Retiring into Virtual Reality

What does a librarian do after working for 25 years in a beautiful school library?  One cannot simply walk away from information literacy.  The future of mankind depends upon it!

For nearly a decade, this blog has focused on the intersection of information literacy and global digital participatory culture (where students now live).  Futurists, such as Thomas Frey, often make fascinating predictions; however, nobody really knows what libraries and digital culture will look like in ten years.  One prediction is the rise in virtual reality tools like Oculus Rift, which I was able to experience this week thanks to my colleague from the University of Washington, Suzette Lewis and her talented computer programmer son, Matthew.

 

Valibrarian tries Oculus Rift

Suzette and Matthew are working on a research project in Oculus Rift to explore how 3D immersion with a headset and body motions differs from “flat computer screen” 3D worlds.  I was invited, along with another graduate from the University of Washington’s Certificate in Virtual Worlds, to preview the project and found it simply amazing, although I was surprised the motion of movement in Oculus Rift made me dizzy!  What!? I love roller coasters but his was totally different.  Since I was motivated to master the movements, I was moving my arms wildly and found myself falling off a high platform into water.  The graphics (created by Matthew in Unity) were amazingly realistic.

Moving in Oculus Rift

What does virtual reality have to do with information literacy and education? Consider how technology has impacted learning in the past five years.  My school library was transformed from a primarily print-based environment to a digital world of iPads and apps in just two years.  This rapid change is likely to continue in all areas of life- particularly social life as mobile devices continue to promise “connectivity” with our friends and family.  Facebook has teamed up with Oculus Rift to make shared virtual events (concerts, a child’s birthday party, or anything one can imagine) possible.  The educational potential might allow students to experience history, math, literature, art, or any other area of academics through virtual reality.

Having worked in virtual worlds for over 8 years, this concept is certainly not new to me.  In fact, immersive learning experiences (such as the Anne Frank MOOC or the Summer in Berlin Simulation) are already possible in virtual worlds without a headset.  The difference is the use of body movements rather than a keyboard and mouse.  The potential for experiences of a variety of purposes is obvious; however, one might consider the actual concept of “reality”. What actually is reality?  Is reality what is happening around us in the concrete world or what is happening within the mind?

Just as in the physical world, we have choices to make every day.  Where do we want to spend our time and place our attention?  What books do we want to read and what other media formats do we pursue?  VR will bring more possibilities which will exemplify the personal responsibility required of digital citizens. Yes, it comes down to information literacy once again.

 

Ready Player One: a Sci-Fi Virtual World Futuristic Novel

Cline, E. (2011). Ready player one. New York: Crown Publishers.

readyplayerone

What a romp! With tons of references to 80s culture and the historical background of videogames, Ernest Cline’s READY PLAYER ONE captures the feeling of virtual reality. Anyone who has spent time in virtual worlds as an avatar will easily envision Parzival (Wade Watts) and cheer him on his quest for Halliday’s egg through virtual and physical peril. The novel will soon be seen on the big screen, with the screenwriter for the Xmen at the helm.

Young adult readers will appreciate the theme of collaborative teamwork as Parzival’s friends outwit the corporate geeks called “the Sixers”. Some of the futuristic innovations, such as the flicksync (where a player is inside a simulation of a movie) or the simulation of specific towns and buildings may be not that far away with virtual reality applications like Oculus Rift.

Yet these same tech savvy young people may get a warning about the openness of digital life and digital footprints. When Parzival enters a high level of the game, his friends begin giving him tips for his maneuvers. He interrupts with, “How could you possibly know all this?”
“Because we can see them,” Shoto said. “Everyone logged into the OASIS right now can see them. They can see you, too.” Cline, 2011 p354

Live videofeed and live simultaneous virtual experiences are already a part of our lives. The setting for READY PLAYER ONE puts us in a future where more of life is spent in virtual space than in physical space and most people prefer it that way. The year is 2044. Only time will tell. Meanwhile, young people are rushing toward life in digital culture and some of us (even those of us with experience in virtual worlds) hope an appreciation for the beauty of this physical earth lives on. It’s enough to make me want to “go green!”