The document discusses lessons learned from early virtual conferences held in 2020 during the COVID-19 pandemic. It describes the challenges of recreating hallway conversations and other informal networking opportunities virtually. It also provides examples of spatial designs for virtual conferences using platforms like VRChat, including dedicated areas for speaker sessions, question and answer sessions, poster sessions, and discussion groups. The document advocates for the strategic use of spatial positioning and audio controls to encourage interaction between participants.
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Part 1: The Art of Gathering Virtually: Experiential Design Lessons from Virtual Conferences of the 2020 Pandemic
1. The Art of Gathering Virtually
Experiential Design Lessons
from Virtual Conferences
of the 2020 Pandemic
@KentBye
2.
3. ● Lessons from VR Confs 2020
● Brief Response to Civic Program +
My Experiential Design Approach
● Tech Architecture & Evolution
● Design Tradeoffs
4. 1st Wave of Virtual Confs in VR 2020
● Educators in VR International Summit (80% in AltSpace
VR), Feb 17-22, 2020
● HTC Ecosystem Conference (ENGAGE), March 18
● IEEE VR 2020 (Mozilla Hubs), March 22-26
● Laval Virtual (Virbella), April 22-24
● Mixed Reality Dev Days (AltSpace), May 21-22
● AWE & ARVR Association Global Summit
● VRTO (Hubs, Discord) June 6 - July 6
● Burning Man (AltSpaceVR) August 30 - September 8
5. My Phenomenological Twitter Threads
For IEEE VR, Laval Virtual, & Burning Man
https://twitter.com/kentbye/status/1241704882223992833 https://twitter.com/kentbye/status/1252891755596230657 https://twitter.com/kentbye/status/1302371727729504257
6. What is a Conference?
Planned talks
create a
shared context
Unplanned
collisions build
relationships
14. Spawn Points & Permaculture Zones
Permaculture Zones (Birnbaum and Fox, 2014) https://www.researchgate.net/figure/Permaculture-Zones-Birnbaum-and-Fox-2014_fig11_331162801
59. My take: virtual gatherings are also about feelings,
action, embodiment, & social exchange.
https://www.civicprogram.com/what-are-virtual-gatherings
86. “Crossing the Chasm” into the Mainstream
Moore, Geoffrey. "Crossing the Chasm: Marketing and Selling High-Tech Products to Mainstream Customers" HarperBusiness, 1991
Graphic via https://blog.prototypr.io/design-for-crossing-the-chasm-1c4d4c68a3f1
104. Yang Yin
Competition
Walled Garden
Curated Content
Vertical-Integration
Proprietary
App Store
Cooperation
Open Ecosystem
No Gatekeepers
Horizontal Platform
Shared Source Code
Open Access
185. What’s a good virtual gathering?
Perhaps it’s the development
or revealing of character
https://www.civicprogram.com/what-is-a-good-gathering
186. “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
210. Are You a Ghost or an Embodied Character?
Does You Have Impact on the Story?
https://voicesofvr.com/292-the-four-different-types-of-stories-in-vr/
211. What’s a good virtual gathering?
As seen through Aristotelian Final Causation
https://www.civicprogram.com/what-is-a-good-gathering
214. Blueprint,
Math Structure,
Design, Shape
Agents &
Manifestation of
Knowledge
https://historeo.com/web/?p=3918
Material Cause Efficient Cause
Formal Cause
Aristotle’s Four Causes
Source Material
out of which
it’s made
216. `
Purpose,
Motivation,
Teleological Impulse,
Intention
Final Cause and
Purpose is a Key
Catalyst for Learning
Interact & Play
Explore & Create
Chase Curiosity
Find Motivation & Purpose
Embodied Movement
Error Correction Dopamine
Novelty & Surprise
Answer Questions
Fail Fast & Adapt