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Fake American's avatar

I don't think VR has been a complete failure. The use cases are definitely getting pared down to what is actually useful using the tech as it stands while the obstacles to wider adoption are worn down. That said I think it will be transformative to online education sooner rather than later. It is perfect for transporting a remote student to a shared space with their fellow remote students while isolating said student from RL interference. It is far more engaging than a Zoom session and online students have to use a meeting solution for every class anyway. Asynchronous curriculums won't completely go away but don't see how VR doesn't become the default premium option for online education.

It will likely also get factored into on ground classes where appropriate as well. Want to take your students on tour of a dig site as a archeology professor? Simple. Want to see what a multivariable equation actually looks like graphed as a math major? Easy, and you can even rotate it around in your hands to see it from all angles. Want your students to dissect a cadaver in anatomy class? Trivial. Want to walk your students through a Japanese grocery store to show the product displays as a marketing professor? It can do that too. There is more difficulty justifying giving a pair of goggles to each student in this use case (I'm skeptical of computer lab type solutions and consumer adoption isn't widespread enough for BYOD) but I think it is close and more rentable/purchasable content libraries will put it over the top, no need for further hardware revisions (though that will help as well).

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Eric73's avatar

I don't doubt that VR has niche applications; like for training pilots and perhaps even surgeons. Assuming the quality of the simulations is up to par.

Other situations I'm more skeptical about. For instance, to me the benefit for online learning is marginal at best. A pair of noise cancelling headphones does just about as much for avoiding real life distractions, and I think most people wouldn't be comfortable with entirely shutting it all out anyway — local circumstances sometimes require attending to, distraction or not.

Also, is it really "far more engaging" than a zoom session? A lot depends on the quality of the simulation — would camera technology capture people's facial expressions and body language, and project 3D versions them into the simulation, thus correcting for one of the supposed downsides of 2D video? How would this work if only some people are using VR as an option? How much work or setup would this involve on the part of the teacher or the online university? I personally wouldn't have any interest in it, premium pricing aside.

Basically every application of the technology is going to have to weigh accuracy of simulation, cost of setup and implementation, and marginal value over simple alternatives like pre-recorded or real-time video. All of the learning applications you describe above strike me as cute, but certainly not simple or trivial and most likely not worth what would probably be significant extra cost.

Similarly, I've heard some people talk about "virtual vacations", which strikes me as naive. Sure, to the extent your vacations typically only involve the use of two of your senses and minimal body movement, along with the reality of possibly having to attend to circumstances in your local home environment at a moment's notice, I'm sure it will be just like a trip to the beach. For most people, the convenience just isn't going to justify swapping out real life for a flawed simulation.

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