Welcome to the good old days of Virtual Reality (Michael Abrash, Facebook’s top VR researcher, Oculus Connect 6, Sept 2019). VR technologies are in the midst of a period of rapid growth and expansion across many industries, but we are still very much in the early days of VR development. This is an ideal time for NIST students to be entering this field where the growth of VR technologies is predicted to expand at exponential rates driven by heavy investments and rapid growth in consumer devices (Statista, 2019). Industries such as gaming, automotive, transport, manufacturing, film, animation, cinematics, architecture, engineering, & construction are incorporating VR strategies into new ways of training staff, creating, prototyping, imagining and play.
VR technologies, therefore, offer infinite independent pathways for NIST students.
NIST has recently purchased an HTC Vive VR headset to test out some of these possibilities. Our aim is to:
- Learn the technology,
- Explore available content,
- Play with content creation (read more here).
Since the beginning of this school year, students & teachers from across the school have had the opportunity to explore VR. For some, this has been their first experience of VR while for others this has been an opportunity to extend their understandings. We have been playing with Beat Saber, painting in TiltBrush, designing in 3D with Gravity Sketch, experiencing 3D storytelling, testing our VR games in Rec Room, watching 360 videos in Within, building professional networks in AltSpaceVR and walking the world with Google Earth Street View. Most exciting has been students developing their own 3D worlds using Roblox Studio which they are then able to enter and experience with the Vive headset.
If you have VR experience and knowledge to offer or if you would like to test out the possibilities of VR yourself, please contact Philip Williams in the MLC elementary library at email@example.com