Searching for "mediaspace"

Editing in MediaSpace

Editing in MediaSpace

From the MnSCU Innovation Office:

Clipping and Trimming Tools Changes January 14

Kaltura is updating the clipping and trimming tool for all customers on Sunday, January 14th.  A new, HTML5, video editor tool will be available to all users of the Minnesota State instance of Kaltura Mediaspace.

To learn how you can use this video editor tool to make changes to videos or in-video quizzes, watch this video or review the video editor user guide.

Please consider that with your STAR ID, you have access to two MediaSpace

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more on MediaSpace in this IMS blog
http://blog.stcloudstate.edu/ims?s=mediaspace

tutorials on MediaSpace

https://nhcc.ims.mnscu.edu/shared/StudentTraining/MediaSpace%20Instructions-Students.pdf
http://blog.stcloudstate.edu/ims/files/2013/10/Getting-Started-with-MediaSpace-v5-14ziaj5.pdf

https://learn.winona.edu/MediaSpace

https://knowledge.kaltura.com/kaltura-capturespace-lite-getting-started

https://knowledge.kaltura.com/kaltura-capturespace-lite-user-guide

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more on MediaSpace in this IMS blog
http://blog.stcloudstate.edu/ims?s=mediaspace

download from MediaSpace

How to download videocapture from MediaSpace (AKA Kaltura)

screen recording

screen recording

  • Open the file you want to download in the player, by clicking on the file
  • Click on the scroll down menu “Actions” and and choose “Edit”
actions_edit

actions_edit

  • Click on the scroll down menu “Actions” and and choose “Edit”
  • Click “Downloads”
downloads

downloads

  • 1. Select HiDef MP4 file, 2. Click “download” and 3. click on “Download Media”
save

save

  •  save your file to a location of your choice

SCSU MediaSpace

SCSU MediaSpace (AKA Kaltura) versus MnSCU MediaSpace

per Greg Jorgensen (gsjorgensen@stcloudstate.edu,  MC 118-5, 8-48040), if you house your media (audio, video) materials on the

MnSCU MediaSpace – https://idpstarid.mnscu.edu/idp/Authn/UserPassword

you can now consider

SCSU MediaSpace – https://scsu.mediaspace.kaltura.com/

What is the difference?

For more information on how to use MediaSpace in your courses, please contact us.

MediaSpace Lecture Capture

[technology] MnSCU Special Interest Group – New October Webinar – Leveraging MnSCU MediaSpace Through Integration With Cloud-based Lecture Capture

Join us next Tuesday, October 27th from 12:00 PM to 1:00 PM, for a special SIG Series webinar: Leveraging MnSCU MediaSpace Through Integration With Cloud-based Lecture Capture

Are you looking for a more affordable and sustainable way to capture classroom lectures?  Or perhaps that is not even an option due to the on-going costs. Riverland recently replaced its Echo360 system by paring AV-to-IP encoders/decoders with a centrally located array of capture devices, which are integrated with MnSCU MediaSpace. This eliminates the need for a dedicated capture device in each room, as well as the on-going licensing costs of proprietary lecture capture systems. Join us as J.C. Turner shows us how the system works and how you can add this to your campus.

J.C. Turner, Ph.D., is the Director of Instructional Technology and Intellectual Property at Riverland Community College. He has more than 25 years of experience in higher ed, including 15 years of university teaching experience at the graduate and undergraduate levels in electronic media, information and telecommunications, video production, and multimedia authoring. He oversees the library and Office of Instructional Technology, and serves as Riverland’s intellectual property officer and Quality Matters coordinator.

Register for the webinar at http://www.eventbrite.com/o/minnesota-online-quality-initiative-7290950883. Please forward this invitation to others on your campus who might be interested.

MediaSpace Error while uploading: XPath expression exception evaluating result”

getting an error message when uploading a recording on MediaSpace that says “Error while uploading: XPath expression exception evaluating result” and then gives you a choice to “Retry” or “Exit”. 

From: “Timothy P. VanLoon” <tvanloon@SOUTHEASTMN.EDU>
Date: September 5, 2014 at 9:29:59 AM CDT
To: Desire2Learn Campus Trainers <d2lcampustrainers@lists.mnscu.edu>
Subject: RE: MediaSpace error meaning
Reply-To: “Timothy P. VanLoon” <tvanloon@SOUTHEASTMN.EDU>

Thanks Kathy.  I agree it is a great system and seems to be very reliable and I like working with it as it is very user friendly.  However, in this last week now I have seen this error message come up twice for faculty and I would like answers and I haven’t gotten any so that is why I sent it out on the listserve today to see if anybody else has seen the error and find out what they know.

