It’s hard to believe that the fall semester has come to a close. This semester has brought exciting VR developments to the University of Richmond. We’ve created a new VR@UR interest group, hosted VR technology open houses at our new VR space in Jepson, and supported a number of classes using Google Cardboard. I’m excited to get started on new projects and efforts for next semester. If you are interested in joining the VR@UR group and/or using VR technologies in the classroom next semester please get in touch: firstname.lastname@example.org.
I suspect we will see more and more of these training/simulations initiatives as hardware devices (i.e. Hololens, Magic Leap) become more mature and ubiquitous.
While this article summarizes the research rather than actually reporting the data, it is a great summary of ways both content creators and distributors are experimenting with VR technology/content.
“Over the past two years, technology giants and Hollywood have poured millions of dollars into virtual reality in the hope that the medium will transform gaming and entertainment. But a growing crop of filmmakers, policymakers, researchers, human rights workers and even some law enforcement officials see a broader societal purpose in the emerging medium’s stunning ability to make people feel as if they have experienced an event firsthand.”
Great look back at the technological and cultural driving forces that push innovators to develop new devices and experiences.
“Everyone knows the old saying “Necessity is the mother of invention,” but if you do a paternity test on many of the modern world’s most important ideas or institutions, you will find, invariably, that leisure and play were involved in the conception as well.”