His lab builds and studies systems that allow people to meet in virtual space, and explores the changes in the nature of social interaction. His most recent research focuses on how virtual experiences can transform education, environmental conservation, empathy, and health.
Walter Greenleaf is a neuroscientist and a medical technology developer working at Stanford University. With over three decades of research and development experience, Walter is considered a leading authority in the field of digital medicine and medical virtual reality technology. Walter’s current research focus is on developing computer supported clinical products, with a specific emphasis on applying virtual reality and digital health technology to address difficult problems in behavioral and physical medicine such as Post-traumatic Stress, Anxiety Disorders, Depression, Traumatic Brain Injury and Stroke, Addictions, and Autism Spectrum Disorder. Walter has designed and developed numerous clinical systems over the last thirty-five years, including products in the fields of: surgical simulation, 3D medical visualization, telerehabilitation, clinical informatics, clinical decision support, point-of-care clinical data collection, ergonomic evaluation technology, automatic sleep-staging systems, psychophysiological assessment, and simulation-assisted rehabilitation technologies, as well as digital eHealth products for behavioral medicine.
Kenji Suzuki is the Vice-President of AISIN AW Co., LTD. He is also holding the AISIN SEIKI Connected Sharing Solution Company President and AISIN SEIKI Chief Digital Officer concurrently. Kenji has many years of experience managing big automotive Tier 1 suppliers. He is leading to create solutions and provide values that solve social issues from Connected and Sharing services. His career started as a development engineer for automatic transmission control units. When he was Deputy Chief Officer in Engineering Division, he was responsible for starting mass-production of hybrid-electric vehicle control units, Aisin AW’s first. He subsequently held prominent positions focused on “Work Style Innovation” and established an innovative new building for the new technical center. He has also led the corporate IT department at AISIN AW. AISIN Group is the sixth largest, global Tier One supplier of automotive components and systems. A $35 billion company, Aisin Group has over 200 consolidated companies and employs approximately 120,000 people.
Pearly Chen is Vice President of Business Development at HTC, a smartphone industry pioneer and virtual reality industry leader. Having been at the front row seat of HTC’s foray into VR since day one as Chief of Staff to Founder/Chairwoman Cher Wang, she now leads the growth of Viveport Infinity, the world’s first hardware-agnostic VR content subscription service and manages HTC’s early-stage investment program Vive X, which has invested in more than 100+ innovative startups in virtual and augmented reality since its founding in 2016. Prior to taking on the mission to positively impact humanity through new technologies, she was an investment professional at Goldman Sachs. A dynamic, high energy global citizen, multi-linguist, voracious reader, avid traveler, competitive triathlete and mother of two, she believes that everyone has the capacity to create a legacy that contributes to human progress. Putting to good use of her infectious positive energy and unique perspectives, she makes it her life’s goal to inspire and support others to thrive with their fullest potential.
Ryan Burns is a Product Manager at TeachAids, a world leader in designing, producing, and distributing health education used in 82 countries. At TeachAids, he works on the CrashCourse product suite, which is designed to provide athletes, parents, coaches, and the sports community with the latest medical knowledge on the prevention and treatment of concussions through videos and virtual reality. TeachAids’ VR work is featured by Oculus’ VR for Good platform and used by most of the organized youth football community. Their latest VR production was presented in collaboration with 17 of the US Olympic and Paralympic Committee’s national sports governing bodies including USA Wrestling, USA Football, USA Baseball, and USA Hockey. Prior to TeachAids, Ryan worked with Stanford’s Virtual Human Interaction Lab where he studied social presence in virtual reality. At Strivr, he supported the development of sports training tools in VR. In 2016, he was the starting quarterback at Stanford where he experienced multiple concussions. His 15 years of experience on the field coupled with this background in VR has allowed him to build authentic, engaging and immersive experiences to enhance education for the sports community.