Using Social VR to Teach an Emerging Technologies Class at UNC Chapel Hill

Steven King is an associate professor of multimedia journalism and emerging technologies at the University of North Carolina, Chapel Hill, holding a joint appointment with the UNC Hussman School of Journalism and Media and the Kenan-Flagler Business School. In his work, King combines computer science concepts, human-centered design and storytelling to create new ways to present information through emerging technologies, such as virtual and augmented reality, artificial intelligence and other interactive media forms, such as interactive data-driven graphics.

Steven King uses AltspaceVR to deliver a virtual course (image source)

When the university was impacted by the COVID-19 pandemic last year, Steven used both Mozilla Hubs and AltspaceVR to create a virtual classroom for his students:

If you ask a UNC student what their remote classroom experience has consisted of, they will likely tell you about video lectures through Zoom. But for students in Steven King’s class, they are experiencing remote learning differently — through virtual reality.

“I’m always trying to figure out a better way to teach and communicate,” King, a professor at the Hussman School of Journalism and Media, said. “I know virtual reality is an immersive experience.”

King built a virtual 3D version of his classroom, which allows his students to walk around in the classroom and break out into groups. 

He said he has tested out a lot of different platforms for hosting 3D classrooms. The first experience, he said, was through Mozilla Hubs. But King said his class will likely stick to AltspaceVR because of how pleased the students have been with it.

A virtual classroom in AltspaceVR (image source)

The Raleigh News & Observer reported:

“When you’re faced with a crisis, these are times to step up and figure things up and make new discoveries,” King said. “We don’t need to limit ourselves to the tools we have. We need to develop new tools to move us forward.”

King sent Oculus Go Virtual Reality headsets to his 28 students to use at home. King and the students built their own avatars, and they are all attending class together in a virtual world as robots, panda bears, ducks and other characters. King chose the superhero Ironman as his avatar.

The emerging technologies class was tailor-made for this type of experiment, King said. Students had become familiar with the technology throughout the semester while learning about artificial intelligence and augmented reality.

Steven wrote about his experience developing and delivering the course in a four-part series of Medium posts (here’s a link to part one). He described how he acclimated his students to AltspaceVR:

To help the students prepare for class. I gave the students an assignment to be completed before the first class hosted in AltspaceVR. I asked every student to signup for an account, go through the tutorial in their home space, and to go to the InfoZone, which is a tutorial in the form of a social fair about going to events. The final step of the assignment was to send me a friend request. I also recorded a video on how to enter the room/event…

This assignment was critical to the success of the next class. I needed the students to work through any technical issues on their own and to feel confident in another social VR environment. Once I got a friend request, I added them to the group so they could see the private event…

Most students arrived early and were ready to go. I let them spend several minutes interacting and exploring the space. There was lots of personal chatting, like I would see before an in-person class, which has been absent in my Zoom class.

The pandemic provided a golden opportunity which professors like Steven used to good advantage to provide their students with an introduction to social VR used for educational purposes. You can find out more about Steven and his work via his personal website.

The New Ready Player Me Hub: The Ability to Import Your Avatar to Any Supported Platform!

An example of the avatars you can create using the new Ready Player Me Hub (source)

Wolf3D’s Ready Player Me, the customizable avatar system I have written about before here, here, and here, has issued a brand new update! In the email I received yesterday:

The Ready Player Me Hub lets you create one or multiple avatars and use them in all apps that support Ready Player Me. With one click, you can import your existing avatar or create a new one and add it to apps like VRChat, LIV, and Somnium Space.

According to the official blogpost announcing the update (which I recommend you read in full):

Ever since we launched Ready Player Me back in May last year, our goal was to create a cross-game avatar platform for the metaverse – one that gives you a consistent digital identity everywhere you and your avatar go. Think of it as a passport that gives you access to thousands of virtual worlds. Today, we are making the metaverse passport real with the launch of the Ready Player Me Hub

When you sign in to the Ready Player Me Hub, you can see all your avatars and connect them to your favorite applications in one click. To import your avatar into a partner app that uses Ready Player Me, all you need to do is sign in with your account.

