If you haven’t ever had a virtual reality experience before, you probably will in the next twelve months.
Virtual reality is coming online in a big way. VR headsets for high-end gaming PCs started shipping this past spring. This fall, Sony is launching a VR headset for its PlayStation 4 game console. Beyond gaming, Google has been experimenting with VR for two years, using phones and a cardboard holder. The low-tech, low-cost solution was designed to get VR into the hands of as many people as possible, and Google has already managed to get many developers on board with cardboard, creating games, simulations, and more. Google has created K12-focused Expeditions, where users can get the full 3D and 360-degree experience of being somewhere very few could ever go–like the Great Wall of China, the Great Barrier Reef, and even the surface of Mars. YouTube is also filling up with 360-degree 3D videos that are meant to be consumed with virtual reality devices. But VR isn’t always just consumptive–apps like Tilt Brush allow users to create 3D paintings in midair. And Google is getting ready to launch a more sophisticated VR platform with its next Android release in a few months, to build on and enhance their Cardboard platform. 2016 is the year of virtual reality.
As an instructional technologist, my natural tendency is to get excited about new technology and its potential in higher education. My instinct is to imagine all the possibilities that the next big thing affords for our classes and to push for the rapid adoption of the latest and greatest tech. But in the case of virtual reality, I’m a little skeptical that it’s going to be a true transformative technology for a couple reasons.
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