Notes from The Metaverse: A Glimpse into the Future of Work, with Charlie Fink, Cathy Hackl, Alex Howland, and Philip Rosedale, Held in VirBELA on May 13th, 2021

Charlie Fink (at podium) addresses an audience of over 160 avatars in VirBELA

Today, four well-known people in the metaverse shared a virtual stage in VirBELA to talk about how the metaverse will impact the future of work. (I was not in-world, but I did receive a special livestream link on YouTube to follow the proceedings at virbe.la/metaverse-stream, which I hope works for you as well. Here’s a second link if the first one doesn’t work: https://www.youtube.com/watch?v=iH6Lj1AKi3o.)

Author and columnist Charlie Fink was moderator, asking questions and guiding the wide-ranging conversation among the panelists:

  • Alex Howland, the founder and CEO of VirBELA
  • Cathy Hackl, VR/AR/XR columnist and author of the new book The Augmented Workforce, who used to work at Magic Leap
  • Philip Rosedale, founder of Linden Lab (Second Life) and CEO of the spatial audio firm High Fidelity

Some of the interesting things from the panel which caught my ear were:

  • Cathy Hackl stated that the “metaverse” is not just limited to Ready Player One, but also Pokémon GO (even though I personally do not agree that cellphone-based “AR” is true augmented reality). She doesn’t want to see everything in one walled-garden marketplace like Oculus. She works a lot in the crypto space and wants to support decentralization, such as the portability of avatars between metaverses.
  • Philip said that COVID-19 introduced everybody to the idea of virtual worlds, or shared virtual spaces.
  • Alex was an organizational psychologist who got his original idea for VirBELA to create environments for business leaders to learn from each other, practice leadership skills, and to observe behaviour.
  • Philip recognized Second Life when he visited VirBELA, and really enjoyed walking around the virtual campus. He feels there is still a lot of work to be done to build platforms which allow people to be creative together.
  • Cathy sees ROBLOX and similar platforms as entry points for new generations of virtual world users. Her 12-year-old daughter’s friend is already making money creating and selling skins in ROBLOX.
  • Charlie commented on the fact that VirBELA lets you “lean in”, as opposed to more passive video-based services such as Zoom.
  • Philip talked about real-life use cases of his new company’s technology, High Fidelity, stressing how the three-dimensional, spatialized audio is better than a Zoom call. The company offers an SDK so that companies can integrate spatial audio into their products. High Fidelity works within the browser, and the company is working on native clients for iOS, Unity, etc.
  • Philip feels that avatars are extraordinarily important, saying that Second Life has a $600 million economy, with one of the largest segments being avatar hairstyles! But facial expression and lip movement are not yet there, and we are not yet across the Uncanny Valley effect (where avatars can appear creepy). Cathy notes that her daughter really cares a great deal about how her avatar looks in ROBLOX!
  • Alex talked about the FRAME platform, which he launched to pursue WebXR, to provide people ease of access from a wide variety of devices. There are tradeoffs between ecosystems (FRAME versus VirBELA), and they are still experimenting and innovating.
  • Cathy feels that VR/AR/XR is incredibly important to the development of the metaverse, in giving an enhanced sense of presence, and impact the way which we engage with environments. She encourages people not to restrict their thinking to just being in a VR headset.
  • Charlie asked Philip or Alex to explain what Agora is (a toolbox to allow you to build audio and video delivery into platforms, which is used in Clubhouse!). Philip noted that if the pandemic has happened even a decade earlier, it would have had a much bigger impact without services such as Agora.
  • Alex said that they has recently hosted a bar mitzvah in VirBELA, among many other unexpected uses (like speakeasies!).
  • Philip says that things are never going to be the same after the pandemic is over. It has now been shown that virtual events can be successful. New technology such as High Fidelity, starting with virtual events, are going to have many applications in future. There are also important cost and environmental aspects to holding meetings such as conferences in virtual spaces.
  • Alex notes that his company builds a lot of custom spaces for clients, and he notes that there are different approaches to world-building (i.e. building your own versus have someone build it for you).
  • Philip notes that Zoom and similar videoconferencing doesn’t have a natural network effect. If communications do embrace virtual worlds, then that will have network effects (i.e. more people want to join bigger networks, an example being Facebook and, to a lesser extent, Second Life). We still don’t know how everything is going to play out in the marketplace. A lot of CEOs are wrestling with the fact that many of their employees do not want to come back into the office, and how to build corporate culture in that new environment.
  • Philip advocated for a stable, cross-platform identity (not tied to your real-world identity), that serves to make us accountable for our behaviour.