 

We have been using Tegrity for the last 6-8 years and it can be a real pain to work with (as well as very expensive) so I am trying to wean the faculty off of Tegrity on onto MediaSpace, but if word gets out that MediaSpace is throwing them error messages it just make the hill that much steeper for me in this uphill battle to get faculty to try something new.

 

Thanks,

Tim

Timothy VanLoonInstructional Technologist/D2L System Administrator

Southeast Technical

507.453.2722 phone

507.453.1422 fax

tvanloon@southeastmn.edu
http://www.southeastmn.edu

 

From: Kathy Grady [mailto:KGrady@nhcc.edu]
Sent: Friday, September 05, 2014 8:24 AM
To: Timothy P. VanLoon; Desire2Learn Campus Trainers
Subject: RE: MediaSpace error meaning

Hi Tim – I have not seen this error – I just tried a couple videos, one an mp4 and the other an mov file and they uploaded and processed just fine. We have several people using MediaSpace with very little issues so I guess when you run into these issues – is to email Todd Digby and turn in a HD ticket as soon as you get notice of the issue.

 

Even with these strange things that periodically happen – I am thankful for this system, it has been a long time in coming. Please take it from me, who managed media streaming servers locally for five years, it was a royal pain and not an easy service to keep functioning at all times.

 

Kathy

 

Kathy Grady
Learning Systems & Services Manager

North Hennepin Community College
7411 85th Ave N
Brooklyn Park, Mn 55445

763-424-0743
kathy.grady@nhcc.edu

 

 

 

From: Timothy P. VanLoon [mailto:tvanloon@SOUTHEASTMN.EDU]
Sent: Friday, September 5, 2014 7:57 AM
To: Desire2Learn Campus Trainers
Subject: MediaSpace error meaning

 

Has anyone else experienced getting an error message when uploading a recording on MediaSpace that says “Error while uploading: XPath expression exception evaluating result” and then gives you a choice to “Retry” or “Exit”.  Hitting “Retry” seems to do nothing and I have not selected “Exit”.  The recording does finish uploading and the message comes up saying it finished uploading and then the recording seems to play normally but the message box does not go away unless you close it out.  I would like to know what this message is about and what I am supposed to tell faculty when this happens and will the recording continue to upload properly and playback properly every time.  I any pushing hard to get faculty moved over to using MediaSpace and this is a little unsettling when I tell them it is a reliable recording/playback tool and then they get this message and I don’t know what to tell them except wait and it should end up fine.

 

Thanks,

Tim

 

 

Timothy VanLoonInstructional Technologist/D2L System Administrator

Southeast Technical

507.453.2722 phone

507.453.1422 fax

tvanloon@southeastmn.edu
http://www.southeastmn.edu

 

 

 

 

 

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MnSCU Mediaspace AKA Kaltura

Getting Started with MediaSpace v5 (PDF attachment)

From: Todd Digby <Todd.Digby@so.mnscu.edu>
Date: Thursday, October 31, 2013 10:52 AM
To: Todd Digby <Todd.Digby@so.mnscu.edu>
Subject: MnSCU Mediaspace Update – New Version – New URL

Hello MnSCU Mediaspace user,

We have upgraded MediaSpace systems and now have a new permanent address for MnSCU MediaSpace http://mediaspace.mnscu.edu

You will also see that there have been some changes to this version from the previous version.   Just use your StarID to login, all you existing videos will be available in the site.  There are a few new features in this version of Mediaspace.    I have also updated the getting started document that I originally distributed to make adjustments for the new version.  Once we are confident that you have made the transition to the new version, we will start broadening the use to other campuses and to faculty / staff use.  Expect more announcements to come over the next couple weeks.

New Features

Direct links to videos can now be used.  The steps to follow

  1. Click on your Video title from your My Media listing
  2. Click on the Action button (below the video player box, to the right)
  3. Select “+ Publish”
  4. Chance the privacy settings to “Unlisted”
  5. Click on the “Share” button
  6. Copy link and send out.

Embedding can use an Iframe or the standard legacy embed.  

  • The embedding feature will now have the necessary security measures in place so that the D2L mixed content issues will not be present.

