Imagine allowing a class of undergraduate students to participate in a version of Zimbardo's Stanford Prison Experiment and draw their own conclusions as to potential flaws in its methodology.
Or, as a philosophy student: allow students to engage in a real life rendition of Searle's Chinese Room thought experiment, where a student "competes" against his or her classmates and various versions of text generation algorithms from simple Markov chain generators, to OpenAI's GPT-2 and beyond.
https://github.com/immersivecognition/unity-experiment-frame...
https://link.springer.com/article/10.3758%2Fs13428-019-01242...
There are also some older papers by Loomis et al. https://link.springer.com/article/10.3758/BF03200735
Disclaimer: I have a wearable computer with head mounted display (Vufine+, ~$200) and one-handed wireless keyboard (Twiddler 3, ~$200). The rest is Raspberry Pi Zero W and a powerbank. All devices are off-the-shelf, no soldering whatsoever.
The arts.
There's still a lot of interest (at least from where I'm standing) in VR etc as a creative medium. There's some really remarkable work being created.
I recently experienced some VR art at the Walker Art Center (museum of modern art) in Minneapolis and was decidedly underwhelmed.
Not really. Most stuff is released to Steam or the Oculus Store and it's reported and occasionally reviewed on VR blogs and subreddits.
> I recently experienced some VR art at the Walker Art Center (museum of modern art) in Minneapolis and was decidedly underwhelmed.
What was it? Actual VR or just 360 video?
SIGGRAPH has a VR Theatre where they show short VR films [1].
EyeJack is a platform for AR art, though you may need to visit an exhibit to see the actual art. [2]
[1] https://s2018.siggraph.org/conference/conference-overview/co...
I've seen a lot of VR gaming, or at least, I did, approximately 18-12 months ago, but it really seems to have petered out.
There's very little similarity between VR and 3D TV. The latter was mostly driven by marketing teams whilst the former was and is mostly driven by enthusiasts.
> I've seen a lot of VR gaming, or at least, I did, approximately 18-12 months ago, but it really seems to have petered out.
The Quest is about to be released. That's where most of the excitement is at the moment as it's a new form factor and potentially a new market.
When VR controllers get there you could program an industrial robot arm just by doing the activity yourself in a simulated environment.