Well, those are my rough notes. If you missed the talk, use one of the two links up top to watch and listen. It was an engaging one-hour conversation!

Call for Papers and Proposals: The 7th International Conference of the Immersive Learning Research Network (iLRN 2021), Taking Place in VirBELA from May 17th to June 10th, 2021

I recently received the following email, containing details on the next iLRN conference, which will take place in the virtual world of VirBELA:


The 7th International Conference of the Immersive Learning Research Network (iLRN 2021) will be an innovative and interactive virtual gathering for a strengthening global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners across the full span of learning—from K-12 through higher education to work-based, informal, and lifelong learning contexts. 

Following the success of iLRN 2020, our first fully online and in-VR conference, this year’s conference will once again be based on the iLRN Virtual Campus, powered by VirBELA, but with a range of activities taking place on various other XR simulation, gaming, and other platforms. Scholars and professionals working from informal and formal education settings as well as those representing diverse industry sectors are invited to participate in the conference, where they may share their research findings, experiences, and insights; network and establish partnerships to envision and shape the future of XR and immersive technologies for learning; and contribute to the emerging scholarly knowledge base on how these technologies can be used to create experiences that educate, engage, and excite learners.

Note: The 2020 iLRN conference drew over 3,600 attendees from across the globe, making the scheduling of sessions a challenge. In 2021, conference activities will be spread over a four-week period so as to give attendees more opportunities to participate at times that are conducive to their local time zones.

Papers and proposals may be submitted to one of 10 program tracks, the first nine of which correspond to the iLRN Houses of application, and the tenth of which is intended for papers making knowledge contributions to the learning sciences, computer science, and/or game studies that are not linked to any particular application area:

  1. Assessment and Evaluation (A&E)
  2. Early Childhood Development & Learning (ECDL)
  3. Galleries, Libraries, Archives, & Museums (GLAM)
  4. Inclusion, Diversity, Equity, Access, & Social Justice (IDEAS)
  5. K-12 STEM Education
  6. Language, Culture, & Heritage (LCH)
  7. Medical & Healthcare Education (MHE)
  8. Nature & Environmental Sciences (NES)
  9. Workforce Development & Industry Training (WDIT)
  10. Basic Research and Theory in Immersive Learning (not linked to any particular application area)

For further information, please refer to the digital flyer or the iLRN website.

Inquiries regarding the iLRN 2021 conference should be directed to the Conference Secretariat at conference@immersivelrn.org. General inquiries about iLRN may be sent to info@immersivelrn.org

The iLRN 2020 conference was amazing, and I hope to see you at iLRN 2021!

iLRN Is Hosting the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020) in VirBELA, November 9th to 13th, 2020

The IEEE International Symposium on Mixed and Augmented Reality (ISMAR) is the premier conference for Augmented Reality (AR) and Mixed Reality (MR). ISMAR explores the advances in commercial and research activities related to AR and MR and Virtual Reality (VR) by continuing the expansion of its scope over the past several years. The symposium is organized and supported by the IEEE Computer Society, IEEE VGTC and ACM SIGGRAPH.

Here are the virtual conference details from an email I received:


The Immersive Learning Research Network (iLRN) is proud to be hosting the 19th IEEE International Symposium on Mixed and Augmented Reality (ISMAR 2020) on our iLRN Virtual Campus, powered by VirBELA, and to be supporting the conference as a Gold Sponsor. ISMAR is the premier technical and scientific research conference on AR and MR technologies. There is still time to register for this exciting conference!

