Virtual Reality seems to be making its presence known these
days with a collective shout. At conferences, virtual reality is
virtually—everywhere. From a marketer’s perspective, this is a dream-come-true:
the excited potential of virtual reality in the education space. But still, I have
an uneasy feeling. It’s that queasy uneven feeling you get when bandwagon
carelessly thumps into powerful innovation. No—virtual reality’s coronation
pathway to the palace of ed-market success is not paved with gold bricks—at
least not just yet. Here’s a reasoned look at why:
- Nearly all of the VR sims I view struggle with granular, lower-resolution imagery; resolution far less sharp than students demand;
- Most of the VR sims I view demonstrate noticeable latency; and latency issues can lead to the distasteful “virtual reality sickness” phenomenon.
- I worry about an over-dependence on spherical photography for content, or at least defined as VR content.
- Nearly all of the VR sims I view are passive observational experiences (viewing), and not particularly interactive.
- Everyone I know grumbles about the need for more educational content. Clearly, there is not enough educational content available for critical mass adoption in schools and universities. Period.
- Only a rare presenter has a proper answer to address the vision issues associated with binocular viewing of stereo virtual reality experiences. Typically, I hear the argument that the solution depends solely on improved VR content or enhanced hardware.
Come back next week for my suprise conlusion on "that uneasy feeling."
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