Volunteer Workbook Grant Writing Updates Social Media Social Media Basics for iLRN iLRN uses Canva to create many of our images on a shared account.  Current tasks for iLRN 2026 are being determined. Please check back for more information. If you have any questions, please get in touch with  volunteers@immersivelrn.org  to have them answered.  FrameVR Online Campus Building Basics More information to come regarding accessibility and usability design activities. Visit https://codex.immersivelrn.org/books/conference-online-hosts-private/chapter/ilrn-2026-framevr-campus-design-project for the Google Sheet handling Campus Construction for iLRN 2026 *Requires access, private shelf, email volunteers@immersivelrn.org for access. Debugging & Performance To view the performance in greater depth (beyond what is built into the regular FrameVR menu), add ?debug=true to the end of any FrameVR URL.  Once you have done this and refreshed, you will have the option to "Open Inspector," which will show you a panel with various options to help you understand how well the frame is performing in terms of draw calls and more.  About Building in FrameVR + Advanced Interactions FrameVR Technical Capabilities iLRN Campus Codex — Engine, interactivity, and 3D asset support Under the Hood: Babylon.js FrameVR is built on Babylon.js , a powerful open-source 3D rendering engine. However, FrameVR abstracts most of Babylon.js’s native functionality behind its own interface. Users work within FrameVR’s sandbox rather than having direct access to the full engine. Advanced features such as complex physics simulations and custom scripting are not directly accessible within the platform. Teams should work within the Action Editor and supported asset formats to achieve interactivity. FrameVR Knowledge Base & Other Info FrameVR offers many valuable resources for users building on their platform. Here are a few of the options available: Knowledge Base Blog Tutorials Help Forum (Discord) Developer API Interactivity: The Action Editor FrameVR’s Action Editor provides a no-code interface for adding interactivity to spaces. While limited compared to full engine access, it supports a meaningful range of triggers and responses: • Play Audio — Trigger ambient sounds, narration, or sound effects on proximity or interaction • Animate Models — Activate animation cycles embedded in uploaded 3D assets • Show / Hide Objects — Toggle visibility of elements based on user actions • Open URLs — Link out to external content, documents, or media • Teleport Users — Move participants to different locations within or between spaces These tools are well-suited for guided experiences, interactive exhibits, and layered storytelling within a campus environment. Access this tool by entering Edit Mode > Click Asset > Open Action Editor > Set Trigger + Action 3D Assets: glTF Format FrameVR supports glTF (.glb/.gltf) , the widely used open standard for 3D assets. Importantly, glTF files can contain embedded animation cycles, which can then be triggered via the Action Editor — making it possible to bring in animated objects (moving parts, characters, environmental effects) without custom code. Recommended tools for creating or converting glTF assets: • Blender (free, open-source) — excellent glTF export with full animation support • Sketchfab — browse and download community glTF models, many with embedded animations ( low poly items and Museum-specific  https://sketchfab.com/members?segment=organization%2Fmuseum&sort_by=-followerCount ) • Various online converters for existing 3D models Gaussian Splats: Photorealistic Spatial Capture FrameVR supports Gaussian Splat files (.ply / .splat), a cutting-edge format for representing real-world spaces with photorealistic quality. Gaussian Splats are captured using photogrammetry-adjacent workflows and rendered as volumetric point clouds, producing immersive, high-fidelity representations of physical locations. This is a significant capability for campus-building — real landmarks, architectural spaces, or culturally significant sites can be captured and placed directly into a FrameVR environment. Capture tools to explore: • Luma AI — mobile-friendly capture, accessible for most devices • Polycam — supports Gaussian Splat export alongside standard photogrammetry • Postshot — desktop processing for higher-quality splat results [DRAFT: Example soon, check back for update! ] Note: A Gaussian Splat of a nearby landmark is being explored as a demonstration asset for the iLRN campus — a model for how regional teams might contribute place-based content to shared virtual spaces. Using Scenes in FrameVR iLRN 2026 Virtual Campus — Codex Using Scenes in FrameVR Draft Areas, Alternate Configurations & Advanced Scene Management Last Updated: April 10, 2026 | Maintained by: Charlene Hardin Codex Section: FrameVR Build Documentation What Are Scenes? Scenes are one of FrameVR’s most useful but least understood features. At its simplest, a Scene is a saved state of your Frame — everything in it, where it is, and how it’s configured. A single Frame can have multiple Scenes, and you can switch between them instantly. Think of Scenes like different “slides” of the same room. The Frame URL stays the same, but the contents of the space can change completely depending on which Scene is active. Visitors always enter whichever Scene is currently set as the active one. Why This Matters for Building When you’re actively developing a Frame, you don’t always want your work-in-progress visible to everyone who walks in. Scenes solve this by letting you maintain a “live” version of the space while building and experimenting in a separate draft state — all within the same Frame URL. This means you can iterate freely without worrying about visitors stumbling into half-finished layouts, test new asset placements without disrupting the live experience, and preserve a clean baseline you can always return to. Common Uses • Draft mode  — Build and test new layouts or assets in a Scene without affecting what visitors see when they arrive • Event configuration  — Set up a Scene specifically for a live session (with a presenter screen, specific seating arrangement, etc.) and switch back to the standard configuration afterward • Preservation  — Save a clean baseline Scene before making major changes, so you can always revert if something goes wrong • Seasonal or programming variation  — Configure different Scenes for different activities within the same Branch House without needing separate Frame URLs How to Create and Switch Scenes Important: What Carries Across All Scenes Not everything is Scene-specific. Certain elements are persistent across all Scenes in a Frame regardless of which Scene is active. Watch out: Built-in Web Browsers The built-in web browser is one of the most notable persistent elements — if you have a browser open or configured in your Frame, it will be visible and active in every Scene. Keep this in mind when planning your layout, particularly if you’re using a browser for a specific event or presentation and don’t want it to appear in your standard visitor-facing Scene. As a general rule: if you’re unsure whether an element is Scene-specific, test it in a draft Scene before relying on it in a live configuration. For more information, always consult  FrameVR’s Knowledgebase. Things to Know • The Scene that loads by default when someone enters your Frame URL is whichever Scene is currently set as active • Switching Scenes affects all visitors currently in the Frame — coordinate with your team before switching during a live event • Asset budgets apply across your whole Frame, not per Scene — a heavily loaded draft Scene still counts toward your performance limits even if it isn’t the active one Recommended Practice for iLRN Builders Keep at least two Scenes in any Frame you are actively developing: LIVE The current visitor-facing version. This is what people see when they enter the Frame. Only update this Scene when changes are ready to go live. DRAFT Your active working area. Build, test, and experiment here freely. Keep this Scene clearly named so anyone with build access knows not to set it as active by mistake. Name your Scenes clearly and consistently. Avoid generic names like “Scene 1” or “Scene 2” — use descriptive labels that make the purpose immediately obvious to any team member who opens the Frame settings. Advanced Features Triggering Scene Changes with the Editing Panel This opens possibilities for guided experiences, event transitions, and interactive storytelling within a single Frame. A persistent navigation element that appears in all Scenes and triggers transitions between them is one practical application. Setting Items to Appear Across Multiple Scenes By default, assets you place in a Frame are associated with the Scene you’re working in. However, when editing an individual item, you can configure it to appear in multiple Scenes simultaneously. This is useful for elements that should be consistent across several configurations — like permanent signage, a logo, navigation buttons, or a welcome poster — without having to duplicate them manually in each Scene. Quick Reference Question Answer Does the Frame URL change between Scenes? No. The Frame URL stays the same regardless of which Scene is active. Can