Downloading a copy of the video

  • You can now download a copy of the video from MediaSpace.  If you are the owner of the video, when you select the “Edit” screen for the video, the player will have a “Download” option in the middle of the screen.  This will allow an MPEG moving file to be downloaded to your workstation.  This is only available in the “Edit” screen player, so only the owner of the video will have the ability to download it from MediaSpace.

Thanks,

Todd
_______________________________

Todd R. Digby

System Director of Academic Technology

Minnesota State Colleges and Universities

30 7th St. E., Suite 350 | St. Paul, MN 55101-7804 | 651-201-1812 l 612-803-4922 (cell)

todd.digby@so.mnscu.edu  | http://www.asa.mnscu.edu/academictechnology

iLearn2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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Wednesday, June 24 • 12:00pm – 1:00pm

 Instruction and Instructional Design

Presentation 1: Inspiring Faculty (+ Students) with Tales of Immersive Tech (Practitioner Presentation #106)

Authors: Nicholas Smerker

Immersive technologies – 360º video, virtual and augmented realities – are being discussed in many corners of higher education. For an instructor who is familiar with the terms, at least in passing, learning more about why they and their students should care can be challenging, at best. In order to create a font of inspiration, the IMEX Lab team within Teaching and Learning with Technology at Penn State devised its Get Inspired web resource. Building on a similar repository for making technology stories at the sister Maker Commons website, the IMEX Lab Get Inspired landing page invites faculty to discover real world examples of how cutting edge XR tools are being used every day. In addition to very approachable video content and a short summary calling out why our team chose the story, there are also instructional designer-developed Assignment Ideas that allow for quick deployment of exercises related to – though not always relying upon – the technologies highlighted in a given Get Inspired story.

Presentation 2: Lessons Learned from Over A Decade of Designing and Teaching Immersive VR in Higher Education Online Courses (Practitioner Presentation #101)

Authors: Eileen Oconnor

This presentation overviews the design and instruction in immersive virtual reality environments created by the author beginning with Second Life and progressing to open source venues. It will highlight the diversity of VR environment developed, the challenges that were overcome, and the accomplishment of students who created their own VR environments for K12, college and corporate settings. The instruction and design materials created to enable this 100% online master’s program accomplishment will be shared; an institute launched in 2018 for emerging technology study will be noted.

Presentation 3: Virtual Reality Student Teaching Experience: A Live, Remote Option for Learning Teaching Skills During Campus Closure and Social Distancing (Practitioner Presentation #110)

Authors: Becky Lane, Christine Havens-Hafer, Catherine Fiore, Brianna Mutsindashyaka and Lauren Suna

Summary: During the Coronavirus pandemic, Ithaca College teacher education majors needed a classroom of students in order to practice teaching and receive feedback, but the campus was closed, and gatherings forbidden. Students were unable to participate in live practice teaching required for their program. We developed a virtual reality pilot project to allow students to experiment in two third-party social VR programs, AltSpaceVR and Rumii. Social VR platforms allow a live, embodied experience that mimics in-person events to give students a more realistic, robust and synchronous teaching practice opportunity. We documented the process and lessons learned to inform, develop and scale next generation efforts.

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Tuesday, June 23 • 5:00pm – 6:00pm
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Sunday, June 21 • 8:00am – 9:00am
Escape the (Class)room games in OpenSim or Second Life FULLhttps://ilrn2020.sched.com/event/ceKP/escape-the-classroom-games-in-opensim-or-second-lifePre-registration for this tour is required as places are limited. Joining instructions will be emailed to registrants ahead of the scheduled tour time.The Guided Virtual Adventure tour will take you to EduNation in Second Life to experience an Escape room game. For one hour, a group of participants engage in voice communication and try to solve puzzles, riddles or conundrums and follow clues to eventually escape the space. These scenarios are designed for problem solving and negotiating language and are ideal for language education. They are fun and exciting and the clock ticking adds to game play.Tour guide(s)/leader(s): Philp Heike, let’s talk online sprl, Belgium

Target audience sector: Informal and/or lifelong learning

Supported devices: Desktop/laptop – Windows, Desktop/laptop – Mac

Platform/environment access: Download from a website and install on a desktop/laptop computer
Official website: http://www.secondlife.com

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Thursday, June 25 • 9:00am – 10:00am

Games and Gamification II

Click here to remove from My Sched.

