Having set off on our Virtual Reality in Learning Odyssey, both Rachel and I have had different, but complementary, experiences. Here are some of mine...
My first venture into the subject was to buy myself the basic, entry-level kit, a Google Cardboard headset. With no prior knowledge, I assumed that it would as simple as ordering one via Amazon. I wasn’t prepared for, nor could I distinguish any apparent big differences between, the various models of GC with which I was presented. Digging deeper, I could see different manufacturers of the basic folded card device, offering minor enhancements, all around the £6.00 - £10.00 mark. There also seemed to be some lack of clarity with regards to whether or not they could all accommodate my iPhone 6 plus smartphone.
Eventually I ordered
what seemed to be an appropriate model but, unusually for, was informed that it
was being despatched late, and a week later was further informed that that
model was not available. Some confused messages there. I ordered a replacement
model - "Splaks Google Cardboard 3D VR Glasses" (Amazon Site) - and it was duly delivered the following day. Pre-assembled and boxed
nicely, all I had to do was insert my phone and get started.
Because here’s
another thing that became apparent very quickly. Most VR experiences, apps and
devices seem to be built for the Android platform, not Apple. Indeed, Apple
seem to be suspiciously and conspicuously absent from all the flutter of debate
and discussion about VR. More on that later.
So, it was back to web searching for advice/curation of
suitable VR apps for my iPhone and Google Cardboard. Fortunately, there was
lots of info available here (see our curated resources links doc). So, apps
downloaded, I loaded the introductory Google Cardboard app, inserted my iPhone
according to the instructions and donned my headset (this one came with a
headstrap).
Imagine my disappointment, when the 3D images I saw were
blurry, out-of-focus and indistinct. Irrespective of which direction I looked
in, everything was fuzzy. From cartoonish, 3D rendered apps, to 3D/360⁰
films, everything I tried – including wearing/not wearing my spectacles in the
headset – was out of focus.
And yet, despite that, I was entranced by the immersive
feel, looking around, up, down, swivelling around on my desk chair,
transported. Apps such as Google Street View, Within, AutismTMI*, each
presented me with new wonders – albeit out of focus - which, if enhanced by using
my iPhone earphones for the added 3D surround soundscapes, put me into
different worlds whilst sitting at my desk. Quite impressive.
But I would have been even more impressed if the visuals had
been crystal clear!
* That said, the AutismTMI experience, designed so that the
visitor can experience how
overwhelmed autistic people can become in everyday
situations, was even more disorientating when viewed and experienced out of
focus!
A quick exchange with my Personal Learning Network (PLN) on
Twitter revealed that others had had a similar experience with Google Cardboard
and that, generally, experience results were patchy. Advice seemed to be that I
needed to go to the next level phone headset, such as the Samsung Gear VR
(around £60.00).
I never got that far,
as my next experience was at the Learning Technologies Show at Olympia in
London on 3rd February. I was busy at the Conference, having been
asked to Chair a couple of sessions, so I didn’t get onto the Exhibition floor
until Day 2, when Rachel and I met up for a coffee and to compare our research
notes to date. Rachel had visited one of the other supplier stands and shared
her experience with me – and the world apparently - with this tweet.
We teamed up to visit the Immerse Learning stand, where
we took turns to experience their fully immersive VR kit and environment via
the HTC Vive headset, linked to a laptop PC, which enabled us to explore and manipulate
a 3D pill press machine (see their own blog on the LT Exhibition, here https://blog.immerselearning.com/100-demos-2-theatre-sessions-we-make-our-debut-at-learning-technologies/)
Indeed, so all-encompassing was my experience here, that,
goggled and ear-phoned up, with two paddles in my hand to simulate lifting and
moving virtual objects, when instructed to ‘open the door on the machine’, I
‘pulled’ on its handle, expecting it to slide upwards, but ducked –
and swore loudly – as the door swung open and up ‘in my face’. I actually physically
ducked to avoid being struck, so real was the simulation. Judging from the
laughter from the bystanders awaiting their turn, no-one was overly offended by
my outburst and the comedic (and learning) value of me doing so in empty space was
evidently sufficient to excuse my language.
Now please follow these links to our first YouTube video conversation about our research https://www.youtube.com/watch?v=hgaDjoGuN-I and Rachel's blog to read about her experiences with VR in Learning thus far http://rachelburnham.blogspot.co.uk/2017/03/niall-rachels-vr-odyssey-part-2-our.html
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