Escape COVID-19 into a Virtual Reality (VR), Which One?
COVID-19 has hit all of us over the head like a ton of bricks, leveling entire industries to the ground with not clear sight of what is to come next. No other industry is perhaps more damaged by the COVID-19 pandemic than that of education. I make an assumption in this piece of writing that you are struggling as a parent to cope with the mixed messages from places like the CDC about the safety of in person schooling right now. I saw on CNN the other night, a young girl that was suspended from her school for a single photograph on social media showing students crammed together in hallways with other students without a legitimate mask protocol as if she was to blame for the issue. The failure of leadership at the top will be met with Greta Thunberg type activism at the “bottom.” It is impossible to hid flaws in an old system when a new digital system exists to expose them, social media and the smartphone empowered teenager. What is obvious is that something needs to be done regarding teaching, education, and learning and done fast. What is not so obvious is what.
We are all now collectively experiencing the effective limits of Internet 2.0, the iPhone is now 13-years old and the model of the Internet that it gave birth to is by now painfully obsolete. What is clear by now is that there is an app for everything, the question is has this model of the Internet made anything really much better aside from making a few select individuals insanely wealthy at the expense of the rest of us. Teenagers are becoming millionaires off of apps like Tik Tok for nothing other than dancing, and it remains to be seen how much further this trend can continue without the end of civilization. I have studied my entire life to establish a formal education in a scientific field, biochemistry, and it is maddening to see more money being made off of Instagram modeling than immersive solutions that the general public can participate in to the pandemic that now confronts us. I am not so depressed as to give up, however, as I think now is the moment when a turn of fate can emerge. I am going to present an argument in this blog, backed up by tutorials, workshops, exercises, and videos that more immersion, not less, is what we need now to confront the immanent disruption coming to the educational market this year.
We are on the cusp of Internet 3.0, an Internet not so much limited by computational power or access to the Internet as to the bandwidth that data can be taken in. Immersive computing has been around a long time, with technologies like virtual reality (VR) being around since the late sixties. However, the motivation to implement these interfaces to computers into education has been hampered by a laundry list of issues. Here are a few:
- Device cost
- Internet speed
- Implementing a reusable VR learning approach
I will address each of these briefly now to explain why I think VR is THE tool to implement NOW, not later for educators on the front-lines. The perspective I will present is for a model of education based around homeschooling. I am not a homeschooler, so it will be focused on an achievements based tutoring business model where students earn specific merit badges to supplement their ordinary curricula. The argument will start here and will serve as a lead into workshops, apps, and games to learn content. This blog will take a cyclic model of dive into the deep end of new technologies that are for the most part unproven in education, implement workshops with the general public, and gather user data as the effectiveness of the model. Iterate fast, repeat, and learn. Bootstrap into a new learning approach, the overall goal.
VR device costs have traditionally served as the primary motivating force blocking more people from entering the market. With the entry of big tech giants like Facebook and Google into the VR space, prices are coming down rapidly and a sweet spot is being found between computational power need to run fully immersive experiences and device cost. I anticipate the upcoming year into the Christmas season to be THE year that leads to the widespread adoption of high quality VR into homes. Both Sony and Microsoft are releasing new game consoles, the next generation of Playstation and XBoxes, respectively, and it is expected that a VR headset add-on will be found for both platforms. This will significantly drop the price of entry into the VR world and will create a new space for social experience like found presently in games like Fortnite into a format more suitable for education. Presently, teachers are competing with gaming for the attention of their students. I anticipate that what will evolve from the next year of schooling will be a massive shift towards a synthesis of gaming and education much like the early days of the Apple II.
The next generation of gaming hardware will bridge the capabilities of fully functional graphics dedicated PCs with more accessible gaming dedicated systems, the winner being the consumer. Post the emergence of COVID-19, parents are this point fed up with the constant barrage of mixed marketing messages from schools, the mainstream media, and the gaming industry. I hypothesize that parents will respond to the emergence of the next generation of gaming consoles with a renewed demand for high quality educational content. The time of gaming being an escape from reality is over. We now need gaming to survive reality. Trauma from daily living in a pandemic raging takes its toll on adults and kids, it’s likely that the next generation of gaming hardware will serve as the ideal on ramp for virtual reality exposure therapy (VRET) to enter the mainstream, as we all now have post-traumatic stress disorder (PTSD) from daily living in a turbulent new pandemic world.
5G wireless Internet is going to bring faster connection speeds to the mobile Internet, but the major question for many will be to what end will this greater access to accelerated data speeds be implemented. I believe there is going to be a massive market for educational products and tools that deliver quality of experience to the end user. Internet 2.0 was predominantly “Free,” an end user paid for a service by providing their data to the company providing the service. Internet 3.0 will do away with this business model. People are tired of their data being monetized, the recent political situation case in point and a new model will emerge where services are rendered on a pay-per-use pay structure. I like the model of the educational startup Udacity for this business model. The technology industry demands rapid uptake of new skills to maintain economic viability. Udacity charges clients for their courses that offer something more than just organized videos and some problem sets downloaded from a college course. They offer clients tutors, access to a learning community, and a reasonably priced skills validation system. The main problem for this model of education to take off outside the technology sector such as in K-12 education or college is that the learner will have to maintain consistent focus on the topic at hand. The addition of a gaming element to the educational sector will diversify the age and skills range that a particular approach has applicability towards. To this end, I am intrigued by what Google’s Stadia offering will have for the educational market. It is my sincere hope that the gaming industry will partner with educators in their new offerings to create experiences.
The remaining issue mentioned above, implementing a reusable VR learning approach, I believe will be taken over by early VR adopters who play the games available on the market today and study the tools and tactics used to deliver experiences. There are only so many ways of creating a novel first person shooter VR or otherwise, so it will likely be that the basic game mechanics of game creation will be preserved as new experiences are generated to a more education suited market. One exciting new step in my playing such games has recently been playing the game Half Life: Alyx. So far, I have found Half Life: Alyx to be the first VR world that I would voluntarily move into away from my present reality of living during the COVID-19 pandemic on social security disability for PTSD due to bad experiences with bipolar disorder I. I feel that the game art of Half Life: Alyx gives me such a healing sense that there is someone out there who understands what it is like to live in 2020. The game brings scientific themes: aliens, biological, chemical, and nuclear warfare in such an aesthetically appealing manner that I can envision my own VR spaces created from my own hands inside the computer that play on the themes of the game. Specifically, there is a particular moment I am playing through right now of alien hieroglyphics that border on the themes found in Native American art that I find extremely appealing. As I continue to play through the game, I will write up more about this.
In closing of this blog entry, I feel that we need to establish more dialog right now about how we can serve today’s youth with computers. We need to stop wagging fingers at the youth and engage in a productive dialog about solutions to the vexing problems that plague us in the COVID-19 world. Nothing to follow will be easy, many are putting off thinking about climate change and the complexities that will emerge from that as COVID-19 is currently on the front burner so to speak in leadership circles. Ironically, I think the solutions to a post COVID-19 climate changed world are closer at hand than we may think. I have lived through the last thirteen years of the post-iPhone Uberification of the world as a spectator, I now want to engage the technology world head on and become a player. Half-Life: Alyx gives me a medium for voicing my thoughts about this world. I am typing this blog entry in a Motel 6. Three police cars were outside on my way into my motel room, and I was evicted from my old apartment because of a manic episode induced by a VR experience in Half-Life: Alyx. I am going to write this up more, as the store is a little too crazy for just one post.
More later…