Virtual
(VR) and augmented reality (AR) are already beginning to offer virtual labs and
field trips, interactive storytelling, and immersive world-building
experiences. However, the cost of some VR headsets and the computers capable of
supporting them can be quite high.
Lower-cost
systems so far tend to confirm the truism that you get what you pay for. While Google
Cardboard offers an easy-to-use, affordable option, its visual experience is
poorer and interactivity is limited by the lack of a hand controller.
Newer,
standalone VR headsets that don’t require a smartphone or external computer may
prove to be workable solutions. Facebook, which has a stated goal of getting a
billion people using virtual reality, plans to release at least two standalone
devices this year through Oculus VR. Google and the Taiwanese company HTC Corp.
both have standalone VR headsets in the pipeline as well.
Craig
suggested that dedicated spaces or events, available to everyone on a campus,
will broaden access to VR and AR experiences. “In the near future, we may see
VR headset carts, checkout stations, and even lease/purchase initiatives in
some academic programs,” he said, adding that institutions could also host
events to allow students and faculty to experiment with rented or demo devices.