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Evan Flockhart

Learning from a Dystopian Environmental Future in Virtual Reality.

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Edited by Evan Flockhart, Saturday, 20 Feb 2021, 10:31

Poster: https://www.dropbox.com/s/8dtiuk675m91dwb/EF_R3329930_TMA%2002_poster_1080p.mp4?dl=0

Conference Website: http://www.open.ac.uk/blogs/OU-H818/

VR App: https://play.google.com/store/apps/details?id=com.zephyrlearning.uk.OUVR2

Presentation Slides & Notes: https://www.dropbox.com/s/oq2oijqjvfan9oz/ef_H818conf_prese07022021_final2.pdf?dl=0

Abstract

There is wide acknowledgement that human environmental impact is having a devastating effect on many areas of the globe.  The increased forest fires in Australia and the USA and the impact of plastic pollution on sea life are just two of many examples. The outcome is that our behaviour is damaging the very life support system on which we depend. Additionally, much of the environmental damage has historically come from the Global North.  It is suggested that these more affluent populations and their global corporations must shoulder a large part of the responsibility to affect substantial change and demonstrate leadership.  Change that could start to reverse the human induced environmental damage.

Part of the solution is likely to be changing environmentally damaging behaviour through environmental education delivered via a range of organisations including Non-Governmental Organisations (NGOs). However, the predicament that we are in suggests that the impact of this education is yet to be felt at a global scale, at a pace that is required (BBC, 2019).  Perhaps the reason for this is that current environmental education has not connected viscerally with individuals in sufficient numbers to stimulate change?

Research by the Virtual Human Interaction Lab at Stanford University suggests that the Virtual Reality (VR) immersive environment and in particular its effect of presence can sustainably change human behaviour (Markowitz et al., 2018).  Potentially complementing this as an educational medium is the phenomena of Dystopian Dark Tourism.  This is where people visit historic sites of death and disaster, for a range of reasons.  VR offers the potential to expose individuals to a future dystopian dark world, that may come to pass if action is not taken.

It is proposed that delivering immersive VR environmental education, using Dystopian Dark themes may have a more significant impact than traditional environmental educational methodologies.  For humans to truly change behaviour there often needs to be a clear reason that connects directly with individuals’ personal sense of safety, in essence fight or flight.  In combining these three areas, environmental education, VR and Dark Dystopian themes it is suggested that the learning may create a sense of impending threat sufficient to trigger a sustained change in environmental behaviour.

This presentation will consider the development of VR Environmental Education using Dystopian Dark tourism themes.  The initial VR output will be a rudimentary proof-of concept app designed for Android mobile devices.  Ultimately the target group would be senior decision makers in environmental NGOs, with the aim of stimulating investment for full production.  It is envisaged that the fully developed app would also be developed for iOS and both versions would be available as an Open Education Resource.

POST CONFERENCE Q&A RESPONSES ARE IN THE COMMENTS TO THIS POST

References:

BBC (2019) ‘Climate change: ‘Clear and unequivocal’ emergency, say scientists’ [Online] Available at: https://www.bbc.co.uk/news/science-environment-50302392 (Accessed 24 January 2021).

Markowitz, D. M. et al. (2018) ‘Immersive Virtual Reality field trips facilitate learning about climate change’, Frontiers in Psychology. Frontiers Media S.A., 9(NOV). doi: 10.3389/fpsyg.2018.02364.

 



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Simon Ball

Questions from conference

Hi Evan

These are the questions you received following your conference presentation, for you to respond to as you choose.
Best wishes
Simon

Totally agree that VR can be really powerful stuff. Having worked in Corporate environments too I wondered how you will address the issue of potential trauma being caused in some individuals as the result of being immersed in a dark tourism experience for example?


We are much impressed by the app produced:

Is the app designed for UGC?

Was there much open source VR content to work with?

Would it be possible for users to upload content?

would you consider crowd-sourcing to raise money


Evan Flockhart

Conference Questions Answered

Thanks to those of you who asked questions about my presentation and the here are some of my thoughts:


Q.  Totally agree that VR can be really powerful stuff. Having worked in Corporate environments too I wondered how you will address the issue of potential trauma being caused in some individuals as the result of being immersed in a dark tourism experience for example?

A. Thats a good point,Ii suppose there is a question about what the dividing line is between sustained behavior change and trauma, ie at which point does the experience cross over.  Generalizing (beyond the VR context), some people are going to be more resilient than others and part of the risk mitigation is going to be the health warnings.  Ie the warnings that we see on media channels where there is potentially distressing content.  With regards to general virtual experiences there is skepticism that there is such a thing as virtual PTSD.  There is also a counter argument that if people are not exposed to challenging experiences and information then the future real life experiences are going to be far worse.  I think that warnings and personal choice to engage are key mitigating factors to reduce the potential for trauma.

Q.Is the app designed for UGC (User Generated Content)?

Q. Would it be possible for users to upload content?

A. Answering both questions: Due to the way that such an app needs  to be built, there is no way for users to upload content.  However, if the content is sent to the developer, in this case me, it could be built in.


Q. Was there much open source VR content to work with?

A.  Yes and no.  The unity asset store has a large amount of free assets, however that depends on whether or not the assets are the ones that are needed.  That said there are even more assets available for very low cost, and all are reusable across multiple projects.  What was lacking was 360 video assets.  Due to the more limited capabilities of smart phones 360 video is an excellent way of immersing people in an environment as the graphics demands are  alot lower.  I could not find any 360 video for this project that I could upload.


Q. Would you consider crowd-sourcing to raise money.

A.  Really good question. I need to consider where I take this project, if I do decide to continue it then crowd sourcing may be an option.


Simon Ball

H818 Presentation Star Award

Congratulations Evan!
Your presentation at the H818 Online Conference 2020 has been voted by audience members as one of the most effective presentations, and you are one of the winners of this year's Presentation Star awards!
You may download your award certificate from https://drive.google.com/file/d/1vMVvuJ0t2kjRgzxulZib_VsxaSXy8sFl

Well done and many Congratulations!

Simon Ball
H818 Conference Organiser