visitors switch Scenes themselves? Only if you set up an Action Editor trigger they can interact with. Otherwise only admins/builders can switch Scenes. Do asset budgets apply per Scene? No. Budgets apply to the whole Frame. All Scenes count toward your total. Are web browsers Scene-specific? No. Built-in web browsers are persistent across all Scenes. Can I make an asset appear in multiple Scenes? Yes. Edit the item and set it to appear in whichever Scenes you choose. Questions or corrections? Contact the iLRN build team via Discord or the Codex discussion thread. iLRN 2026 Virtual Campus Canva Projects - Infrastructure iLRN 2026 Virtual Campus Canva Project Architecture Working document — Charlene Hardin, Volunteer Coordinator & Campus Builder   •   April 2026 SPREADSHEET CONTAINING LINKS TO CANVA:   https://docs.google.com/spreadsheets/d/1dTTy6wOXBb71phRYVhTxZ6nOpveb-wEbZyVvq216lCQ/edit?gid=0#gid=0   Purpose This document defines the Canva project structure for iLRN 2026 campus infrastructure assets. Projects are organised by output type, not by room, so that all assets of a given type share consistent dimensions, brand settings, and naming conventions regardless of which volunteer produces them. Dimensions in this document are working assumptions derived from in-world measurement of existing FrameVR frames and are subject to revision following in-world testing. 1. Canva Projects Four projects cover all current infrastructure asset types: Project Name Canvas Size Aspect Ratio Asset Type Wayfinding Banners 1920 × 320 px 6:1 Overhead/corridor ID strips Large Boards 2560 × 1024 px 5:2 Main wall display / presentations Square Posters 1080 × 1080 px 1:1 Branch House artwork, general posters Buttons & Icons 512 × 512 px 1:1 Nav buttons, GOTO menu identifiers ⚠ Dimensions are working assumptions from in-world screenshots, April 2026. Confirm via in-world testing before producing large batches. 2. Project Setup in Canva When creating each project in the iLRN 2026 Greece workspace: Setup checklist for each new Canva project 1.   Create project with the exact pixel dimensions from the table above (Custom size). 2.   Name the project using the convention: iLRN2026_[AssetType] — e.g. iLRN2026_WayfindingBanners 3.   Apply brand colours as Canva colour palette swatches (manual entry — Brand Kit admin access pending). 4.   Add Cinzel, Raleway, and Lato as project fonts. 5.   Name each page within the project by room or context — e.g. House01_Foundations, House02_Assessment. 6.   Do not use Canva's background remover or AI image tools without checking output against brand guidelines. ⚠ Jonathon holds admin access to the Canva Brand Kit. Until the Brand Kit is populated, colours and fonts must be set manually per project. Flag this to Jonathon. 3. File Naming Convention All assets exported from Canva and uploaded to FrameVR must follow this naming convention. This keeps the campus spreadsheet, Codex pages, and FrameVR asset libraries reconcilable. Field Convention Example Project prefix iLRN2026_ iLRN2026_ Asset type Banner / Board / Poster / Button / Icon Banner_ Room/context House01 through House10, or context name House02_ Descriptor Brief description, no spaces WayfindingStrip Full example — iLRN2026_Banner_House02_WayfindingStrip For presenter content placed in Branch Houses via the Tally opt-in form, the existing convention applies: FirstInitialLastName_PaperFirstTwoWords Infrastructure assets (produced by Team A or Canva Champions) use the iLRN2026_ prefix convention above to distinguish them from presenter content. 4. Brand Reference Apply these values consistently across all Canva projects. Do not use Canva's default palette or theme colours. Element Value Notes Primary #1B3B6F — Aegean Deep Backgrounds, headers, text on light Secondary #36BAE7 — Athens Cyan Accents, highlights Accent #E07840 — Agora Orange Calls to action, warnings, emphasis Display font Cinzel Titles only — decorative Heading font Raleway Section headers, labels Body font Lato All body copy, captions ⚠ The Brand Kit lives in the 2026 Greece Canva workspace but requires Jonathon's admin access to populate fully. Until then, enter hex values manually. 5. Performance Rules FrameVR performance is the constraint that governs all asset decisions. The April 10 real-world test demonstrated that 19 uncompressed images dropped average FPS from 60 to 10. Every image uploaded to a Frame must go through the compression pipeline below. Rule Detail Compress before upload All images must be processed through squoosh.app before uploading to FrameVR 2K texture ceiling Maximum 2048px on longest side for mobile iOS compatibility Format Export from Canva as PNG; compress via squoosh to WebP or optimised PNG File size target Under 500KB per image after compression where possible No smoke/particles Do not design assets that imply particle effects in-world ✓ Design at full resolution in Canva. Export as PNG. Compress via squoosh.app before every FrameVR upload. Never upload raw Canva exports directly. 