
I work for a company that designs, builds and manages interactive 3D spaces. As our final product is a three-dimensional product, 3D modeling and the newly developing technologies have been incredibly helpful in our planning, designing and building processes. Our detailers use 3D modeling programs to produce drawings that are used across all the teams, but especially by the shop who build the space. We also recently purchased a 3D printer, which allows us to make miniature mockups of spaces or pieces we would like to include in our next project. Because of my limited experience with three-dimensional technology, I had never given much thought to the humanities applications of 3D and virtual reality.
Despite my limited experience, I have realized how many applications there are for Virtual Reality technology. Scholars are already incorporating the technology in to research projects and education: just check out UCLA’s historical modeling projects. As discussed in Virtual Reality for Humanities Scholarship there are many opportunities for those in academia to integrate virtual reality resources and programs in their curriculum. Personally, I am a visual learner, so to be able to see and interact with the environments I am supposed to be learning about would be invaluable. Synder and Freeman argue virtual reality applications could lead to the “possible increase in spatial, scale-related, temporal, and holistic understanding of the represented architectural space over use of static images and two-dimensional drawings”. I couldn’t agree more. Virtual reality mimics your “experience” with the outside world, which tends to make you more engaged while increasing your interaction and absorption of information. Image what classrooms could be like with fully integrated virtual reality programs! Readings could be paired with virtual tours, which could be incorporated with “knowledge checks” throughout the experience. As was concluded in the Meaning in Motion: A Personal Walk Through Historical Simulation Modeling at UCLA : “Digital technologies are open to adaption and redirection, shifting the description from research as a product, to researching as an on-going process, itself giving meaning through motion.” The development and introduction of virtual reality applications will also be an on-going process, and will continue to spread as it is introduced in different market areas.
A fully integrated virtual reality curriculum is looking to be on the horizon, but there are so many other applications for the technology—so it will be interesting to see how it’s first competitively brought to market. Virtual reality and virtual reality devices (like the VR headsets Oculus Rift and Gear VR) have been the talk of gamers, travel agents, and sports broadcasting alike. The possibilities seem endless, but a company has yet to bring a competitive product to market. According to Sony, within the next couple of years gaming will revolutionize virtual reality. Because gaming is such a hot market, tech companies seem to be competing to bring the next generation of gaming technology to market. Although there are many avenues with which this technology could be applied, gaming seems to be the one of most focus. I agree with Sony in that virtual reality will likely be part of the next revolution in gaming, but I am more interested to see how the technology is spread across other markets once it’s introduced. If Sony, or Facebook, or Google, can pull off a VR headset (initially programmed for gaming) I don’t expect it will be long until the talks about applications to education, travel and sports viewing will become reality.