Presentation 1: Evaluating the impact of multimodal Collaborative Virtual Environments on user’s spatial knowledge and experience of gamified educational tasks (Full Paper #91)

Authors: Ioannis Doumanis and Daphne Economou

>>Access Video Presentation<<

Several research projects in spatial cognition have suggested Virtual Environments (VEs) as an effective way of facilitating mental map development of a physical space. In the study reported in this paper, we evaluated the effectiveness of multimodal real-time interaction in distilling understanding of the VE after completing gamified educational tasks. We also measure the impact of these design elements on the user’s experience of educational tasks. The VE used reassembles an art gallery and it was built using REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) a framework designed to enable multimodal communication on the Web. We compared the impact of REVERIE VG with an educational platform called Edu-Simulation for the same gamified educational tasks. We found that the multimodal VE had no impact on the ability of students to retain a mental model of the virtual space. However, we also found that students thought that it was easier to build a mental map of the virtual space in REVERIE VG. This means that using a multimodal CVE in a gamified educational experience does not benefit spatial performance, but also it does not cause distraction. The paper ends with future work and conclusions and suggestions for improving mental map construction and user experience in multimodal CVEs.

Presentation 2: A case study on student’s perception of the virtual game supported collaborative learning (Full Paper #42)

Authors: Xiuli Huang, Juhou He and Hongyan Wang

>>Access Video Presentation<<

The English education course in China aims to help students establish the English skills to enhance their international competitiveness. However, in traditional English classes, students often lack the linguistic environment to apply the English skills they learned in their textbook. Virtual reality (VR) technology can set up an immersive English language environment and then promote the learners to use English by presenting different collaborative communication tasks. In this paper, spherical video-based virtual reality technology was applied to build a linguistic environment and a collaborative learning strategy was adopted to promote their communication. Additionally, a mixed-methods research approach was used to analyze students’ achievement between a traditional classroom and a virtual reality supported collaborative classroom and their perception towards the two approaches. The experimental results revealed that the virtual reality supported collaborative classroom was able to enhance the students’ achievement. Moreover, by analyzing the interview, students’ attitudes towards the virtual reality supported collaborative class were reported and the use of language learning strategies in virtual reality supported collaborative class was represented. These findings could be valuable references for those who intend to create opportunities for students to collaborate and communicate in the target language in their classroom and then improve their language skills

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Thursday, June 25 • 11:00am – 12:00pm

 Games and Gamification III

Click here to remove from My Sched.

Presentation 1: Reducing Cognitive Load through the Worked Example Effect within a Serious Game Environment (Full Paper #19)

Authors: Bernadette Spieler, Naomi Pfaff and Wolfgang Slany

>>Access Video Presentation<<

Novices often struggle to represent problems mentally; the unfamiliar process can exhaust their cognitive resources, creating frustration that deters them from learning. By improving novices’ mental representation of problems, worked examples improve both problem-solving skills and transfer performance. Programming requires both skills. In programming, it is not sufficient to simply understand how Stackoverflow examples work; programmers have to be able to adapt the principles and apply them to their own programs. This paper shows evidence in support of the theory that worked examples are the most efficient mode of instruction for novices. In the present study, 42 students were asked to solve the tutorial The Magic Word, a game especially for girls created with the Catrobat programming environment. While the experimental group was presented with a series of worked examples of code, the control groups were instructed through theoretical text examples. The final task was a transfer question. While the average score was not significantly better in the worked example condition, the fact that participants in this experimental group finished significantly faster than the control group suggests that their overall performance was better than that of their counterparts.

Presentation 2: A literature review of e-government services with gamification elements (Full Paper #56)

Authors: Ruth S. Contreras-Espinosa and Alejandro Blanco-M

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Nowadays several democracies are facing the growing problem of a breach in communication between its citizens and their political representatives, resulting in low citizen’s engagement in the participation of political decision making and on public consultations. Therefore, it is fundamental to generate a constructive relationship between both public administration and the citizens by solving its needs. This document contains a useful literature review of the gamification topic and e-government services. The documents contain a background of those concepts and conduct a selection and analysis of the different applications found. A set of three lines of research gaps are found with a potential impact on future studies.

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Thursday, June 25 • 12:00pm – 1:00pm

 Museums and Libraries

Click here to remove from My Sched.

