It's a tech geek's dream in the underwater lab hosting four "aquanauts" for 14 days this month. Among the crew's need-to-have items is a cutting-edge Microsoft virtual-reality headset that one day will go to space itself.
While the promises offered by this technology alone seem far-fetched, it is also worth noting that even once these promises are delivered, the lack of physical interaction will heavily affect the selling point. Users will have to use a controller to navigate their virtual worlds, and the constant reminder of limited physical interaction could dull the ‘immersive’ experience. However, this has paved the way for companies like Gloveone and Hands Omni who are developing data-gloves for use alongside Virtual Reality systems. This could provide opportunities for unparalleled synergies between them and companies like Facebook, who have the capital to facilitate an acquisition and the resources to develop this technology alongside its VR efforts. The coming decade and explosive growth in VR tech could encourage exponential growth in the value of these companies as consumer demand for VR and accompanying products rises.
Amy Cross's insight:
It concerns me that the author closes the article with "Although many users will maintain a grounded understanding of the purposes of VR tech, it could very well lead to similar addictions to those famously experienced by many ’Second Life’ gamers, ultimately leading us to the question; what happens when virtual reality becomes more real than reality ever was?"
"Famously?" Does he mean Dwight Shrute? And "many" and "gamers". I want to read articles that refer to the work that's been and is being done in virtual reality immersive worlds like Second Life.
Because of the high attrition rate for women working in tech, teaching more girls and women to code is not enough to solve this problem. Because of the above well-documented differences in how men and women are perceived, training women to negotiate better and be more assertive is also not enough to solve this problem. Female voices are perceived as less logical and less persuasive than male voices. Women are perceived negatively for being too assertive. If tech culture is going to change, everyone needs to change, especially men and most especially leaders.
VR has not quite advanced to the point where every gamer on Earth is going to run out and buy these new devices. But the amount of progress we've seen since the Rift was introduced just three short years ago is utterly astounding.
For years, virtual reality has been considered a potential treatment for mental health disorders due to its ability to immerse patients in realistic situations, helping to treat conditions such as post-traumatic stress disorder, anxiety, alcohol dependence and pain. But until recently, virtual reality graphics were rudimentary and headsets were pricey.
The National Center for e-Learning and Distance Education has come up with a comprehensive e-learning program to prepare Saudi female graduates as faculty members and institutional administrators for the development of online education in the Kingdom. The center announced the program on Monday in partnership with the Open Education Consortium, the network for open education committed to advancing its impact on global education. According to the plan, the core of the yearlong program is to build
On the down side, this will be no fun at all for traditional colleges and universities. How will they adjust to this new reality? It will also not be much fun for a lot of college towns — such as, maybe, Columbia.Quality people in the higher education business will probably lose their jobs through no fault of their own.
This revolution will likely be subject to fits and starts and many failures along the way. Do not be misled, though, because this appears to be an unstoppable trend. The University of Everywhere is on the horizon.
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