Category Archives: Track D

Opening Keynote: Mix It Up for ROI Secret Sauce!

Opening Keynote – Monday 23 October 
08:45 – 09:45

EEPMON is a Millennial hybrid new media artist exploring the creative intersections through the usages of art and technology. He has collaborated and worked with various projects both in art and technology with firms and galleries across North America, the U.K., and Asia. He has held several shows and won awards internationally. He says, “Technology provides a new area for innovators and artists to experiment and develop new modes of creative expression.” He sees the computer as an artistic tool, just like the paintbrush, and with a desire only a truly passionate artist could have, set out to generate dense, dynamic, and beautiful digital graphic compositions that attracted clients such as Marvel, Canada Goose, Microsoft Xbox, and the Canada Science and Technology Museum. His creative and innovative nature is inspiring and has allowed him to transform retail stores into art exhibitions for his creations, combine open-data weather and color to create artistic works, and more. Currently EEPMON is doing his digital artist in residence at Algonquin College Applied Research and Innovation Center in Ottawa, Canada. Follow him on social media: EEPMON or his website at

Presented by: Eric Chan

D101: Metaverse Libraries: The Virtual Communities Resources Network

Track C: (Jefferson) —  Virtual Worlds & Libraries – Monday 23 October 
10:30 – 11:15

The Metaverse is made up of countless virtual worlds and platforms hosting robust library and education communities, many of which are unaware that others exist. In addition, information professionals and educators uninvolved with virtual worlds are unaware of high-quality Metaverse resources. Understanding the potential for learning in these and emerging virtual spaces and the benefits for sharing resources (including communities available for users to join) is essential to libraries and educators of the future. Metaverse Libraries was formed in 2016, championed by the 501(c)(3) nonprofit Community Virtual Library, and is a combined effort among educators and information professionals that strives to connect high-quality, education-oriented virtual communities as resources and to embed information literacy (or metaliteracy) in immersive learning. Get an introduction to three active virtual library communities across the Metaverse (Community Virtual Library in Kitely and Second Life, Community Library in InWorldz, and Virtual Center for Archives and Records Administration in Second Life), hear how Metaverse Libraries is breaking Metaverse boundaries to connect these and other educational communities, and learn about the group’s online Virtual World Communities Database, an initiative to raise awareness of and increase access to high-quality educational virtual world resources.

Presented by: Alyse Dunavant-Jones

D102: Digital Immersion: VR & AR as Library Services?

Track C: (Jefferson) —  Virtual Worlds & Libraries – Monday 23 October 
11:30 – 12:15

In January of 2017, the McGill Library acquired an Oculus Rift, an HTC Vive headset, and a Microsoft HoloLens. These products were made available to students and faculty members through a library space called the Research Commons. The Research Commons already featured technology commonly found in library makerspaces such as 3D printers, 3D scanners, Arduino boards, Raspberry Pi kits, and a data visualization wall, but developing a library service involving virtual and augmented reality technology proved to be a challenge of its own. This presentation explores the difficulties faced by the McGill Library in developing a virtual and augmented reality-based library service. Hear about the many issues we ran into while building out this service, such as finding staff members who were comfortable working with the technology, and properly securing the various pieces of loose, expensive equipment. Learn about who the users of our new service are, how they use the library’s equipment for their own personal and academic projects and the various workshops and events held at the library to promote the service, and what type of response these events received. Get their opinion as to whether or not the attempt to bring virtual and augmented reality technology into the McGill Library was worthwhile.

Presented by: Michael Groenendyk, David Greene

D103: What’s Real About Virtual Reality?

Track C: (Jefferson) —  Virtual Worlds & Libraries – Monday 23 October 
13:30 – 14:30

Virtual augmented reality (VAR) technology is emerging as the new medium for 21st-century learning. VAR immersive experiences are now feasible and available with new technology, interfaces, and software being released daily. California Libraries are testing and using VR and VAR in a project funded by the California State Library. Greg Lucas, State Librarian, funded multiple installations of VR and VAR systems in Marin County Libraries serving underserved communities. After the successful pilot in Marin, the California State Library; CALIFA; Marin County Free Library; and New Media Learning, a nonprofit learning organization based in Marin County, deployed a California statewide expansion to more than 100 libraries, creating the largest installed base of VR systems in libraries. This network builds an archive of shared experiences and best practices. A critical component is that the project has partnerships with the tech companies in VR and VAR development including Oculus and VIVE and multiple content providers with an education and learning focus. The partners describe the project and demonstrate how public libraries are positioned to be one of the catalysts for community engagement and VAR content development.

Presented by: Sara Jones, John MacLeod, Paula MacKinnon

D104: Navigating VR: Supporting Emerging Tech in the Library

Track C: (Jefferson) —  Virtual Worlds & Libraries – Monday 23 October 
15:15 – 16:00

Hear how one academic library recently invested in the creation of a Virtual Learning Lab, an innovative library learning space featuring cutting-edge zSpace virtual reality (VR) technology. The speakers address the exciting timeline of events that took place in order to make the launch of this brand new library space and equipment a success on campus. They examine the development of the lab and the technology selection, the marketing launch and efforts to engage and sustain interest, how librarians developed instruction methods for the zSpace technology, and how partnerships are developing with academic departments on campus to integrate virtual learning into their curriculum. Then hear how another university library linked the idea of transformative learning experiences with the creation of a VR-based makerspace. The idea was to have a complete ecosystem where students could create digital objects, view them in VR, and, in some cases, print them out. After 9 months in operation, hear their lessons learned and practical advice for anyone wishing to implement similar technologies in their own libraries.

Presented by: Valerie Lutes, Sarah H Northam, Sean Anderson, Edward Iglesias