Presentation 1: Connecting User Experience to Learning in an Evaluation of an Immersive, Interactive, Multimodal Augmented Reality Virtual Diorama in a Natural History Museum & the Importance of Story (Full Paper #51)

Authors: Maria Harrington

>>Access Video Presentation<<

Reported are the findings of user experience and learning outcomes from a July 2019 study of an immersive, interactive, multimodal augmented reality (AR) application, used in the context of a museum. The AR Perpetual Garden App is unique in creating an immersive multisensory experience of data. It allowed scientifically naïve visitors to walk into a virtual diorama constructed as a data visualization of a springtime woodland understory, and interact with multimodal information directly through their senses. The user interface comprised of two different AR data visualization scenarios reinforced with data based ambient bioacoustics, an audio story of the curator’s narrative, and interactive access to plant facts. While actual learning and dwell times were the same between the AR app and the control condition, the AR experience received higher ratings on perceived learning. The AR interface design features of “Story” and “Plant Info” showed significant correlations with actual learning outcomes, while “Ease of Use” and “3D Plants” showed significant correlations with perceived learning. As such, designers and developers of AR apps can generalize these findings to inform future designs.

Presentation 2: The Naturalist’s Workshop: Virtual Reality Interaction with a Natural Science Educational Collection (Short Paper #11)

Authors: Colin Patrick Keenan, Cynthia Lincoln, Adam Rogers, Victoria Gerson, Jack Wingo, Mikhael Vasquez-Kool and Richard L. Blanton

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For experiential educators who utilize or maintain physical collections, The Naturalist’s Workshop is an exemplar virtual reality platform to interact with digitized collections in an intuitive and playful way. The Naturalist’s Workshop is a purpose-developed application for the Oculus Quest standalone virtual reality headset for use by museum visitors on the floor of the North Carolina Museum of Natural Sciences under the supervision of a volunteer attendant. Within the application, museum visitors are seated at a virtual desk. Using their hand controllers and head-mounted display, they explore drawers containing botanical specimens and tools-of-the-trade of a naturalist. While exploring, the participant can receive new information about any specimen by dropping it into a virtual examination tray. 360-degree photography and three-dimensionally scanned specimens are used to allow user-motivated, immersive experience of botanical meta-data such as specimen collection coordinates.

Presentation 3: 360˚ Videos: Entry level Immersive Media for Libraries and Education (Practitioner Presentation #132)

Authors: Diane Michaud

>>Access Video Presentation<<

Within the continuum of XR Technologies, 360˚ videos are relatively easy to produce and need only an inexpensive mobile VR viewer to provide a sense of immersion. 360˚ videos present an opportunity to reveal “behind the scenes” spaces that are normally inaccessible to users of academic libraries. This can promote engagement with unique special collections and specific library services. In December 2019, with little previous experience, I led the production of a short 360˚video tour, a walk-through of our institution’s archives. This was a first attempt; there are plans to transform it into a more interactive, user-driven exploration. The beta version successfully generated interest, but the enhanced version will also help prepare uninitiated users for the process of examining unique archival documents and artefacts. This presentation will cover the lessons learned, and what we would do differently for our next immersive video production. Additionally, I will propose that the medium of 360˚ video is ideal for many institutions’ current or recent predicament with campuses shutdown due to the COVID-19 pandemic. Online or immersive 360˚ video can be used for virtual tours of libraries and/or other campus spaces. Virtual tours would retain their value beyond current campus shutdowns as there will always be prospective students and families who cannot easily make a trip to campus. These virtual tours would provide a welcome alternative as they eliminate the financial burden of travel and can be taken at any time.

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iLRN 2020

YouTube Live stream: https://www.youtube.com/watch?v=DSXLJGhI2D8&feature=youtu.be
and the Discord directions: https://docs.google.com/document/d/1GgI4dfq-iD85yJiyoyPApB33tIkRJRns1cJ8OpHAYno/editiLearn2020

Modest3D Guided Virtual Adventure – iLRN Conference 2020 – Session 1: currently, live session: https://youtu.be/GjxTPOFSGEM

