People spend more time in virtual worlds than ever before. And educators are leveraging these popular forms of recorded and interactive escapism to increase student engagement. Recently academic departments have begun to experiment with the use of virtual reality (VR) headsets, which have become much easier to use and far less expensive. Headsets can make people feel like they have traveled to a new place, so they are an intriguing new tool for learning. They can create an experience that differs significantly from using a computer to work or play in an online environment.

When using a computer to visit an online world, your sense of immersion is affected by many factors, including the quality of video and audio, the number of distractions from real life, and your virtual representation on the screen. It is like a tug-of-war. Your avatar may be traveling in a helicopter through a fantasy landscape, but your brain also knows that you are sitting in front of your desk. You can see and feel the cat in your lap for example, but it is not in the helicopter with your avatar, so you are managing two worlds at once. In a continuum of this sense of immersion, at what point is there presence, where you lose connection with your environment and truly feel that you are somewhere else? 

Using a VR headset instead of a computer may move you along this pathway, because you don’t see your desktop or clearly hear the sounds of your household. The sense of being connected with the everyday world changes. “I usually say the way to tell if it is working is if you take off the goggles and are surprised by which direction you are now facing,” says Warren Blyth, Multimedia Developer at Course Development and Training Department (CDT) at Oregon State University’s Ecampus. And whether you are a student who may find themselves in a class with VR components, or an instructor curious about adding this kind of experience to your teaching, VR, like most new adventures, will be shaped by your readiness for it.

You could think of the act of putting on a headset as departing on a voyage, because for many it feels like traveling somewhere and being present in another place. When you take off the headset at the end of the trip you may have moved physically, mentally and/or emotionally. Or not. Just like a trip to Paris, everyone’s experience will be different. To help you get ready, this article is a checklist about the very beginning of your journey, before you put on the goggles. It is about the pre-departure phase in which, as for any other trip, you might prepare by researching, planning, packing your bag, and saying goodbye to the cat.

Researching

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Image by Okan Caliskan from Pixabay

Technology lift may be a part of your pre-departure phase. This is a term floating around the CDT Department, thanks to the adventurous lexicon of Assistant Director of Course Development & Training Laurie Kirkner, who says that “technology lift takes place over a longer period of time than cognitive load, which is specific to working memory. It includes activities like reading manuals, investigating safety protocols and coping with expectations. And it will vary with the difficulty of the task and your skill level, just like cognitive load.”

Technology lift in anticipation of a VR journey may be analogous to researching luggage before taking a trip to a foreign city. You may ask: how much weight can I lift and for how long? Many of us have witnessed the oversupplied backpacker on a trip overseas. She struggles with a heavy load while shouldering her way through the crowds. One wonders if more thoughtful preparation could have saved her from being on the brink of pitching over during her first day in Paris. And although she probably had a great time anyway, planning ahead may have been worthwhile.

Platform Safety

Before entering a new VR space you can find out what controls exist for dealing with inappropriate or annoying behavior. For example, some platforms allow you to mute the audio of other avatars or create a personal space bubble. If you plan to meet others or visit a popular platform it can be helpful to do a test run by yourself beforehand, taking the time to get used to the location without any social awkwardness concerns. Owners, builders and organizers of platforms may have additional controls like banishing certain users –  instantly and/or permanently. In addition there may be codes of conduct governing acceptable behavior. It is great to learn something about the culture before arriving.

Pre-departure planning can increase positive experiences and keep you safe. For example, people have experienced sexual harassment, lack of respect for personal boundaries, and socially undesirable behaviors in real life (IRL) as well as in VR. “Social VR creates a life-like, immersive and public experience. Given this immersive nature and the overwhelmingly unequal gender dynamic with more men than women in this space, respondents talked about these spaces as seeming similar to public settings where they have been harassed.” (Outlaw & Duckles, 2017) You can take off the headset for a quick exit and also research other strategies to keep your trip free of pests.

Privacy

Because there is so much more data to potentially capture via these headsets, privacy is an increasingly important issue. “I think we’re all sitting on this time bomb with regard to “inside out” tracking,” says Blyth. “At the moment the companies using it are carefully assuring us that the 3D models they’re building at 30+ frames per second, of the insides of our house (including other people in our houses) are just for local tracking and not being sent back to any server for processing/monetizing. But even those assurances (from Facebook specifically, regarding the Quest and Rift S) have carried an ‘at the moment’ tag.” (Lang, 2019) So before you turn your headset on, it is a good idea to really consider the privacy policy on the manufacturer’s website.

