 Virtual reality means introducing the five senses in your whole body into the traditional screen-based experience. This creates a host of considerations for how to make things inclusive, but it also can offer a lot of possibility to folks who are traditionally shut out of a rich technological experience on traditional web, social, and gaming platforms. Fascinating innovations and research are springing up everywhere. If you're passionate or even curious about how to make tech more inclusive, join me at MozVest where I'll be hosting a panel and companion 3D experience in Mozilla hubs exploring VR accessibility. The panel speakers include professionals from across the research, design, and advocacy spectrum, Mar Gonzalez Franco, principal researcher at Microsoft, Dylan Fox, accessibility consultant at XR Access, and Steven Lee, an educator and experienced designer at Portland State University. All doing fascinating work at the forefront of technology, remote education, design, and accessibility. The hubs experience highlights some of those accessibility considerations and best practices. It's a 3D virtual world that is comprised of separate rooms, each dealing with a specific arena of accessible experience design. You can access it via your web browser or via virtual reality headset. Add your own audio narration to a video track, provide live 3D transcription to another participant's speech, contribute examples of locomotion methods in VR, or inform yourself on best practices and research. Inclusive 3D social experiences have come a long way, but they still have a long way to go, and it will take the work and support of passionate individuals like you to get there. Hope to see you at MozVest. Look for the designing accessible VR experiences session on March 8th at 9 a.m. Pacific or check out the link in the bio.