Come along to learn from and interact with researchers from all over the world, who will be sharing the latest advances in the field. In addition, through an immersive experience, you will have the opportunity to enjoy Brazilian cultural attractions in a unique and unforgettable way!

Note: The iLRN Virtual Campus is accessible either (a) in desktop mode on a PC or Mac; or (b) using a tethered PC VR headset (HTC Vive, Windows Mixed Reality, Oculus Rift, Oculus Quest with Link Cable). Sessions will also be streamed on YouTube Live.

Here’s a link to the official conference website with all the details.

The cost to attend this virtual conference is only US$50 for IEEE members, and US$60 for non-members. Here is registration information for the conference.

Editorial: Why Conferences Held in AltspaceVR and VirBELA Have Been So Successful—And What Lessons Other Social VR Platforms and Virtual Worlds Can Learn from Their Success

Please note that I am taking a vacation from the blog for the next two to three weeks, except for sponsored blogposts (and the occasional editorial such as this).


The coronavirus pandemic has led to the cancellation of hundreds of real-life conferences, and led to a surge in business for platforms catering to virtual conferences, such as VirBELA and AltspaceVR (Photo by chuttersnap on Unsplash).

This week, I have been attending various presentations and events at the Immersive Learning Research Network’s 2020 virtual conference. Most of the sessions are taking place in a white-label* version of the virtual world VirBELA, and it would appear that this world will remain in place after the iLRN 2020 conference ends, as a meeting place for various groups of researchers.

The iLRN 2020 organizers are also using FRAME (a VirBELA project) for virtual poster sessions: smaller group gatherings around particular research topics. These poster sessions were accessible right from a browser on desktop, mobile, or even in virtual reality (more information on that can be found here).

The popular success of this conference in VirBELA (with well over 200 people in-world at any given time), plus the associated social events taking place in AltspaceVR, has got me thinking about another highly successful conference which I attended (and presented at) back in February 2020, the first-ever Educators in VR 2020 International Summit. In that case, most of the conference sessions were held in AltspaceVR, and the Educators in VR conference was really an opportunity for the platform to shine (there were also events taking place in ENGAGE, rumii, Mozilla Hubs, and Somnium Space, with livestreaming to other platforms).

What were the factors that led to such successful virtual conferences in AltspaceVR and in VirBELA?

  1. Scalability of the Platform: In both cases, you could pack a large number of people into a shared virtual space. This was especially notable in the case of VirBELA, where the simple (but still highly customizable) avatars, coupled with many possible graphics quality settings in the client software, meant that you could have well north of a hundred avatars attending a single session without noticeable performance issues. And AltspaceVR’s cartoony avatars serve an important purpose: making the platform much easier to render on less powerful computers and devices.
  2. Broader Device Support: VirBELA offers both Windows and Mac clients, and their Intercom Apps are compatible with iPhone, iPad, and even iPod touch! And AltspaceVR boasts support for a wide array of devices: when I last compiled my comparison chart of 16 social VR platforms last November, the list included Oculus Rift, Oculus Quest, Oculus Go, HTC Vive, Valve Index, Windows MR, Gear VR, and Google Daydream (please see the image below, taken from their website).
  3. Better Features: VirBELA is stuffed to the brim with useful features which make hosting a conference a breeze (e.g. the ability to quickly shift focus to one of three different presentation screens, or the podium/stage). AltspaceVR has also had a whole bunch of new features added to make holding events much easier (such as the ability to mute the audience, a raise your hand feature to ask questions, etc.).
  4. Responsive Support: It’s very clear that, in the cases of both the Educators in VR and iLRN 2020 conferences, that the platforms were heavily involved in providing support and troubleshooting to the conference organizers. Such support, often offered in real time, is critical to the success of any virtual conference.

So, what lessons can other social VR platforms and virtual worlds learn from these successes, as they seek out new customers in the pandemic-fueled boom in virtual conferences?