6. Access & Permissions Access to Canva projects should follow the principle of minimum necessary permissions. The table below reflects current working assignments. Role Canva Access Level Notes Charlene (Coordinator) Editor — all projects Primary builder and quality control Canva Champion (per asset type) Editor — assigned project only One champion per project recommended Jonathon (CEO) Admin — workspace Brand Kit population pending General volunteers Viewer or no access Receive exported files, do not edit source ⚠ Canva Champion assignments are not yet confirmed. Coordinate with Charlene before granting editor access to any project. 7. Open Items Item Owner Status Confirm in-world dimensions via testing Charlene / Team A ☐ Pending Populate Brand Kit in Canva 2026 Greece workspace Jonathon ☐ Pending Assign Canva Champions per project Charlene ☐ Pending Confirm poster dimensions for poster hall Frames (Aliane) Jonathon / Aliane ☐ Pending Create iLRN2026_WayfindingBanners project Charlene ☐ Pending Create iLRN2026_LargeBoards project Charlene ☐ Pending Create iLRN2026_SquarePosters project Charlene ☐ Pending Create iLRN2026_ButtonsIcons project Charlene ☐ Pending volunteers@immersivelrn.org   •   https://codex.immersivelrn.org/books/volunteer-workbook iLRN2026 Virtual Campus design guidelines / template iLRN 2026 Virtual Campus [Frame ID + #]   —   [Frame Name] (HUB = Hub/High Traffic Frame, CS = Community Space, SP = Special Project, BH = Branch House) Development & Accessibility Checklist Template [Campus Location Image or Map] [Caption or additional information about space] example: BH-05   Science, Technology, Engineering & Mathematics (STEM) Frame Type (ex. Branch House, BH) Status OPEN Track / Branch (ex. STEM Education) Capacity (ex. 50 users) FrameVR URL [https://framevr.io/your-frame-url] **see Executive Workbench main spreadsheet Frame Purpose [Describe the purpose of this Frame in 2–3 sentences. What is it for? Who is it for? What does it contribute to the campus?] Frame type context: [Frame type] — [brief description of frame type role and any curatorial notes specific to this track or space.] 1   Ownership & Governance Frame Lead / Owner   Content Contributors   Technical Steward   Accessibility Reviewer   Last Updated   2   Learning Design Requirements   —   + UDL 3.0 [Frame-specific learning design note: Describe any particular learner diversity considerations, engagement challenges, or pedagogical requirements relevant to this track or frame type.] UDL: [Frame-specific UDL note — describe which UDL principles are most relevant to this track and how the Frame design should respond to them.]   Universal Requirements (all frames) Criterion / Pass Threshold ☐ Purpose statement posted in Frame at entry zone Visible within 10 sec of entering ☐ Orientation cues for newcomers (what this space is, what to do) Confirmed by blind test with volunteer ☐ Asynchronous contribution pathway available (forum, Codex, Discord link) At least 1 async pathway; URL live ☐ Content accessible in text form via Codex (Representation — UDL) Codex page live and linked in Frame ☐ No color-only navigation cues — all zones/portals have text labels Confirmed by reviewer ☐ Emotional tone is welcoming; language is jargon-free at entry Confirmed by a reviewer external to Frame team   Frame-Specific Requirements Criterion / Pass Threshold ☐ [Frame-specific requirement 1 — describe a design or content requirement unique to this frame or track] [Pass threshold] ☐ [Frame-specific requirement 2 — describe a second design or content requirement unique to this frame or track] [Pass threshold] 3   Design & Build Checklist   Layout & Purpose Criterion / Pass Threshold ☐ Frame purpose defined in one sentence, posted at entry Written purpose statement is visible ☐ Environment size matches use case Appropriate environment selected; not over/undersized ☐ Central meeting / focal area identifiable within 10–15 sec Walk-through test by the reviewer   Navigation Criterion / Pass Threshold ☐ Minimum 2 outgoing portal links to other Frames ≥ 2 portals; 0 dead ends ☐ Consistent portal visual language (campus-wide asset style) Matches campus portal standard ☐ Navigation path from entry to any key area ≤ 15 seconds Timed walk-through by reviewer ☐ All portal destinations confirmed