Navigation Controls

If you took a trip to Paris, how would you get from the Charles de Gaulle airport to your hotel? After getting through customs you may feel jet lagged and confused, which is not a good time to learn new things. So your cognitive load would be less heavy if, for example, you already knew how to buy a ticket and get on the right train. In VR, navigation systems vary widely, so you may want to learn something about them before departure. A good example is learning how to move, fly, or teleport. And especially if you plan to meet others, it is helpful to know how to open the menu system and search for locations/meetings. 

Planning

A young man standing in a room wearing a virtual reality headset.
Photo by Julia M Cameron from Pexels

When you go places, you occupy new spaces. Once you put on a VR headset, you will set up a play area that can be stationary or quite a bit bigger. For the Oculus Quest 2, a popular newer headset, at least 6.5 feet by 6.5 feet is recommended for natural body movement. Once you get out the measuring tape, your house may suddenly feel claustrophobic as you figure out the distance between the couch and the cat box. So consider how much movement you would like to have on your trip and whether it is worth moving the furniture. 

Packing your bag

A man wearing a virtual reality headset and using hand controllers.
Photo by Ivan Samkov from Pexels

For a voyage to Paris, you might think about which beret (and matching scarf) to bring along for a feeling of style and comfort. For your VR trip, the headset will eliminate any possibility of style, but you can still plan for comfort. In the last couple of years, headsets have become much less onerous; for example, they are now untethered from computers, and lighter. But there are still personal adjustments that can make you feel more at ease. And in regards to style, you could always try a beret over the headset.  

Headset

“Did you know? The world’s first VR headset was created in 1968, and weighed so much it had to be mounted from a ceiling. Due to its appearance, it was nicknamed “The Sword of Damocles.””  (Best Reviews, 2020)

Interpupillary Distance

When shopping for the right backpack for your trip to the City of Light, the size and shape of your body comes into consideration. For VR, it turns out that the distance between your eyes is important. This is because you want the lens spacing in the headset and your interpupillary distance (IPD) to line up in order to decrease the possibility of motion sickness. This may be especially important for people with smaller bodies, such as women. According to the 2012 Anthropometric Survey of U.S. Army Personnel, the mean interpupillary distance is 61.7mm for women and 64.0mm for men. The Oculus Quest 2, for example, has three IPD settings: 61mm or smaller, 61 to 66mm, and 66 mm or larger. You can check with your optometrist to find your own IPD and then make sure that your headset is on the right setting.

Straps and Comfort

Even though headsets have become much more comfortable, it is always a good idea to make sure that things fit properly. A trial run with the headset powered off but resting on your face can give you some time to dial in the best strap tension and see how it feels on your head. “I often tell people before a demo that they want it just snug enough that it isn’t falling off their face – but not so tight that it’s cutting off circulation,” says Blyth. Some people report discomfort with the way their headset feels on their face, which can be distracting. Because you may need to spend less time using it than anticipated if it bothers you, taking the time to adjust your headset properly will help you feel more immersed on your trip.

Controllers

Before you put your headset on and can’t see anything, you may want to try out your hand controllers, which can include features such as buttons, thumb-sticks and triggers. You could view support materials from the manufacturer or other users to investigate all of the functions in order to create a tactile memory of the controllers.

Saying goodbye to the cat

Expectations

As you get to the final stages of pre-departure, you may want to check in with your expectations. “Virtual reality – even the name is hype,” says Nick Harper, CDT Multimedia Developer. “VR only addresses the senses of sight and sound, and even those may not work well for some users. Touch, smell and taste are underdeveloped at this point. So trying to immerse yourself in VR through a headset can feel like a struggle because your body wants to keep you safe and your brain is getting so many mixed signals.” One thing we know for sure is that your virtual trip will not be like anyone else’s experience. It may disappoint, or possibly blow your mind. And your memories will be affected by any problems you run into along the way. For example, if you walked right into a sewer during your first trip to Paris, it might be hard for you to believe other people had an amazing time in the Louvre or atop the Eiffel Tower.

Au revoir

Right before you leave, there is a point where you say some goodbyes. After all, you are leaving to meet new people and experience groovy new things in virtual reality. And the cat can’t come along. So saying goodbye may mean removing pets and humans from your play area, shutting the door, and putting the phone on mute. With the headset on, immersed in video and audio, it won’t be fun to step on your pet or hear snarky comments from your roommate (even if you are wearing a beret). Finding a way not to have an audience on the ground can help you relax and feel immersed.

