Justin Beaver: Immersive learning experiences
The market of Virtual Reality glasses (VR) for 2020 had a 156% increase year-over-year for Oculus Quest 2, where it is estimated that most consumers are men with 64% and it is used intergenerationally (HABO, 2020, Euromonitor 2020; Grand View Research 2021). Now, most of the products sold in VR have been in the gaming industry. However, the market shows that only 1.2% household penetration in 32 countries and its applicability in education is scarce. There are two main problems for virtual reality or immersive technology: quality of content and accessibility. Following these problems, we address these questions: How can we create quality content to teach natural and animal conservation through virtual reality? How can we offer accessibility services of this immersive technology that can be used by children, women, and men in the Netherlands to have an immersive learning experience in private and public spaces?
QUALITY: We develop immersive learning experiences with virtual reality and holograms where people can feel, be, watch, or talk with wild animals. Also, our virtual characters can make smart conversations with people or talk about nature stories. I know it! It sounds futuristic but is possible right now. I made five years of doctoral research at Tilburg University, where I have prototypes that show possibilities of implementing this technology in educational institutions, zoos, amusement parks, and government projects. ACCESSIBILITY: We design the physical implementation of this technology in real environments, and we design a global digital platform for share and sell virtual reality products with our community of developers, artists, researchers, startups, and teachers.