live Click-tested by reviewer   Signage Criterion / Pass Threshold ☐ All text is legible on mobile screen at default eye level without zooming Phone screen test ☐ No signage relies on color alone Label or icon accompanies all color-coded elements   Zone Setup (if zones are used) Criterion / Pass Threshold ☐ 'Restrict all assets to zones' enabled if zones are in use Frame settings → restrict assets = ON ☐ Each zone has a named purpose Zone names visible in Frame settings 4   Performance & Asset Budget   — check via Frame Settings → Performance Rating or ?debug=true FrameVR targets: ≤ 200 draw calls · ≤ 130,000 active faces · ≤ 20 materials. FPS target: 60 desktop, ≥ 40 minimum desktop, ≥ 30 iOS Safari.   Performance Monitor Readings Criterion / Pass Threshold ☐ FPS ≥ 40 on desktop (Chrome/Edge) Target 60; below 40 = must fix ☐ FPS ≥ 30 on iOS Safari mobile Must pass before launch ☐ Draw call count ≤ 200 Babylon Inspector → Stats ☐ Active face/poly count ≤ 130,000 Babylon Inspector → Stats ☐ Material count ≤ 20 Babylon Inspector → Stats ☐ Performance Rating not flagged RED in Frame Settings Yellow = caution; Red = block launch   Asset Hygiene Criterion / Pass Threshold ☐ All images compressed before import (squoosh.app) No raw camera/screen captures ☐ No Sketchfab model imported without poly-count review Flagged models resolved or documented ☐ Unused assets deleted (not just hidden) Assets list contains only active assets   Check with the owner of the asset before deletion!!   Media Settings Criterion / Pass Threshold ☐ All videos set to NOT autoplay Each video asset → autoplay = OFF ☐ Webcam/streaming screens disabled unless live event. Default OFF; enable only during live sessions ☐ No Smoke particle effects in use High GPU cost; zero tolerance ☐ Animated objects minimized Each loop adds ongoing GPU cost FPS Desktop   FPS iOS Safari   Draw Calls   Poly Count   Materials   Perf. Rating   5   Content & Boards Checklist   Codex & Community Links Criterion / Pass Threshold ☐ Codex page URL embedded as board or link in Frame BookStack page URL live and linked ☐ Forum / InVision Community thread linked Thread URL confirmed live   Content Boards Criterion / Pass Threshold ☐ Image board(s) populated with track-relevant content At least 1 board with real content, not placeholder ☐ Upcoming events board posted and dated Event title + date visible; past events removed ☐ Showcase zone set up for presenter / author work Distinct area labelled Showcase or equivalent ☐ Presenter / author content loaded or linked Confirmed with content owner   Conference-Specific Elements Criterion / Pass Threshold ☐ Greek cultural / scavenger hunt artifact placed (if assigned) Confirm with George / Greek team ☐ Quest clue placed correctly (if this Frame is a quest stop) Cross-check against quest master list ☐ Tally.so submission form linked (if track accepts submissions) Tally form URL confirmed and tested 6   Planned Activities & Events Activity / Event Date Owner Status                                 7   Connected Frames & Portals Destination Frame Portal Type Notes                                     8   Asset Inventory Asset Name / Description Poly Count File Size Owner                                 9   Accessibility Sign-Off   — reviewer must complete this, not the Frame owner   Wayfinding & Legibility Criterion / Pass Threshold ☐ New user orients within 10 seconds without prior knowledge Blind test with volunteer ☐ All text boards legible on mobile at default eye level Phone screen test ☐ No element identified by colour or spatial position alone Confirmed with audio OFF   Inclusivity Criterion / Pass Threshold ☐ No flashing or strobing effects Zero tolerance — photosensitivity risk ☐ Critical content accessible from a stationary avatar position No movement required to read key boards ☐ Language on all boards is plain and welcoming to newcomers Reviewed by someone outside Frame team   Device & Bandwidth Criterion / Pass Threshold ☐ Fully usable on Chrome / Edge desktop Full navigation completed without crash ☐ Usable on iOS Safari mobile Full navigation completed without crash or major lag ☐ Loads within 30 sec on Slow 3G (Chrome DevTools → Network → Slow 3G) Slow 3G test completed and passed   Sign-Off Criterion / Pass Threshold ☐ Reviewer name and date recorded below Required before Frame status = Ready Reviewed By   Review Date   Outcome   Follow-Up Items   10   Codex Integration (BookStack) Codex Book / Chapter   Codex Page URL   Last Synced   Outstanding Codex Tasks   11   Additional Notes & Open Questions   Conference Campus & Volunteer Readiness Benchmarks iLRN 2026 Virtual Campus Campus Build — Benchmarks & Timeline April 24 — June 14, 2026 FrameVR Practice Space: https://framevr.io/design-guild   Miro Board for Team Assignments + Kanban: https://miro.com/app/board/uXjVHd8Mmqk=/   Online Conference: June 14–15, 2026   •   Theme: From Plato's Cave to Open Immersive Societies Team Focus Duties Team A Campus Infrastructure Wayfinding, buttons, selfie stations, interactive elements, performance monitoring Team B Greek Theme & Scavenger Hunt Greek cultural elements, scavenger hunt design and placement across all Frames Team C Content & Exhibits Presentation/poster placement, Innovation Gardens exhibits, branch house content. May subdivide into C-1, C-2 etc. as needed. Open Hours: 3x per week through May — primary collaboration and build sessions Build Days: Dedicated full sessions for major milestones — dates to be confirmed Phase Overview Phase Dates Focus 0 April 24 Build Day Kickoff — team orientation, frame walkthroughs, task assignment 1 Apr 25 – May 9 Foundation — wayfinding, base infrastructure, scavenger hunt design 2 May 10 – May 23 Content & Interactivity — exhibits, selfie stations, polls/quizzes, Greek elements 3 May 24 – Jun 6 Presentation & Polish — presenter/poster placement, scavenger hunt QA, performance checks 4 Jun 7 – Jun 13 Usability Walkthrough & Final Fixes — freeze on new assets, fix only LIVE Jun 14–15 Online Conference — campus open to all participants Phase 0 — Build Day Kickoff April 24, 2026 The Build Day is the launch point for the full campus effort. All teams orient to the campus, walk through each Frame, understand their scope, and leave with assigned tasks and a shared understanding of standards and constraints. Activity Owner Notes Campus walkthrough — all Frames All Teams Orient everyone to current state Performance baseline review Team A Share CSV data and budget constraints Brand guidelines distribution All Teams Aegean Deep, Athens Cyan, Agora Orange, Cinzel/Raleway/Lato Task assignment by team Team Leads Each team leaves with a concrete task list Scavenger hunt concept discussion Team B Frame coverage, clue format, Greek theme integration Establish naming conventions Team A Scene names, asset naming, portal labels Benchmark: All teams oriented, tasks assigned, brand guidelines distributed, scavenger hunt concept agreed. Phase 1 — Foundation April 25 – May 9, 2026 Team A — Campus Infrastructure Benchmark Target Date Status Wayfinding poster design finalised (brand-compliant) May 2 ☐ Not started Wayfinding posters placed in all Frames May 9 ☐ Not started Navigation button set designed (compressed PNGs, brand palette) May 2 ☐ Not started Navigation buttons placed in all Frames May 9 ☐ Not started iLRN_Central Bot Configuration May 9 ☐ Not started LIVE / DRAFT scenes established in all active Frames May 2 ☐ Not started Performance CSV baseline captured for each Frame DRAFT May 9 ☐ Not started Team B — Greek Theme & Scavenger Hunt Benchmark Target Date Status Scavenger hunt structure finalised — number of stops, clue format, prize/recognition May 2 ☐ Not started Frame assignments for each scavenger hunt stop confirmed May 2 ☐ Not started Greek cultural asset list drafted (artifacts, imagery, text) May 9 ☐ Not started Asset compression standards confirmed with Team A May 2 ☐ Not started Team C — Content & Exhibits Benchmark Target Date Status Exhibit plan for Innovation Gardens drafted May 9 ☐ Not started Branch House content priorities identified per room May 9 ☐ Not started Presenter/poster submission process confirmed May 9 ☐ Not started Phase 2 — Content & Interactivity May 10 – May 23, 2026 Team A — Campus Infrastructure Benchmark Target Date Status Selfie station(s) designed and placed May 16 ☐ Not started Interactive elements placed — polls, quizzes, trigger buttons, sound May 23 ☐ Not started iLRN_Central Agora scene configured (second mode for facilitated discussion) May 23 ☐ Not started Performance check — all Frames with Phase 1 assets in place May 16 ☐ Not started Any Frames flagged RED in performance resolved May 23 ☐ Not started Team B — Greek Theme & Scavenger Hunt Benchmark Target Date Status Greek cultural assets placed in assigned Frames May 23 ☐ Not started Scavenger hunt clues written and reviewed May 16 ☐ Not started Scavenger hunt clue objects placed in all assigned Frames May 23 ☐ Not started Participant instruction sheet / entry point for scavenger hunt drafted May 23 ☐ Not started Team C — Content & Exhibits Benchmark Target Date Status Innovation Gardens exhibit layout placed and populated May 23 ☐ Not started Branch House room content populated (at minimum: artwork, buttons, audio, poster) May 23 ☐ Not started Additional exhibit content