Emerging Media Community of Practice

The Emerging Media Community of Practice (previously Virtual Reality / Augmented Reality Group) at UBC is a working user group composed of faculty and students across academic departments, Information Technology and curriculum staff, interested community members based off-campus, and many others whose work and interests are situated at the intersection of virtual/augmented reality, research and education. Meeting every second Friday of the month, the Emerging Media Community gets together to discuss and learn about not only the new VR/AR innovations but also many other emerging technology. As a  diverse community that features faculty, staff, students and industry professionals, the Emerging Media Community of Practice has a place and function for everyone.

Emerging Media Community of Practice serves three purposes:

  1. Provide a forward-looking forum in which we share current projects and bring expertise to forecasting and shaping the future of this area
  2. Provide a stimulating environment in which we solve concrete challenges in and around immersive technology in relation to education and research
  3. Provide a strong network that brings opportunities for us to collaborate across different communities that care about the role of virtual/augmented reality in education and research

The format usually follows this:

  1. Introduction + EML Updates/ announcements (10min)
  2. EML Student project group (20min)
  3. UBC Scholar/ Researcher presentation + demo (20min)
  4. Outside UBC Scholar/ Researcher or Industry presentation + demo (30min)
  5. Networking/ Socializing

Read about our previous meetings here.

Please view our Emerging Media Community of Practice Meeting Videos here.




Upcoming Meetings:

    RSVP for this month’s meeting here.

    April Meeting Agenda

    1. Introduction & EML Updates/ Announcements

    2. Graham Cunliffe | Using Technology as a Tool to Solve Problems
    Finger Food’s VP of Business Affairs, Graham Cunliffe, will share insights and examples about how the award-winning company is using a combination of emerging technologies (AR/VR/MR, IoT, Machine Learning) to transform traditional industries and empower global companies
    for the future.

    3. Bernie Garrett: Clinical Healthcare Applications and Research for VR
    Virtual Reality (VR) is now being used as a therapeutic approach in a number of health applications. A number of studies have asserted positive outcome for patients using VR for clinical conditions such as anxiety disorders, addictions, phobias, post-traumatic stress disorder, eating disorders, stroke rehabilitation, and pain management. In this session we will discuss our current projects in the field of chronic pain and ongoing work.

    4. Student Presentation | Merhdad GhomiThe Effects of Immersion and Increased Cognitive Load on Time Estimation in a Virtual Reality Environment
    The perceived duration of a time interval can seem shorter or longer relative to real time (i.e., solar time or clock time) depending on what fills that time interval. Research has suggested that increased immersion alters a user’s ability to reproduce a given duration whilst doing a simple task or playing a game in an IVE. VR allows users to experience virtual environments similar to the real world. The contribution of this experimental research is to explore the effects of undertaking a cognitive spatial task and immersion within a VR environment on a person’s perception of time.

    5. Socializing/ Networking