It may be said that reading about VR is like dancing about architecture. So if you do get the chance, try it for yourself, (and also maybe think about that trip to Paris). No matter how many descriptions you read, the final destination will surprise (and hopefully delight) you in ways you may never have imagined. Especially if you have researched, planned, packed your bag and said goodbye to the cat, you will be ready for a great trip. Bon voyage!

VR Readiness Checklist

  • Read and consider the privacy policy of the headset manufacturer.
  • Take some time to plan/create your play area.
  • Research the platform codes of conduct.
  • Find out what controls exist to minimize unwanted interactions.
  • Learn how to navigate, access the menu system and search for locations/meetings.
  • Check with your optometrist to find your IPD and then make sure your headset is on the right setting.
  • Experiment with controller functions and create a tactile memory.
  • Adjust the straps so that they are snug but not cutting off circulation.
  • Explore your expectations.
  • Create a distraction free space.
  • Take a test run before meeting others.

References

Best Reviews. (2020, December). Best VR Headsets. https://bestreviews.com/best-vr-headsets

Kei Studios. (2017, November 23). A Complete Virtual Reality Glossary.  

      https://kei-studios.com/complete-virtual-reality-glossary/.

Ffiske, T., & Mandahus, L. (2020, January 21). Analysis: How the Design of VR Headsets    

     Causes Motion Sickness. Virtual Perceptions. 

     https://www.virtualperceptions.com/vr-headset-motion-sickness-design/.

Fulvio, J. M. (2020, January 1). Variations in visual sensitivity predict motion sickness in virtual  

     reality. BioRxiv. 

     https://www.biorxiv.org/content/10.1101/488817v5

Gordon, C. C., Blackwell, C. L., Bradtmiller, B., Parham, J. L., Barrientos, P., Paquette, S. P., 

     Corner, B. D., Carosn, J. M., Venezia, J. C., Rockwell, B. M., Murcher, M., & Kristensen, S.    

     (2014, December). 2012 Anthropometric Survey of U.S. Army Personnel: Methods and  

     Summary Statistics. Defense Technical Information Center.  

     https://apps.dtic.mil/dtic/tr/fulltext/u2/a611869.pdf

Lang, B. (2019, August 6). Here’s What Facebook Says About Camera Privacy on Quest & Rift  

  1. S. Road to VR. https://www.roadtovr.com/oculus-quest-camera-privacy-rift-s-facebook/

Mason, W. (2020, August 19). Oculus “Always On” Services and Privacy Policy May Be a  

     Cause for Concern (Updated). UploadVR. https://uploadvr.com/facebook-oculus-privacy/

Outlaw, J., Duckles, B. (2017, October). Why Women Don’t Like Social Virtual Reality: A Study of Safety, Usability, and Self-Expression in Social VR. The Extended Mind.  https://static1.squarespace.com/static/56e315ede321404618e90757/t/5afca0716d2a73e7b3c77f28/1526505624385/The+Extended+Mind_Why+Women+Don%27t+Like+Social+VR_Oct+16+2017.pdf

The Economist. (2019, November 21). Virtual reality continues to make people sick.            https://www.economist.com/science-and-technology/2019/11/23/virtual-reality-continues-to-make-people-sick

 

example of the Hubs toolThe Ecampus multimedia team researches emerging tools, and works with our sibling team of Instructional Designers to help support instructors. So lets take a moment to peek at tools we all might be using in the coming years for communicating with teammates from a distance.

Multimedia developers primarily use a paid tier of Slack (for instant messaging), Outlook (for email), and Zoom (for meetings with live video or audio). While we play around with many other emerging tools, I believe we’re using the same basic trio as most everyone else. Just wanted to be clear that I don’t have a revolutionary new secret tool in my back pocket which you must start using today. We’re all in the same basic boat at the moment.

CDT shares files through a variety of different online services. Documents are usually shared through Box, with Google Drive as a backup. Videos usually end up on Kaltura through OSU’s MediaSpace, but works in progress start out on Frame.io to leverage some handy features for time stamped feedback. We manage our team’s projects through Asana, and store final deliverable files with a wrap-up note in a private internal database tool (that our team created and maintains). So those are handful of tools that might be mentioned when working with us. You may have already been sent a Box folder to upload files into, or a frame.io link to comment on a video.

As we all settled into home office work back in March, there was an interest in new tools for social interaction. I was particularly interested in applications that were connecting Virtual Reality users with phone and desktop users. Mozilla, the creators of the Firefox browser, are quietly building up Hubs, which strikes me as the most promising tool in this space. It’s free, easy to learn, and offers a ton of excellent functionality. Stop by the experimental space I set up for my team. It features a 3D model imported from our sketchfab account, and a video from our YouTube account.