placed where available May 23 ☐ Not started Volunteer Milestone: Campus Familiarisation — May 23 All confirmed online volunteers complete a guided walkthrough of the virtual campus. Goal is familiarisation — not training on roles yet. Volunteers should leave knowing how to navigate the space, where key Frames are, and how to use the whiteboard and interactive elements. Volunteer Benchmark Target Date Status Volunteer list confirmed — online roles identified May 16 ☐ Not started Campus familiarisation session held (guided walkthrough, all key Frames) May 23 ☐ Not started Volunteer questions and concerns logged for Phase 3 briefing May 23 ☐ Not started Phase 3 — Presentation & Polish May 24 – June 6, 2026 Team A — Campus Infrastructure Benchmark Target Date Status Final performance CSV captured for all Frames Jun 1 ☐ Not started All Frames passing performance thresholds (avg FPS ≥ 40) Jun 6 ☐ Not started All portal links tested and confirmed live Jun 6 ☐ Not started All Frames set to correct LIVE scene Jun 6 ☐ Not started Team B — Greek Theme & Scavenger Hunt Benchmark Target Date Status Full scavenger hunt walkthrough completed by Team B Jun 1 ☐ Not started All clues confirmed findable and functional Jun 1 ☐ Not started Scavenger hunt instructions published / linked from campus entry point Jun 6 ☐ Not started Team C — Content & Exhibits Benchmark Target Date Status Presenter poster/content placed in all assigned Frames Jun 1 ☐ Not started All exhibit content confirmed with content owners Jun 1 ☐ Not started Codex pages updated to reflect final Frame state Jun 6 ☐ Not started Volunteer Milestone: Role Briefing & Shift Assignment — June 1 Volunteers are assigned to specific roles and time slots. Given the 48-hour online conference spans multiple timezones, shifts should be structured in 6-8 hour blocks with clear handoff protocols. Each volunteer should know their Frame(s), their role, their shift window in their local timezone, and who they hand off to. Volunteer Benchmark Target Date Status Shift schedule drafted — 48-hour coverage mapped across timezones May 28 ☐ Not started Volunteer role briefing session held — responsibilities, protocols, escalation path Jun 1 ☐ Not started Each volunteer confirmed in their shift slot and timezone verified Jun 1 ☐ Not started Handoff protocol documented and distributed to all volunteers Jun 1 ☐ Not started Volunteer rehearsal / live practice session in campus Jun 5 ☐ Not started All volunteers confirmed ready — GO / NO GO Jun 6 ☐ GO   ☐ NO GO Phase 4 — Usability Walkthrough & Final Fixes June 7 – June 13, 2026 Asset Freeze: June 7 No new assets added after June 7. This phase is fixes and testing only. Any new content requests after this date are deferred to post-conference. Usability Walkthrough — All Teams Test Method Owner New user orients in each Frame within 10 seconds Blind test with volunteer Team A All portal links live and correctly labelled Click-through test Team A All interactive elements functional (polls, buttons, sound, quizzes) Live test Team A Scavenger hunt completable end to end Full run-through Team B All presenter/poster content displaying correctly Visual check Team C Mobile usability — legible text, navigable on iOS Safari Phone test Team A FPS ≥ 40 in all Frames under load Performance CSV Team A No flashing, strobing, or inaccessible elements Accessibility check All Teams Benchmark Target Date Status Usability walkthrough complete — all Frames signed off Jun 10 ☐ Not started All critical issues resolved Jun 12 ☐ Not started Final scene check — all Frames on LIVE scene Jun 13 ☐ Not started Volunteer final check-in — all shifts confirmed, any last questions resolved Jun 13 ☐ Not started Campus READY Jun 13 ☐ GO / ☐ NO GO Performance Standards Reference All Frames must meet these thresholds before Phase 4 sign-off. Metric Target Minimum Notes FPS Desktop 60 40 Below 40 = must fix before launch FPS iOS Safari 40 30 Must pass before launch Draw Calls ≤ 150 ≤ 200 Babylon Inspector → Stats Active Faces ≤ 130,000 Real-world ~330k OK if FPS holds Monitor closely Performance Rating Green Yellow (caution) Red = block launch Base environment materials cost 56 (pre-loaded) — Every added asset comes out of remaining headroom Lesson learned April 10: removing 19 uncompressed images improved average FPS from 10 to 60. Compress all images through squoosh.app before upload. Reuse assets wherever possible — every unique file costs a material slot. Asset & Branding Standards Brand Palette Name Hex Use Aegean Deep #1B3B6F Primary — headings, key UI elements Athens Cyan #36BAE7 Secondary — accents, links, highlights Agora Orange #E07840 Accent — calls to action, alerts, energy Typography Role Font Display Cinzel Headings Raleway Body Lato Image Compression Rules • All images — compress through squoosh.app before upload — no raw exports • Maximum PNG size — 512px wide for wall-mounted posters; 256px for UI elements and buttons • Reuse assets — wherever possible — identical buttons/signs should be the same uploaded file, not duplicates • One material per unique file — — every new upload costs a material slot • No Sketchfab models — without poly count review and Team A approval Open Questions & Notes [Notes, open questions, decisions pending] Questions? Contact the iLRN build team via Discord or the Codex discussion thread.   •   volunteers@immersivelrn.org Conference & Campus Style Guide https://canva.link/jkayt2sgq02rdmk     iLRN2026 Design Guidelines For Conference Presenters and Virtual Campus Developers   Introduction Welcome to the iLRN2026 Design Guidelines. This document provides essential information for presenters and virtual campus developers to ensure a consistent and professional brand experience across all conference materials and virtual environments. Adhering to these guidelines will help maintain iLRN's brand identity while creating engaging and accessible content. I. Brand Elements These are the core branding guidelines. Color Palette: · Primary: Aegean Deep (#1B3B6F) · Secondary: Athens Cyan ( #36BAE7 ) · Accent: Agora Orange ( #E07840 ) Typography System: · Display: Cinzel · Headings: Raleway · Body: Lato Please ensure sufficient color contrast for readability according to WCAG standards. II. Logo Usage The iLRN logo is a crucial element of our brand identity. Please adhere to the following guidelines when using the logo: · Maintain Proportions: Do not stretch or distort the logo. · Clear Space: Ensure sufficient clear space around the logo. · Minimum Size: Ensure the logo is legible at all sizes. · Color Usage: Use approved color variations of the logo. · Watermark Opacity System: Implement a subtle logo watermark using appropriate opacity levels on slide templates to reinforce brand presence without distracting from content. III. Presentation Slides Follow these specifications for creating presentation slides: · Use the iLRN2026 slide template. · Adhere to the color palette and typography system. · Use high-quality images and graphics. · Maintain a consistent layout throughout the presentation. · Ensure content is concise and easy to read. · Incorporate the logo watermark as specified. IV. Virtual Campus Image Specifications For the FrameVR virtual campus, please use the following image specifications: · Dimensions: 1024x1024 pixels · Format: JPG · Quality: 75% · File Size: Under 500KB V. Greek Imagery Approval Policy All Greek imagery used in conference materials and virtual environments must be appropriate and respectful. · Authenticity: Ensure imagery accurately represents Greek culture and history. · Respect: Avoid stereotypes or offensive depictions. · Approval: Submit imagery for approval to the design team before use. VI. Canva Team Workspace The Canva team workspace provides access to iLRN2026 branded templates and assets. · Folder Structure: Follow the established folder structure for easy access to resources. · Collaboration: Use the workspace to collaborate with other team members. · Asset Usage: Only use approved assets from the workspace. VII. Design Approval Workflow All designs must go through the following four-stage approval workflow: 1. Initial Design: Create the initial design concept. 2. Internal Review: Submit the design for internal review by the design team. 3. Feedback & Revisions: Incorporate feedback and revise the design. 4. Final Approval: Obtain final approval from the iLRN2026 committee. VIII. WCAG Accessibility Standards Ensure all materials and virtual environments adhere to WCAG (Web Content Accessibility Guidelines) accessibility standards. · Color Contrast: Maintain sufficient color contrast. · Alternative Text: Provide alternative text for all images. · Keyboard Navigation: Ensure keyboard navigation is functional. · Captioning: Provide captions for all videos. iLRN2026 Conference Details · Conference: iLRN2026 12th International Conference of the Immersive Learning Research Network · Location: Athens, Greece and Online · Dates: o In-Person: June 27-30, 2026 o Online: June 14-15, 2026 Summary These design guidelines are crucial for maintaining a consistent and professional brand identity for iLRN2026. By following these guidelines, presenters and virtual campus developers can contribute to a cohesive and engaging conference experience. Thank you for your dedication to excellence.