VentureBeat reports:

Wolf3D’s platform allows users to travel between video games, virtual reality experiences, and other apps using a single virtual identity, said cofounder Timmu Tõke in an interview with GamesBeat.

“We’re trying to build a cross-game service to enable a lot of virtual worlds to exist,” Tõke said. “We see more people spending more and more time in virtual worlds. The metaverse is kind of happening around us. But most of it isn’t happening in one world or one app. It’s a network of many different worlds that people visit for work and play and collaboration. And doesn’t really make sense for the end user to create a new avatar identity for each of those experiences. It makes sense to have one portable entity that travels with you across many different games and apps and experiences.”

In fact, 300 games, apps, and social VR/virtual worlds now support the Ready Player Me avatar system, including the following platforms (all links below redirect you to blogposts I have previously written about each platform, which might be somewhat out-of-date, as I am covering so many different platforms on this blog!):

You can peruse the complete list of Ready Player Me partners here.

If you are interested in trying out the Ready Player Me Hub to create an avatar (either from a selfie or from scratch), you can access it here. You have a choice of making either a full-body avatar or a head-and-shoulders avatar:

The Ready Player Me Hub starting screen

When your avatar is ready, simply click Next in the top right corner of the website. You will be redirected to the new Hub interface. To save your avatar, click Claim now and sign in with your email address. You will get a one-time login code that you need to type in the Hub. You can use the Hub to connect your avatars to available apps in the Discover Apps tab. To import your avatar into a new app, all you need to do is click Connect avatar (some applications may require a few extra steps).

We are getting ever closer to the dream of having a consistent avatar which you can use in multiple social VR platforms! Be sure to give the Ready Player Me Hub a try.

Wolf3D’s Ready Player Me Creates a 3D Avatar for Mozilla Hubs from a Selfie

Some examples of avatars created using Ready Player Me

Wolf3D, a company that specializes in making personal 3D avatars for games and virtual worlds, has released a new browser-based program called Ready Player Me. Ready Player Me allows you to create a personalized 3D avatar for use in Mozilla Hubs, using as your starting point a single selfie from your cellphone or webcam!

(You might remember Wolf3D as the creators of a mobile app called Virtual You, which High Fidelity released to create a 3D avatar for use on the now-closed social VR platform. This app was withdrawn from the Apple App Store and the Google Play Store when HiFi essentially ceased operations on Jan. 15th, 2020.)

Using Ready Player Me could not be easier. Simply visit the website, click on the blue Create Avatar button to get started, and take (or upload) a selfie. You are then given an array of options to change your skin, hair, eye and eyebrow colour, and hairstyle, facial hair, shirt and eyeglasses. After only a few minutes, here is what I was able to come up with:

Once you are satisfied, just click the checkmark in the upper right-hand corner of the screen, and it saves the avatar, giving you a URL which you should bookmark somewhere for later use and re-use.

To use your newly-created avatar in Mozilla Hubs, open a world, click on the three-bars menu in the upper left-hand corner, and click on Set Name & Avatar:

On the Name & Avatar screen, click on Browse Avatars:

On the Browse Avatars screen, click on Avatar GLB URL in the upper right-hand corner of your screen:

Enter the URL you received from Ready Player Me, and click Accept:

That’s it! Here’s what my customized avatar looks like in Mozilla Hubs:

I am hoping that we will see Wolf3D-made avatars pop up in other social VR and virtual worlds! It’s such an easy way for somebody to create a personalized avatar.

P.S. Starting with this blogpost, I have created a new category called Mozilla Hubs, since I find myself writing about this platform more often. I will try to go back and add my older blogposts about Mozilla Hubs to this category, but that is going to take a little time, so please bear with me!

