Gaming and educational applications are expected to
increase the use of virtual-reality (VR) devices by 85% over the next five
years, according to a report from technology market intelligence firm ABI
Research. The market for those devices is changing,
with technology such as headsets and 365-degree cameras becoming more
affordable and effective.
“Education is on the cusp of a profound change in the
way we use VR technology,” said Emory Craig, director of e-learning at the
College of New Rochelle, New Rochelle, NY. “People are starting to use it in
higher ed even though the tech is very fluid at the moment.”
Headsets for high-quality equipment can cost close to
$2,000 per setup, but technology firms are developing devices that work with
lower-end desktop computers for the more affordable price of $299. Newer
365-degree cameras have more user-friendly features, making it easier to
introduce video content into course materials. VR hand controllers are also improving
to provide full-motion interactive experiences.
Content developers are experimenting with new ways to
create virtual medical simulations, as well as creating applications that allow
users to manipulate VR content. At the same time, Facebook is working on ways
for users to connect and collaborate virtually.
“We can expect to see certain trends in VR to move
forward, while others will disappear,” said Maya Georgieva, tech strategist and
co-founder of the consulting group Digital Bodies. “As devices
continue to shrink, we will see the development of augmented- and mixed-reality
experiences that will power compelling visualizations, immersive storytelling,
gamified simulations, and learning experiences.”