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 October Meeting here.

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




Upcoming Meetings:

  • 9th Mar 2018 3:00 PM at UBC Studios
  • 13th Apr 2018 3:00 PM at UBC Studios

RSVP for this month’s meeting here.

March Meeting Agenda

1. Introduction & EML Updates/ Announcements

2. Nikki Motevaselolhagh: Virtual Reality and First-Person Learning
How VR can help students to learn more effectively than just students memorizing and trying to understand a 3D shape using a 2D image in their textbooks.

3. Qian Zhou: Spherical Fish Tank VR
Perspective-Corrected Displays (PCD) using view-dependent rendering create a compelling 3D effect as users move around the display. Arranged inside a geometric shape, such as a box or a sphere, PCD shows the corresponding perspective images on the display surface, creating a 3D illusion as if the virtual object is inside the display. We present our design and implementation of a spherical perspective-corrected display. We found that the ability to provide natural visuomotor coupling can
potentially increase user’s performance in interactive applications such as 3D designs and games.

4. Bernhard Riecke: Could Virtual Reality Make Us More Human
How we could use the potential of virtual reality to go beyond entertainment and gaming, for creating positive or even transformational experiences we might otherwise not be able to have? And how could we democratize the medium and put this powerful technology into the creative hands of more people? Virtual reality is becoming increasingly powerful and accessible, and offers the unique opportunity to provide first-hand interactive and embodied experiences. Bernhard paints a vision of how we could use this potential for empowering people to create positive experiences worth spreading.

Bernhard Reicke is Associate Professor and directs the iSpace Lab at Simon Fraser University’s School of Interactive Arts and Technology (SIAT). He likes to go beyond traditional disciplinary boundaries, combining natural sciences approaches (being a physicist by training) with human-centered and creative approaches (drawing from Psychology, Cognitive Science, Meditation, HCI, Design, and Art) using immersive Virtual Reality. Starting off researching how we orient and move through real and virtual space, he is increasingly interested in exploring how we could utilize the potential of multi-sensory media like Virtual Reality to foster meaningful or even pivotal experiences and profound emotional shifts that we might otherwise never be able to experience. After researching for a decade in the Virtual Reality Group of the Max Planck Institute for Biological Cybernetics in Tübingen, Germany and working as a post-doctoral researcher at Vanderbilt University and UC Santa Barbara, Bernhard joined SFU in 2008.

5. Socializing/ Networking