The IEEE VR 2020 Conference March 22-26 Will Have a Free Online Experience Via Social VR

The recently-concluded Educators in VR 2020 International Summit was proof that you can indeed run an entire six-day conference in social VR! So I thought I would use this space to promote another VR conference which, while not being held completely in virtual reality, will have an online component via social VR. And the best part is, the online experience is completely free! All you have to do is register.

The Institute of Electrical and Electronics Engineers‘ (IEEE) Conference on Virtual Reality and 3D User Interfaces (IEEE VR for short) is the premier international event for the presentation of research results in the broad area of virtual reality. This year, the conference runs from March 22nd-26th, 2020 in Atlanta, Georgia.

As part of the IEEE’s long term goal to increase the sustainability and accessibility of the conference, this year IEEE VR 2020 is hosting a collection of online social virtual spaces for people who cannot travel to Atlanta during the week of March 22-26th. These web-based 3D spaces will be accessible in traditional web browsers on most devices, and in VR via WebVR. This experimental track is IEEE VR’s first step toward future conferences adding even more meaningful remote experiences for people who are not able to physically attend the conference.

The conference organizers will be live streaming video of the technical paper sessions and keynotes (information will be available on the VR website closer to the conference). Taking advantage of these streams, they are creating 3D social spaces for remote participants to co-watch the talks with others, socialize and meet each other. They also plan to use these 3D social spaces to host a virtual poster session (for a subset of the posters whose non-attending co-authors would like to present remotely).

All of the online activities this year will take place synchronously with the real-world conference, which will generally be 9:00 a.m. to 5:00 p.m. EST during the week of March 22-26th, 2020. (And let’s hope that the coronavirus epidemic does not scuttle those plans!) A complete program overview is available on the official IEEE VR 2020 conference website.

The IEEE will use a customized version of the Mozilla Hubs social VR platform to host a collection of virtual rooms for people who cannot physically attend the conference. Participants can join the Hubs rooms from any web browser, using 2D screens or immersive VR displays. The conference site is located at https://hubs.ieeevr.online, and will be available to all registered conference attendees.

These rooms will include spaces to co-watch the conference video streams in small groups, visit a virtual poster session running synchronously with the live poster sessions at IEEE VR, and social rooms for remote attendees. Anyone may register for the remote experience and join other remote viewers in the shared 3D spaces, discuss the talks and posters and meet other remote attendees.

The IEEE’s goal is to increase access to the conference for remote participants who would otherwise be unable to attend due to mobility impairments, chronic health issues, temporary travel limitations, or a choice to reduce their impact on the environment due to carbon emissions from long distance travel.

Participants access the Hubs rooms by visiting https://hubs.ieeevr.online, and logging in with the email address they used to register for the conference (see information below on how to register). The IEEE will require all remote participants to register for IEEE VR on the main registration site (at no cost) to gain access to the hubs virtual spaces.

The IEEE is using their regular conference registration system to register for the Online Experience.  Please note that registration is required to gain access to the Hubs server (at https://hubs.ieeevr.online) and the VR 2020 Slack server (used by both local and online attendees to chat about the conference).

To register for the online experience, use the main registration website for the conference. Fill out the registration form via the “Click here to Register” button on http://ieeevr.org/2020/attend/registration.html and select only the “Online Experience” on the final page (Registration Items). Some of the questions (such as whether you need a Visa Letter and Dietary Restrictions) are only relevant for people attending in person, so you can select “No” for the Visa Letter and ignore the Dietary Restrictions selections.

The IEEE will be uploading the registration list to the hubs.ieeevr.online system and to the Slack invitation system (https://ieeevr-slack-invite.glitch.me/) at regular intervals leading up to the conference.  They will post updates to the http://ieeevr.org/2020/online/ website about social and training sessions with the online system, over the next few weeks.

In addition, the IEEE VR 2020 conference is looking for volunteers to help run the social experiences. If you are interested in remotely participating, and would like to help make this a great experience for everyone, please consider volunteering! To sign up as a possible volunteer, please fill out this form:

Hope to see you there!

Photo by stephan sorkin on Unsplash