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Interview with the founder of VR interactive laboratory at Stanford university: how does virtual reality affect reality
- Mar 05, 2018 -

Since the technology wizard Jaron Lanier made VR popular in the 1990s, many people have been talking about the revolutionary power of VR.

Many of them have been proven to be exaggerated, and VR is just a fad, as the game goes on.

But at Stanford university's Virtual Human Interaction Lab (Virtual Human Interaction Lab) founder Jeremy Bailenson's new book "the VR: Experience On Demand," he insists that VR is finally starting to mature, have all kinds of new application scenarios, such as environmental or cultural relics protection, or the treatment of PTSD.

On January 26, 2016, Denis Duet was undergoing a VR treatment process called CtrlStress in the laboratory of the institute of sports science in Marseilles, France.


When the national geographic channel (reporter Simon Worrall) get touch with him by telephone, Bailenson explains how the VR are now used to raise awareness of climate change, help the quarterback understand NFL game, you can even help those affected by the PTSD after 911.


The following is the main content of this interview.


Q: twenty years ago, when I interviewed Jaron Lanier, the pioneer of VR, he was ecstatic about VR's potential.

And recently he added that the number "hive mind" may lead people into "social disaster".

Which one is right?


A: Jaron is an outstanding colleague of mine.

We've published some newspaper articles together, and we've talked a lot about using VR as a tool to make people better, whether it's a collaboration tool or an expression tool.

Remember, VR is a medium.

Just like our handwriting or video, and it all depends on what we do with it.

In his long and amazing career, Jaron has been pushing us to the technology for the right purpose, such as how to use, to make people more collaborative, reduce prejudice, and productivity is increased.


Q: one of your bold assertions is that VR can help save the planet.

Can you explain that?

How did your experiments on the Italian island of ischiya help to counter people's ignorance of climate change?


Answer: the science of climate change is very abstract, hard to let a man learn affected by extreme weather conditions and a higher sea level of the world, and how the world will affect People's Daily life.

What we're doing on iskia is setting up a Marine base, and scientists have been studying it for decades.

This shows how carbon dioxide damages coral reefs and causes the food chain to begin to deteriorate.

I can't bring the whole world to iskia to show how carbon dioxide is degrading the ecosystem.

But through VR, I can bring the iskia islands to people.

So we made a seven-minute VR content based on data from the research base at iskia, showing what all the oceans would be like in 50 years.

By using this VR model, people can explore the effects of carbon dioxide on multiple species in the ecosystem from the perspective of scientists, and also learn spontaneously.


We tested it in high school and college classrooms, and thousands of people experienced it in different museums.

And we brought it to the United States.

A permanent experience point has been set up at the SAN jose technical museum.


Lawmakers also can experience in the senate, I can confidently say very much, by showing them, the simulation experience increased their knowledge about climate change, and also let them instinctively realized how climate change will affect all of us.


Q: what's the difference between watching video and wearing VR headset /VR glasses?


A: the difference focuses on what psychologists call "experiential cognition", which means that we learn by doing things.

There are so many important learning events in your life that you need to do something, like go somewhere or feel something.

VR gives people an active, rather than passive, opportunity to explore a space where they can learn from the way humans have been learning for tens of thousands of years.

That is, to get an experience.


Q: what's more interesting, you mentioned that VR can be used to train a better quarterback.

Carson Palmer, for example, USES VR technology to practice complex tactics in football.


A: they call the process of the quarterback learning technique "installation", as if you could download these very complex attack plans directly.

It's hard for the quarterback, they have to review all these tactics and read all the manuals.


They can also practice on the pitch, and of course we don't advise them to stop practicing on the pitch.

But in the 2014 season, the quarterback, who used VR to train, made a lot of progress.

VR helps them improve the accuracy of their decisions and reduces reaction time.

Since then, VR has been a tool for changing many sports and teams.

The German national football team, for example, often USES VR in its daily training.