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Join us for the second annual XR Symposium!

February 12th, 2020 9 AM - 5 PM
MSU Main Library, Green Room, 4 West

Register for the conference

eXtended Reality refers to Virtual Reality, Augmented Reality, and related technologies that use computer-generated graphics to immerse users in responsive digital environments that mimic or augment their real-world perceptions. Whether via fully immersive headsets, mobile applications, or immersive visualization spaces that allow you to walk into a digitally-created environment, these technologies combine your perceptions of physical of digital realities to enable new insights and experiences.

We are excited to return with this event, which will bring scholars, practitioners, educators, and technologists together in an effort to engage, educate, collaborate, and inform future innovations at MSU. Colleagues from across campus will share and demonstrate their work and experiences related to eXtended Reality (XR) in an effort to understand the campus-wide impacts of these emerging technologies. Further, this symposium looks toward collaborations for future application within the context of our collective MSU work. Attendees will have the opportunity to immerse themselves in the XR arena, talk with vendors representing a cross-section of XR products, and have the opportunity to critically experience and examine various methodologies and associated applications at MSU.

Schedule (details below)

(please note, this schedule is a draft and will be finalized closer to event date)

8:45 -  9:00 am: Registration

9:00 -  9:10 am: Welcome remarks

9:10 - 10:00 am: Introduction to eXtended Reality technologies, Jeremy Bond, Media and Information

10:00 am - 12:00 pm: Talks from MSU XR Creators and Educators

12:00 - 1:30 pm: Lunch and Keynote (Green Room, 4 West)

Keynote: “Version and Subversion: Iterative Design for Socially Relevant VR Experiences," by Adam Sulzdorf-Liszkiewicz

1:30 - 3:30 pm: Corporate Partner Presentations and Demo's (Digital Scholarship Lab, 2 West)

3:30 - 4:15 pm: Using Unity for Non-Game Applications: a live demo by Joy Horvath of Unity Education (Digital Scholarship Lab's Classroom space, 2 West)

4:00 - 5:00 pm: Mixer (Green Room, 4 West)

Check out last year's program here.

Keynote: Adam Sulzdorf-Liszkiewicz

Adam Sulzdorf-Liszkiewicz is the Chief Executive Officer of the award-winning design studio, RUST LTD., creators of the best-selling virtual reality game, “Hot Dogs, Horseshoes & Hand Grenades". He has designed and consulted for clients such as Dave and Buster’s, the Independent Television Service, Nokia, Strategic Actions for a Just Economy, Toyota, and numerous research labs and universities. He is also the author of AFEELD, the first full-length collection of digital literature ever published under peer-review by an academic press (CDDC at Virginia Tech, 2017).

Since 2008, Adam has held academic positions alongside his creative practice, most recently as a Visiting Assistant Professor of Media Arts and Culture at Occidental College. He received a BA from Allegheny College, an MFA from the Department of Media Study at SUNY Buffalo, and a PhD from the School of Cinematic Arts at USC. He was born and raised in the Rust Belt, and he currently lives and works in Los Angeles, CA.

Adam's talk is titled "Version and Subversion: Iterative Design for Socially Relevant VR Experiences”

Playful iteration is essential to successful design processes. The creation of effective and enjoyable experiences depends upon collaboration, playtesting, revision, and a willingness to learn from mistakes and leverage limitations. Contrary to the bombastic rhetoric of platform holders, mixed reality technologies are a befuddling mess. New technologies, like virtual reality, confound developers and users alike -- creators must wrestle with unstable software and unreliable hardware, and users must acquire new literacies and playfully cultivate new cultures. In the midst of such a muddle, how can we hope to design meaningful experiences for diverse audiences? This talk will present three of my recent virtual reality projects, and discuss their successes and failures, as examples of how one might address that difficult question.

Campus Presenters

  • Beth Lapensée, Media & Information and Writing, Rhetoric & American Cultures
  • Erik Ponder, Libraries
  • MaryKay Smith and Brian Winn, Learning Assessment Center and GEL Lab, respectively
  • Sunil Chakrapani, Engineering
  • Andrew Dennis, Game Dev
  • Will Johnston, Game Dev
  • Jeff Searl, Communciative Sciences and Disorders
  • Felix Kronenberg, Center for Language Teaching Advancement
  • Allison Eden, CHARISMA Lab

Expo Time

We'll be featuring screenings of Greenland Melting, a VR experience created by Emblematic Group, on three VR stations. Sign-up will be available at the event.

The XRS will also feature demo's by:

  • Apple will be showing off creator tools for their XR suite
  • IglooVision, creators of the DSL's 360, will be showing off next-level capabilities for the 360
  • The Learning Assessment Center and Games for Entertainment and Learning Lab's joint projects
  • Proquest VR and Healthcare Teams will be demoing their 360 Video and Healthcare XR applications

Unity Education Presentation

In addition to our presentations and demo's of XR experiences and XR technologies, the XRS will also host a presentation from Joy Horvath of Unity Education, who will be modeling how Unity is used to create non-game virtual reality environments, such as in architecture, engineering, and construction, or other industries such as Film and Industrial/Automotive.


Snacks and drinks will be provided


Email questions to Terence O'Neill


The XR Symposium is a collaboration between:


MSU Libraries

Learning and Assessment Center

The Hub


College of Arts and Letters

College of Communication Arts and Sciences

The Game Design and Development Program

The GEL Lab