Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak cover art

Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak

By: Dot Cannon: Public Speaker & New-Media Reporter
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Would you like to know more about the art of twenty-first century "cool stuff" that's changing our world? Such as: robots, space exploration, new media, wearable technology and other innovations that will be making people go, "Wow!" in the future? Along with the ways new technologies, new ways of thinking and new opportunities are influencing social change? Two Maverix® Multimedia presents Over Coffee®. Arts-oriented STEAM enthusiast Dot Cannon used to daydream through science class and dread math class. And now, she sees how both of these can be painless when applied to making wearables, programming robots, telling a spacecraft what to do or creating a VR entertainment experience. She and her interview guests will show you how the intersection of art and science can mean opportunities to express your creativity, find new resources for learning, and see what's coming next.Copyright 2025 Over Coffee® | Stories and Resources from the Intersection of Art and Science | Exploring How to Mak Art Social Sciences
Episodes
  • VictoryXR: Immersive and Imaginative
    Nov 10 2025

    "I thought, this is a good way to motivate and inspire students to learn," explains VictoryXR Co-Founder and CEO Steve Grubbs.

    He's recalling both his first VR experience--and the genesis of his Iowa-based educational technology company, founded in 2016.

    VictoryXR, now used by educators in more than 30 countries, is transforming education through virtual reality, augmented reality, and artificial intelligence.

    In real-world-based immersive settings, students become interactive, rather than passive, participants: encouraged to explore, be curious and create content.

    Applications are available for learners of all ages, from kindergarten to postgraduate and technical/career training.

    Hands-on and virtual

    Among VictoryXR's applications is the VXRLabs platform, which is free to download. Simulations on VXRLabs include an interactive field trip to Egypt, a virtual biology lab and a "create space" for students to input their own content.

    There are also more than 140 fully-immersive field trips on the "Victory XR: Global Traveler" app, which takes students all over the world.

    Without ruining the fun, let's just say that these approach travel destinations from some highly imaginative perspectives, while teaching.

    "Because you're immersed, students retain dramatically more information," Steve explains.

    AI for all learners

    One of VictoryXR's newest offerings is HOLOTUTOR: an AI student tutor, available, 24/7, that can tutor students in virtually any subject. (It's also free to download.)

    Steve talked about his background, shared the story of creating VictoryXR and offered a closer look at some of the ways his company continues to transform the ways we learn--and teach.

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    30 mins
  • Looking Forward to Immersive X
    Nov 4 2025
    As we prepare for Immersive X, happening one week from today, please enjoy this reposting of our earlier interview with Organizer and Curator Thomas Zorbach!

    Just one more week till Immersive X!

    For three days, starting Tuesday, November 11th, this free all-virtual festival will explore the ways XR will transform the future.

    The arts, academia, health, and society will be among the areas covered in ten different tracks.

    And in addition to exploring the exciting innovations happening with VR and XR, the event is all about connecting in the metaverse.

    "We always look for people that want to contribute to the development of this community," says Immersive X Organizer and Curator Thomas Zorbach, who is the Founder and CEO of Berlin-based full-service agency vm-people..

    While the sessions are popular, and space may be limited, prospective visitors are still welcome to apply for an invitation--just with the warning that some sessions may already be full.

    Thomas says there will be a training day on Monday, November 10th, and then, sessions start on Tuesday, the 11th, with his opening remarks at 6 am, Pacific time.

    In this interview from September, 2025, Thomas shared the story of creating both vm-people (check out their YouTube channel, for past IMMERSIVE X sessions!) and the IMMERSIVE X festival, as well as offering a preview of this year’s events.

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    Less than 1 minute
  • "An Exciting New Path"
    Oct 30 2025

    "This is an exciting new path for us," says Neil Squire Society Makers Making Change Accessible Gaming Lead Tyler Fentie, of his organization's latest initiative: the GAME Kit.

    This innovation marks the latest step towards expanding adaptive gaming throughout Canada for Makers Making Change, an initiative of nonprofit Neil Squire Society (which is Canada's leader in creating assistive technology).

    Makers Making Change connects volunteer makers with Canadians with disabilities, to create low-cost or free assistive technologies which empower individuals to work, play and live fulfilling lives. Customized to that specific client, these devices have ultimately led to Makers Making Change's open-source library of device patterns, available to makers worldwide.

    Feedback from their clients, as well as from makers with disabilities, makes their devices effective for the communities they serve. Currently, Makers Making Change is conducting their "Hacking for the Holidays" event, where makers come together to make holiday toys accessible to their young recipients. This year, Tyler says, they're expanding that program with a week-long special event.

    And they're expanding their reach as they make fun accessible to gamers, as well.

    A "game-changing" vision

    In 2024, Tyler implemented and led the GAME Checkpoints program: opening centers, throughout Canada, which work with community partners to offer resources, gear and training for adaptive gaming. The program continues to thrive.

    At the time of our 2024 conversation, Canada had nine GAME Checkpoints. Today, Tyler says, that number has grown to eleven. His goal is to have one in every Canadian province.

    And the GAME Kit was in the works. The goal: to facilitate setups of adaptive gaming showcases by providing equipment, a guide and a checklist.

    The latest innovation

    Today, the kit is complete--and has been released for purchase. (While it's not currently available outside of Canada, Makers Making Change has both a four-part series on the basics of game adaptability, and a accessible gaming equipment patterns available to all makers on their open-source library of assistive device build instructions!)

    With three different sets of assistive devices for increasing more complex gaming, as well as a guide with five possible setups, the GAME Kit allows anyone--even if they have no experience--to set up an effective showcase and show visitors how adaptive gaming can work for their communities or organizations.

    Tyler talked about creating the GAME Kit, explained at one scenario in using it to set up an adaptive gaming showcase, and offered a look at an exciting grant program designed to help Canadian youth implement adaptive gaming showcases in their areas!

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    37 mins
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