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Virtual Reality, Game Design, and the Future of Education
Aldis SipolinsHead of Virtual Reality and Game Design
IBM Research: Education and Cognitive Sciences
My Background
The Holodeck Project
VR Brain Training Startup
What Is Virtual Reality?
Binocular Disparity
Binocular Disparity
Presence & Transfer
Learning in Virtual Reality
Presence - Ecologically valid responses
- Makes learning engaging
Transfer - True goal of learning
- Near vs. far transfer
Physical Activity - Room-scale tracking allows for mild exercise
- Elevated heart rate enhances learning
"It works. Nobody’s getting sick off this… And you don’t have to teach
them anything except the most basic interactions, because our brains
know all about three dimensional space. It’s startling and perhaps
insulting what we’ve tolerated as interaction models until now.”
Tycho Brahe (Jerry Holkins), Penny Arcade
The Virtual Reality Market
Virtual Reality Is(Finally) Here
Watershed moment in technology - First VR headsets hitting the market
Hardware is dominated by big players
- Facebook, Google, HTC
Software/infrastructure is not
- IBM in prime position with Cognitive + Cloud + Watson
“We believe VR devices will have multiple use cases similar to
smartphones that serve the functions of voice communication,
texting, email, video, internet browsing, and social platforms. In our
view, consumers will be able to use a single VR device to play
videogames, watch video programming and live events, and shop.”
Goldman Sachs Global Investment Research
VR/AR Investment
600
1200
1800
2400
3000
2011 2012 2013 2014 2015 Q1 2016
$542m
$2,100m
$307m$692m
$250m$223m$102m$26m
Oculus (Facebook)Magic Leap (Google)
Source: Pitchbook Virtual Reality Analyst Report
0 m
100 m
200 m
300 m
400 m
2014 2015 2016 2017 2018 2019 2020 2021 2022 2023 2024 2025
Projected User Base
Source: IDC Worldwide Augmented and Virtual Reality Hardware Forecast
315 million
95 million
200k 9.6 million
Hardware Revenue(2025)
Source: Goldman Sachs Global Investment Research
0
75
150
225
300
0 200 400 600 800
$14b
$62b
$111b
$99b$63b
$110b
Average Sale Price ($)
An
nu
al S
hip
me
nts
(mill
ion
s)
Game Consoles
Desktops
Laptops
TelevisionsTablets
VR/AR
Projected Revenue
Hardware 55%
Software 45%
Source: Goldman Sachs Global Investment Research
Software Revenue (2025)
Videogames $23.9b
Media $15.0b
Real Estate $5.3b
Education $1.4b
Engineering $9.7b
Retail $3.3b
Healthcare $10.5b
Military $2.9b
Source: Goldman Sachs Global Investment Research
Virtual vs. Augmented Reality
AR 25%
VR 75%
“At this stage, we have greater conviction in the relative success of VR versus AR given VR’s
technological progress and momentum, and the
early formation of an ecosystem of vendors
and partners”
Source: Goldman Sachs Global Investment Research
Virtual Reality and Youth
47% know “a lot” about VR
75% will ask parents for VR device
88% said VR is “very cool”
Source: The New Reality of Virtual Reality and the Potential With Youth
Cognitive Is The Future of VR
VR generates massive amount of user data - What users do (accuracy, reaction time) - Where users are (3D position + rotation) - How users interact (motion controller gestures)
More data sources on the horizon
- Wearables (heart rate, respiration) - Vision tracking - Brain imaging (EEG sensors)
Cognitive makes this data meaningful
- Predict performance
- Suggest content
Hardware
Oculus RiftSamsung
GearVRHTC Vive
Mobile VR High-End VR
Cardboard
Google Cardboard
-- Cheap
- Works with any smartphone
- Tons of content
- Display quality
- No position tracking
- One-button input
+
Samsung GearVR
-- Wireless
- Resolution (2560 x 1440)
- Headset cost ($100)
- No position tracking (for now)
- Specific phones
- Phone cost ($800)
+
Oculus Rift
-- Resolution (2160 x 1200)
- Refresh Rate (90 Hz)
- Touch controllers (Q4 2016)
- Hardware requirements
- Tracking range
- Cost ($600)
+
Oculus Touch Controllers
HTC Vive
-- Room-scale tracking (15’ x 15’)
- Resolution (2160 x 1200)
- Refresh Rate (90 Hz)
- Space requirements
- Hardware requirements
- Cost ($800)
+
Vive Inside-Out Tracking
Vive Motion Controllers
Which Is Better?
"It's going to change the world. The hardware is going to double in
quality every few years for another decade, to the point where, 10
years from now, it's going to be hard to tell the difference between
virtual reality and the real world.”
Tim Sweeney, founder of Epic Games
Motion Sickness
“It’s no longer the hardware’s fault anymore. It’s the
developer’s choices that are making you sick.”
Chet Faliszek, Valve
Additional Slides
Virtual Reality & Education
Huge Potential - Immersive, engaging lessons
- 3D concepts taught in 3D
Physical Activity - Enhances performance and learning - Lifelong brain health - Helps autism, ADHD, obesity/diabetes
A New Frontier - Education & VR is unexplored territory
Virtual Reality & Education
vs.
Challenges
Outcome variables - Paper & pencil tests
- Real-world outcomes (transfer)
Cultural stigma - VR is isolating & passive
- VR is social & active
Age restrictions
- 13+ for now
“…adults are going to be too embarrassed to run around outside
chasing after some invisible phantom. But a nine-year-old running around
the yard, playing kickball with Pikachu? Like, oh my God. Kids are going
to love this thing so much.”
Jesse Schell, Schell Games
Education & Game Design
“[A good game is] one that teaches everything it has to offer
before the player stops playing. That’s what games are, in
the end. Teachers. Fun is just another word for learning.”
Ralph Koster, A Theory of Fun
Education & Game Design
Why games? - Fundamental human desire for fun - Learning is hard-wired to be fun
Skill Acquisition
- Instruction, exploration, integration - Variable Priority Training
Positive Reinforcement
- Make every interaction rewarding - Utterly intuitive user experience design
“Good design is good business”
Thomas J. Watson
The Virtual Classroom
"...since the buildings were just pieces of software, their design
wasn't limited by monetary constraints, or even by the laws of
physics. So, every school was a grand palace of learning, with
polished marble hallways, cathedral-like classrooms, zero-g
gymnasiums [way cool!], and virtual libraries containing every
(school-board approved) book ever written”
Ernest Cline, Ready Player One
The Virtual Classroom
Watson Is The Teacher - Explains lessons - Answers questions - Suggests content
Learner Models
- Accuracy, reaction time - Heart rate, breathing, EEG… - Personality & preferences
Adaptive Social Learning
- Collaborative lessons - Real-time changes to optimize learning
Binocular Disparity
Thank You!
Go Make Stuff!