One of the developers of Hubs recently laid out the secret plan for this tool: to build up a persistent global 3D network to rival the world wide web. Exciting stuff for all you fans of the scifi metaverse, and the freedom of early web pages.

There are other interesting tools bubbling around at the moment in the VR space. Facebook is letting anyone sign up for the beta of a shared social universe for Oculus VR users called “horizon.” Microsoft acquired AltspaceVR, which mixes VR users with desktop users and has already hosted multiple conferences during the quarantine. If you’ve invested in a VR headset, it might be worth checking out the bustling communities in VR chat or Rec Room. The makers of Second Life tried out 2 approaches to VR (Sansar and High Fidelity), but recently changed course. My team is currently trying to schedule a time to try out Sketchbox in different VR headsets. I stumbled across “Somnium Space” while writing this blog post. It’s kind of crazy how many things are being developed, but… aren’t quite ready for mass consumption just yet.

There is a cognitive load problem with all the new tools bubbling up in these cauldrons around the world and begging for attention. While Mozilla Hubs is my favorite, it does take a few minutes to go through it’s tutorial and learn what all you can do. These days that’s a lot to ask of people who just seek the simplicity of walking into a room to meaningfully interact with other humans in a natural way. More and more I’m nervous about suggesting new tools to colleagues, because I know they’re already dealing with a lot. And I see a lot of folks casually making a notable pile of work for others without seeming to notice the strain. As a designer, I enjoy walking through a new tool, and once I determine it’ll be useful for others it is hard to appreciate how exhausting it might also be for them. I think the key mistake is to require others learn a tool before they can get back to whatever task they set out to do in the first place. Hopefully we can find ways to design simpler tools, and to help people enjoy learning useful new third party tools. Wait until you’re ready to jump into the ones I’m mentioning here, and take it easy on your coworkers.

Suggestions? Want to meet up and talk about this further, perhaps inside one of the tools mentioned above? Please just leave a comment, or send us an email – we’d love to hang out with you and explore what the world is cooking up!

Want to add an engaging “wow!!” factor to your teaching, on-campus or online? Try using augmented reality (AR). It’s simple, easy, and there is a wide range of educational apps for iOS and Android devices, many for free. Best of all, AR taps into the eager desire many young people express to use technology in innovative ways, including as part of their learning experience.

Per a recent survey from Adobe Education, 93 percent of Gen Z students said that technology in the classroom was essential for their career preparedness, as reported in a 2016 EdTech article. The survey found that “Gen Z students see technology and creativity as important and intersecting aspects of their identities.”

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Remember the headlines for Pokemon GO? Maybe you, too, got hooked. If so, you were one of about 21 million users who were playing every day! This is the compelling aspect of AR–it’s fun, engaging, innovative and for some, nearly addictive. The astonishingly realistic and detailed displays of many AR apps, such as those for physiology, add an exciting and engaging dimension to learning. And with AR instantly available in the palm of your student’s hand, there’s no reason not to explore this creative and exciting technology.

(Image by Paintimpact pokemon go)

But AR isn’t just for fun or entertainment. It got serious and life-saving applications as well. AR, and related technologies like virtual reality (VR), are being used in medicine with extraordinary outcomes. In 2015, a baby in Florida was born with only half a heart. Surgeons used a cell phone, 3D imaging software, and a $20 Google Cardboard VR viewer to “peer into the baby’s heart.” The surgeon, Dr. Redmond Burke, said, “I could see the whole heart. I could see the chest wall. I could see all the things I was worried about in creating an operation,” as recounted in How Virtual Reality Could Change the Way Students Experience Education.

Though many AR apps are geared towards a K-12 audience, there are still plenty of ways to effectively include AR in the college classroom. Nearly every discipline has AR apps, including anatomy and physiology, physics, geography, American history, language translation, astronomy, science, geometry, chemistry, marketing and advertising, mechanics and engineering, interior design, architecture, and more! Check out the 32 Augmented Reality Apps for the Classroom from edshelf, or simply do your own internet search for “augmented reality education” and explore.

You might be wondering how to employ AR technology in the online classroom. For apps that make AR targets available online (many do), just provide the URL and have students download and print. Some apps use the natural world as a target; for example, Star Chart uses GPS to calculate the current location of every star, planet, and moon visible from Earth – day or night – and will tell the viewer what they are looking at.

The possibilities are endless! Give it a try yourself. I am willing to bet that you will exclaim, “Wow, that’s so cool!”