https://mediaspace.minnstate.edu/media/Modest+3D/1_28ejh60g

CALL FOR PROPOSALS: GUIDED VIRTUAL ADVENTURE TOURS
at iLRN 2020: 6th International Conference of the Immersive Learning Research Network
Organized in conjunction with Educators in VR
Technically co-sponsored by the IEEE Education Society
June 21-25, 2020, Online
Conference theme: “Vision 20/20: Hindsight, Insight, and Foresight in XR and Immersive Learning”
Conference website: https://nam02.safelinks.protection.outlook.com/?url=http%3A%2F%2Fimmersivelrn.org%2Filrn2020&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=Jt%2BFUtP3Vs%2FQi1z9HCk9x8m%2B%2BRjkZ63qrcoZnFiUdaQ%3D&amp;reserved=0
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At our physical iLRN conferences, the first day of the conference (Sunday) is typically devoted to one or more guided social tours of local attractions in which attendees have the opportunity to socialize and get to know one another while immersing themselves in the sights and sounds of the host city and/or region. As this year’s conference will take place entirely online, we are instead offering the opportunity for attendees to sign up for small-group “Guided Virtual Adventure” tours of 50 minutes in duration to various social and collaborative XR/immersive environments and platforms.
Proposals are being sought for prospective Guided Virtual Adventure tour offerings on Sunday, June 21, 2020. Tour destinations may be:
– a third-party XR/immersive platform with which you are familiar (e.g., Altspace, Mozilla Hubs, Minecraft, World of Warcraft, Somnium Space, OrbusVR, Second Life);
– a specific virtual environment that you, your institution/organization, or someone else has developed within a third-party platform;
– a platform that you or your institution/organization has developed and/or specific environments within that platform.
There are no fees involved in offering a Guided Virtual Adventure tour; however, preference will be given to proposals that involve environments/platforms that are freely and openly accessible, and that are associated with nonprofit organizations and educational institutions. Where possible, it is strongly recommended that multiple offerings of the tour are made available throughout the day so as to cater for different time zones in which the 8,000+ iLRN 2020 event attendees will be based.
Companies wishing to offer Guided Virtual Adventure tours involving their commercial products and services may submit proposals for consideration, but the iLRN 2020 Organizing Committee reserves the right to, at its discretion, place limits on the number of tours of platforms/environments of a certain type or that address a particular target audience/application vertical. In doing so, they will prioritize companies that have purchased a sponsorship or exhibition package.
*** IMPORTANT: The Guided Virtual Adventures are intended to be a social activity, and as such, platforms and environments to be toured must support interaction among multiple users. For other types of platform or environment, please consider offering a Workshop (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fworkshops%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=2rSCHtYBw3116hRmXFowDz8vEJ%2FPE8MjBjPjhuoU%2FKM%3D&amp;reserved=0) instead, and/or participating in the Immersive Learning Project Showcase & Competition (https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fimmersivelrn.org%2Filrn2020%2Fimmersive-learning-project-showcase%2F&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=vldC9NaYxK6cYof9QoBxq9dTjO1Zv%2F9OIcUAdqdT0rs%3D&amp;reserved=0). ***
### Submitting a Proposal ###
Please use this form to propose a Guided Virtual Adventure: https://nam02.safelinks.protection.outlook.com/?url=https%3A%2F%2Fforms.gle%2FP4JTAkb29Lb9L18JA&amp;data=02%7C01%7Cpmiltenoff%40STCLOUDSTATE.EDU%7C7a9997a1d6724744f7d708d7f52d9387%7C5011c7c60ab446ab9ef4fae74a921a7f%7C0%7C0%7C637247448406614239&amp;sdata=P7uRpwfXWvrQWld%2FQV6JI%2FdnP9lYPxV%2BeRq73xsCozE%3D&amp;reserved=0
### Contact ###
Inquiries regarding the Guided Virtual Adventures may be directed to conference@immersivelrn.org.
### Important Dates ###
– Guided Virtual Adventure proposal submission deadline: May 18, 2020
– Notification of proposal review outcomes: May 21, 2020
– Presenter registration deadline: May 25, 2020
– Deadline for providing final participant instructions: June 1, 2020
– Guided Virtual Adventure Day: June 21, 2020
Other upcoming iLRN 2020 deadlines (see conference website for details):
–  Immersive Learning Project Showcase & Competition – expressions of interest to participate due May 14, 2020 (deadline extended, no further extensions will be announced)
– Practitioner Stream oral and poster presentations – 1-2 page proposals, not for publication in proceedings, due May 18, 2020 (will not be extended)
– Workshops, Panel Sessions, and Special Sessions –  2-3 page proposals for publication in proceedings as extended-abstract descriptions of the sessions, due May 18, 2020 (will not be extended)
– Free registration deadline for non-presenter educators and students – May 23, 2020
(Sent to blend-online@listserv.educause.edu)

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more on virtual tours in this IMS blog
http://blog.stcloudstate.edu/ims?s=virtual+tour

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