Last week I had my first fully immersive experience with virtual reality. I saw the future, and it is good.
This wasn’t my first VR foray, though. A while back I had gotten a hold of a Google Cardboard (a special Star Wars edition) and played with that a bit, but I haven’t returned to it in about a year and a half. Coincidentally, just last weekend a techie friend had pulled out his Google Cardboard to show me a few rollercoaster videos on YouTube, and we were talking about the technology.
Visiting a full virtual reality lab was totally different.
Adam’s knowledge of VR doesn’t end with his focus on education and history, though. Both in his keynote talk at RIC and in his lab, it was apparent that he’s spent a good amount of time researching and exploring the emerging technology. After all, he’s been involved with virtual reality design (off and on) since his undergraduate years at Cornell University in the late 1980s and early 1990s.
We were able to demo a number of applications on Steam (which, we learned, is one of the largest VR content providers), using the HTC Vive system. Everyone who visited the lab with me was able to try out the VR, and everyone enjoyed it. For those of us waiting for our own turns, we enjoyed viewing the 2D version on a large-screen computer monitor.
Some might call many these of these applications “games,” but not all of the applications are strictly for play. For example, one of my colleagues chose to demo a Google Earth application in which she spent a good deal of time flying over canyon country enjoying the views created by satellite photography. Adam also told us about Google’s TiltBrush, which looks like an amazing 3D painting application (see a video he had shown us previously at the link). Although we only tried out ten applications, we got a look at the larger repertoire available–which includes over 1,600 titles on Steam’s platform.
The software that Adam loaded up when I put on the headset was one of Valve’s own VR games, The Lab. In this environment, users choose from a variety of mini-games, such as knocking over stacked boxes in a warehouse with a mech-powered slingshot or exploring the universe in outer space. Of course I chose the castle defense mini-game called “Longbow.” Valve offers the description, “Use your archery skills to defend your noble castle gate from a rampaging but adorable and equally noble horde of attackers.”
I got medieval in virtual reality.
Here’s how the game looked to viewers on the 2D monitor.
I also started to imagine other ways that VR could be used in medieval studies. Could we provide students with field trips to some of the historic sites that matter to our field? If we had enough headsets and ability, a group of students could reproduce a piece of Middle English drama in the middle of medieval Oxford just as the guilds did. We could visit Stonehenge at the solstice. We could recreate the Battle of Hastings to show how momentous that multi-army ordeal was. Perhaps we could capture something of what it was like to walk into a medieval cathedral, full of the sights and sounds of sacred space.
With enough imagination, we could harness our own virtual reality technologies to bring the world of medieval multimedia into our present.
As an #artist I had to check out #Google’s Tilt Brush, a great #3D painting application on #Steam Platform. Pretty awesome!