First: You need to find ways to work around the technical limits in the number of people who can gather in a virtual space. For example, Sansar is absolutely gorgeous, and I could see it being used for conferences—if you could get more than 30 avatars into a single world! (However, Sansar does allow for multiple broadcast instances as a way to get around that limit.)

Second Life also has significant technical limitations on the number of avatars you can pack onto one sim before it heaves in protest (again, for major events such as the Live Stage at the SL 17th Birthday celebrations, a stage is located at the intersection of four sims to allow a larger audience).

In March 2018, I wrote an earlier blogpost about simultaneous avatar capacity per region in various virtual worlds here (this information is now probably out of date, though). VirBELA’s and AltspaceVR’s low-poly avatars make it much easier to gather a larger crowd at events in a single region than the beautiful but high-poly, poorly-optimized mesh avatars of Second Life. Sinespace’s Breakroom offers users the choice of dressable, higher-poly avatars or one-piece, non-customizable lower-poly avatars, which I presume will render better.

To summarize this first point: the more users you can bring together, the better.

Second: The more devices and means of access you can support, the more likely your platform will appeal to a larger number of people. As the team developing Sansar and the old High Fidelity learned to their chagrin, betting the farm on high-powered, PC VR users was a tactical error. The majority of people attending these conferences do not have a VR headset, using desktop computers with flatscreen monitors and even in some cases mobile devices like tablets and cellphones. You need to meet the users wherever they are.

Third: If you expect to attract the conferences, you will need to offer the features that conference organizers are looking for. Breakroom is an example of a product which offers a wide variety of features targeted to business, education, and conference customers. There is nothing worse than to try a jerry-rig workarounds for the limitations of a platform, trust me.

Finally: You need to provide real-time, responsive customer support. This is one area where many platforms simply fail to deliver the level of concierge support required to host conferences. For example, both of the recent Blockdown virtual crypto conferences (which were held in a special, white-label version of Sinespace) were well-staffed with Sinespace employees and volunteers to ensure that things ran smoothly. It’s a cost of doing business if you want to attract business.

If you were to hold a conference in Sansar (which you wouldn’t, because of the limitations outlined in points 1, 2, and 3 above), and if something were to go wrong, you would probably have some trouble getting the real-time support you needed from the team at Wookey (although I assume it will be an all-hands-on-deck situation for the upcoming Lost Horizon festival; Sansar simply cannot afford to fumble this opportunity to showcase their platform to the world).

For example, the Lost World Global Music Festivals two-day event (which has the great misfortune to be scheduled the exact same weekend as the Lost Horizon event), is having some trouble getting the word out, and frankly, Wookey-owned Sansar should be providing assistance in both promotion and technical support of events held on their platform, instead of relying on unpaid and overworked volunteers (I would hope that at least someone at Wookey is tasked with tech support if something goes wrong that weekend, but I suspect that the company’s entire focus will be on the Lost Horison festival, instead of the competing Lost World event).

In short, bare-bones customer support sends a message: you’re on your own. Corporate users such as conference organizers expect a higher standard of service, otherwise they will take their business elsewhere.

For example, ENGAGE has landed lucrative business with HTC (including a partnership as part of the Vive XR Suite) as a direct result of the successful HTC Vive Ecosystem virtual conference held on that platform in March this year. Sinespace also seems to be well-attuned to the needs of the business and conference market with their new Breakroom product (and, of course, their support for white-label corporate and conference use of their flagship Sinespace product).

The success of platforms such as AltspaceVR and VirBELA leads to positive word of mouth among the conference attendees, who can see the potential applications, and which naturally leads to increased business opportunities; it’s a virtuous circle.

The question is: will Sansar and other social VR platforms and virtual worlds pay attention to the lessons being taught by the highly successful and popular virtual conferences held this year by a number of platforms?


*White labeling is when a product or service removes their brand and logo from the end product and instead uses the branding requested by the purchaser. Recent examples include the iLRN 2020 conference (held in a white-label version of VirBELA) and the Blockdown series of conferences (hosted in a white-label version of Sinespace). This is a feature that is attractive to corporate and conference customers, which is not offered by many social VR platforms and virtual worlds to date.