Technology’s prevalence has been constantly improving media outlets like television and videogames to make the viewing experience as realistic as possible. With new advancements, virtual reality is becoming an increasingly viable option. On Feb. 22, Aragon GATE (Gifted And Talented Education) students visited Stanford University’s Virtual Human Interaction Lab to explore virtual reality’s future.
“Our main virtual reality room provides one of the most immersive experiences you can get, with a precise 8-camera infrared tracking system, high-end graphical rendering capabilities, a 24-channel ambisonic sound system, and a haptic (vibrating) floor,” says Lab Manager Shawnee Baughman, who presented the tour to students.
Junior and GATE Board Director Julianna Glafkides organized the trip. She says, “I was at Stanford for a football game, and they were doing a bunch of demonstrations around the campus. And one of those demonstrations was the virtual reality lab, so I thought it would be such a cool thing to do for a group. It was super easy to get in contact with Shawnee and plan the trip.”
At the lab, students got to explore a variety of virtual reality simulations, ranging from an earthquake simulation to a public speaking simulation. Says senior Josh Pollock, “The simulation I did was one in which I was placed in front of a mirror with an avatar that followed my movements. When I ducked under the mirror and came back up, my avatar switched to different people. First, my avatar became an African-American woman, then an old man, then a young woman. The goal of this simulation was to get me to empathize with different people who I ordinarily might find hard to relate to.”
The quality of the simulations, however, may have detracted from the ‘reality’ for some students.
“The graphics were actually pretty poor, and I’m not entirely sure why. I thought the effects were somewhat diminished as a result,” says Pollock.
Besides its entertaining aspects, virtual reality also has social and psychological uses. For example, a public speaking simulation was designed to help users overcome fear of public speaking, one of America’s worst fears.“We study the impact of virtual simulations on your thoughts or behaviors in real life, as they pertain to the topics of prosocial behavior, empathy, environmental behavior, learning, and communication,” says Baughman.
“I thought it was interesting that they could study the psychological reactions and how people behave and how we can alter behavior. I think that’s such an interesting study,” says Glafkides.
Virtual reality’s prevalence has grown since the 1950s, when it was a technology only found in science fiction novels, to today, when buying a Google Cardboard device costs just 15 dollars. Says Baughman, “There are already inexpensive consumer products available to the public, like Google Cardboard or Samsung Gear VR, and lots of content to download. Other more complex consumer VR setups are now available as well, like the Oculus Rift or HTC Vive — those are more expensive, but as time goes on I believe VR will only become more accessible and more affordable.”
After exploring the different simulations in the virtual reality lab, students spent some time at the Stanford Cantor Arts Museum. The museum contains a variety of exhibits showcasing cultural and historical art from around the world, including Native American art depicting the Battle of Little Bighorn and traditional Asian kimonos. “I really liked the diversity of the exhibits that they had. The museum itself is really beautiful and I enjoyed walking through the galleries with my friends. The bright colors and playful figures in combination with the beautiful setting of the Stanford campus made it really enjoyable for me,” says Glafkides.
However, the Cantor wasn’t as enjoyable for all students. Says Pollock, “The Cantor doesn’t really have great explanations of the art, so it was difficult to appreciate many of the pieces. Also, there just wasn’t a lot to do.”
The GATE field trip took students through time in two forms of media — the media of the future through the virtual reality lab, and the media of the past through the Cantor Museum’s historical paintings, giving students a broad look at how media is evolving, and how technology is influencing that evolution.