56
Virtual Reality, Game Design, and the Future of Education Aldis Sipolins Head of Virtual Reality and Game Design IBM Research: Education and Cognitive Sciences

Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Embed Size (px)

Citation preview

Page 1: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Virtual Reality, Game Design, and the Future of Education

Aldis SipolinsHead of Virtual Reality and Game Design

IBM Research: Education and Cognitive Sciences

Page 2: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

My Background

Page 3: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 4: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

The Holodeck Project

Page 5: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

VR Brain Training Startup

Page 6: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

What Is Virtual Reality?

Page 7: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 8: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Binocular Disparity

Page 9: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Binocular Disparity

Page 10: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Presence & Transfer

Page 11: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 12: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

"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

Page 13: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

The Virtual Reality Market

Page 14: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 15: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

“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

Page 16: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 17: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 18: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 19: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Projected Revenue

Hardware 55%

Software 45%

Source: Goldman Sachs Global Investment Research

Page 20: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 21: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 22: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 23: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 24: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Hardware

Page 25: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Oculus RiftSamsung

GearVRHTC Vive

Mobile VR High-End VR

Google

Cardboard

Page 26: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Google Cardboard

-- Cheap

- Works with any smartphone

- Tons of content

- Display quality

- No position tracking

- One-button input

+

Page 27: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Samsung GearVR

-- Wireless

- Resolution (2560 x 1440)

- Headset cost ($100)

- No position tracking (for now)

- Specific phones

- Phone cost ($800)

+

Page 28: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Oculus Rift

-- Resolution (2160 x 1200)

- Refresh Rate (90 Hz)

- Touch controllers (Q4 2016)

- Hardware requirements

- Tracking range

- Cost ($600)

+

Page 29: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Oculus Touch Controllers

Page 30: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

HTC Vive

-- Room-scale tracking (15’ x 15’)

- Resolution (2160 x 1200)

- Refresh Rate (90 Hz)

- Space requirements

- Hardware requirements

- Cost ($800)

+

Page 31: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Vive Inside-Out Tracking

Page 32: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Vive Motion Controllers

Page 33: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Which Is Better?

Page 34: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

"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

Page 35: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Motion Sickness

Page 36: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

“It’s no longer the hardware’s fault anymore. It’s the

developer’s choices that are making you sick.”

Chet Faliszek, Valve

Page 37: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 38: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 39: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 40: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 41: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Additional Slides

Page 42: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Virtual Reality & Education

Page 43: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of 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.

Page 44: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 45: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

“…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

Page 46: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Education & Game Design

Page 47: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

“[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

Page 48: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 49: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

“Good design is good business”

Thomas J. Watson

Page 50: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

The Virtual Classroom

Page 51: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education
Page 52: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

"...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

Page 53: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

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

Page 54: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Binocular Disparity

Page 55: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Thank You!

Page 56: Cognitive Systems Institute Group Speaker Series - Virtual Reality, Game Design, and the Future of Education

Go Make Stuff!