Throughout this book we have argued that VR offers a variety of interesting opportunities to scholars working in different areas. Nonetheless, published research in the field tends to be dominated by a small number of disciplines, not least human-computer interaction, psychology, medicine and archaeology. This is not to say that exciting work is absent outside these fields, just that perhaps it is not as widespread as it might be. In our own discipline of geography, for example, VR has drawn the attention of a surprisingly small number of researchers, despite its obvious power for exploring questions of space and place (Bos, 2021).
VR is an emerging technology; arguably it has been for over 40 years. Rapid advances in the last decade have seen plummeting costs alongside precipitous rises in graphical quality and useability. The result is that opportunities are opening up for a much wider range of researchers. There remain, however, significant barriers to use. Because VR remains a fairly niche pastime in wider society, many researchers have never had their own VR ‘wow’ moment of experiencing the technology for the first time. Looking at VR content on a conventional monitor is a qualitatively different and frequently unremarkable experience compared with the feeling of
Despite the advances in useability, there is no doubt that VR remains fiddly to set up and occasionally temperamental, which can be a barrier to the non-technically inclined. Newer stand-alone HMDs are helping to overcome this, but there is no getting around the fact that VR is a peculiar experience. The thing that makes it so compelling – being instantly transported somewhere else – is also the thing that can be so off-putting. VR makes you physically vulnerable to a material world you can no longer see or hear: you can trip over real objects that do not appear in the virtual world; you might fear ridicule or even assault from those sharing your physical space but not your virtual one. These issues raise very significant questions around gender, age, ability and a range of other embodied qualities that have historically garnered less attention from a tech sector dominated by young, white, cis men (Bergvall, 2020).
Even after trying VR, many people are left with the thought that it is impressive, but it is not clear what one might want to do with the technology. Hopefully, this book has gone some way to addressing that question when it comes to potential research applications. What we have emphasised, however, is that to get started with VR research, it is not necessary to learn 3D design and programming in order to build your own content. This may have been true prior to the third wave of VR from around 2012 but simply is not the case today. Indeed, focusing purely on creating your own VR content misses significant potential opportunities for research using existing materials.
In Chapter 2, we looked at existing VR content as a possible object of research. Content analysis is a well-established technique in the humanities and social sciences, though is less familiar to the more science-led disciplines that have hitherto dominated VR research. As such, there is a real lack of work examining the kinds of experiences that are being consumed by VR users today. This is in stark contrast to
In Chapter 3, we examined the ways in which VR can be used with participants, focusing on how existing VR content can be reused rather than on the process of creating original materials. Commercial content has the advantages of being abundant, often of high quality and technically robust. The sheer quantity of such materials means that it is often possible to find content that aligns with a research design, or which can be adapted to fit. Because VR experiences generate a strong plausibility illusion, however, there are significant ethical concerns to reflect on when putting participants into highly convincing virtual situations. Our physiological and psychological responses to VR scenarios are similar to those we would experience in the real world, although the effects do not seem to linger for long after removing the HMD. In the moment, however, participants can be genuinely frightened and experience other negative emotions, meaning that a clear ethical rationale is required to undertake activities that generate such feelings. There are also important practical considerations when working with participants, including the need to keep them safe while they are cut off from the physical world around them. Cybersickness, where a mismatch of movement and visuals generates nausea, remains a significant problem with using VR. While there are techniques to mitigate this, a significant minority of participants can potentially suffer ill effects, and this needs to be considered in any research design.
In Chapter 4, we reflected on collaborative VR experiences, particularly social VR systems. This moves us past the idea that VR is a solitary practice by allowing people in different
Chapter 5 turned to consider the simplest level of content creation for VR: using 360° photographs and video. A number of cameras have been developed that can create imagery that places the user in the middle of a scene, from very expensive multi-lens devices to simpler dual-lens gadgets and even software for creating panoramas from a basic smartphone. 360° photography can be viewed in the simplest of HMDs, even those that are little more than a box with two lenses and a mount for a smartphone. The key advantage of 360° imagery is how simple it is to create a convincing sense of being in a completely different location. This has great potential for remote site visits and tourism research as well as experiments that examine how people respond to being in different kinds of environments. Such imagery can be made even more compelling by considering the multisensory, adding audio to the visuals and even appropriate smells and haptic stimuli.
Finally, in Chapter 6, we reflected on the process of creating original VR content using games engines. Platforms such as Unity and Unreal Engine have become the de facto standard for VR researchers wanting to create bespoke experiences for
In making some final reflections, we have to note that nothing dates as quickly as a book about technology. As a result, we have tried to avoid, so far as possible, getting into the specifics of different VR products, as these will change rapidly. There is, however, one elephant in the room that is worth briefly acknowledging here. There is no avoiding the fact that VR technology has advanced rapidly in part because of investments from Meta (formerly Facebook). At the time of writing, nearly one fifth of Meta’s global workforce is employed in VR-related development (Byford, 2021). Meta CEO Mark Zuckerberg has even outlined his long-term vision to create a ‘metaverse’ that seamlessly blends virtual and physical experiences in our everyday lives (Newton, 2021). For those of us interested in questions of technology and privacy, this is a truly horrifying prospect given Facebook’s history (Losse, 2012; Spring, 2021). Meta’s Oculus subsidiary has become the default option within consumer VR, offering easily the cheapest user experience. But Meta is also committed to placing advertising content into VR as well as introducing eye tracking and other biometric measures to its HMDs that can be used to quantify engagement with that content (Robertson, 2021). Researchers considering using VR therefore need to think carefully about
We have written this book from the position of being academic geographers. Geography is a bit of a magpie discipline, encompassing the physical and social sciences as well as the humanities. Nonetheless, the ways that we would think to use VR in research are going to be very different from how scholars working in other disciplines might think to use this technology. What we hope to have achieved with this book is to highlight possibilities and spark ideas to take research in directions that simply would not have occurred to us from our disciplinary perspective. If there is just one message that we would like people to take away from this book, it is that one does not need to be a skilled programmer or have access to a large budget in order to seize these opportunities. Much like the hype about VR early in its life cycle, we would end with the rather hackneyed observation that the possibilities for research are limited only by our imaginations.
References
Bergvall VL (2020) Essentialism, empathy, and economics in Silicon Valley: a feminist-vigilant critical discourse analysis, in P Sotirin, VL Bergvall and DL Shoos (eds) Feminist Vigilance. Cham: Springer, pp165–192.
Bos D (2021) Geography and virtual reality. Geography Compass. e12590.
Byford S (2021) Almost a fifth of Facebook employees are now working on VR and AR: report, available at: https://www.theverge.com/2021/3/12/22326875/facebook-reality-labs-ar-vr-headcount-report [Accessed 10 August 2021].
Losse K (2012) The Boy Kings: A Journey Into the Heart of the Social Network .New York: Free Press.
Newton C (2021) Mark in the metaverse: Facebook’s CEO on why the social network is becoming ‘a metaverse company’, available at: https://www.theverge.com/22588022/mark-zuckerberg-facebook-ceo-metaverse-interview [Accessed 11 August 2021].
Robertson A (2021) Three big questions about Facebook’s new VR ads, available at: https://www.theverge.com/2021/6/17/22537349/facebook-vr-oculus-quest-ads-privacy-questions-analysis [Accessed 11 August 2021].
Spring M (2021) Frances Haugen says Facebook is ‘making hate worse’, available at: https://www.bbc.co.uk/news/technology-59038506 [Accessed 29 December 2021].