Who should universities watch?

The question is to what extent universities feel the need to step into the developmental space around XR technologies, and who should they be watching. Which evolutionary pathways will win out is unknown. Meta/Facebook has brand identification with the Metaverse concept in its advocacy of VR. Given the serious trust issues with Facebook, Instagram, and WhatsApp, the challenge to revenue from Apple’s changing advertising policy, and TikTok’s growing share of advertising revenue, the future of Meta is uncertain.

Google has innovated in the XR space for several years, not least with its long-standing, sometimes apparently covert,  commitment to Google eyewear. No one should discount what happens at Google Skunkworks. Microsoft has the advantage of being the foundation for the majority of business enterprises’ ecosystems and has a cross-platform strategy. Although I have to say I don’t see the attraction for users to be able to integrate Team meetings into Meta’s Horizon environment but Microsoft has also invested in gaming technology with its Xbox and XR hardware technology.

Apple has not made much public noise around XR technologies beyond integrating AR functionalities into its recent iPhone releases. However, its promotion of AR design tools for its platform arguably gives it an edge. Apple and its peripherals are clearly being aligned with an AR future. Technology that allows for the real world to be scanned and proximity detection linked to location services on an individual’s phone also represents opportunities. Apple also encourages third-party developers to innovate around its technology base, as opposed to Meta’s approach which appears to seek to absorb potential competition.

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

Opportunities in co-development

The opportunities for Universities will range from providing their learning community as a test-bed for any of the major players to purchasing XR artifacts.

It is not a binary choice but its useful for leadership to contemplate the two extremes. This could mean a corporate co-development of a  high-tech laboratory on campus, or it could be a unique academic course in which an AR artifact serves as a learning resource. There are many points in between.

Think small. Technological opportunities will present themselves as access devices become smaller and cheaper. Universities would be wise to pitch their engagement at a realistic level for the present, such as AR experiences through individuals’ smartphones rather than anticipating students will embrace body-integrated technologies, such as AR contact lens. It will be a stretch to get everyone into full haptic bodysuits (pun intended).

Think foundations. Universities may want to evaluate their research strategies and partnerships in the sciences and steer them toward industrial needs for developments in sensors, displays, battery life, network, and computer performance. In the social sciences and humanities, the social and cultural impact of XR is severely neglected. Leveraging some research funding for the implications of use is an opportunity. Proactively approaching the technology providers and providing them with a critical review of the impact of emerging technology is something funders should be encouraging.

Lessons Learnt. What smart institutions learned from the Second Life land grab in the 2000s is that building virtual campuses did little to advance the experience of either students or staff. The only beneficiaries were the 3D modelers and designers who learned a great deal. The more insightful money has been focussed on the immediacy of the experience rather than the grand architectural gesture. Universities who want to develop some expertise in XR should start by identifying a teaching problem, brainstorming an experiential solution, and then group-design an XR, most obviously an AR, solution, with their in-house capacity if it exists or in partnership with commercial design outfits (someone like eonreality.com perhaps). You need to tread carefully in this space and take legal advice. However, I would suggest that beyond simply adopting existing 3D visualizations using existing XR technologies, universities would be wise to seek to develop effective learning visualizations in the arts, humanities, and social sciences and license them.

Avoiding hype. If universities are set on creating a virtual presence, there are a range of options. Different platforms offer different capabilities. Decentraland allows people and organizations to buy land and build in a 3D world, with the limitation that it is limited to Windows PC. There is still Second Life of course. Platforms like Spatial.io allow creators to build immersive virtual spaces that can be accessed via a VR headset. It is important that institutional leaders keep their expectations of a Star Trek holodeck in check. These VR platforms require ongoing development in 3D graphics rendering, simultaneous location and mapping (SLAM), sensor advances and integration, raw computational power, and high-speed connectivity. Different facets of technology are developing at different rates. This makes predictions highly problematic.

Access matters. Universities also need to consider the issue of digital equality and access. Even AR technologies delivered on smartphones require a certain level of sophistication in the devices that students possess. Having reliable high-speed communications is essential for an effective immersive experience and to overcome the worst of the motion sickness associated with VR. Download storage capacity and increasingly streaming speeds will be a continuous challenge. We can expect AR glasses and VR headsets to gradually reduce in size and weight in order for them to be worn for sustained periods of time. 

University leadership decisions

Where on the curve will you join?  Leaders need to consider where in the adoption curve they are best positioned. I would suggest they decide on whether they want to be at the cutting edge of immersive VR pilots, seek to excel within a specific research niche in supportive technologies, or sit behind the leading edge and avoid unnecessary risk. I have recommended to my clients they should be exploring AR learning experiences in the short term.

How future-proof is your information technology policy? I would suggest they undertake an annual review of policies and student charters to ensure they are up to date and to inform internal awareness

Where is the benefit for students? Which parts of their curriculum can serve as the testing ground for emergent virtual pedagogies? What is the learning challenge that is being confronted? Is it important enough to pay for the relevant hardware to allow students to engage? What are the actual learning outcomes the effort is designed to enable?

Conclusion

There is a danger of FOMO (fear of missing out) and I understand that. The truth is you are not going to wake up one day and find the rest of the world is living inside Zuckerberg’s Metaverse. Yes, there will be seepage between online gaming communities and commercial networking tools, but I do not believe the majority of humans will want to suspend their real-world experience in favour of full VR immersion.

The reality is that AR has been around for more than a decade in a servable form (I first integrated AR elements into learning materials in 2013), and the fact that it has been slow to spread across the discipline spectrum should tell us that we have the time to make considered decisions. 

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

Image credit: Generated by DALL-E

The Metaverse explained for university leaders: opportunities and decisions ahead (4/4)
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