Tom Furness has been thinking about virtual reality longer than most VR users have been alive. He built some of the first helmet-mounted displays for the US Air Force, and what would become the Super Cockpit. Leaving the military, he helped found the Human Interface Technology Lab at the University of Washington in Seattle, and created the non-profit, educational association, the Virtual World Society.
[Tom Furness] is the inventor of the personal eyewear display, the virtual retinal display, the HALO display and holds 19 patents in advanced sensor, display and interface technologies. With his colleagues Dr. Furness has started 27 companies, two of which are traded on NASDAQ at a market capitalization of > $8 B (USD). In 1998 he received the Discover Award for his invention of the virtual retinal display.
In addition to his academic appointments, Dr. Furness was the Chairman and President of the first Augmented Reality Company: ARToolworks Inc. recently acquire by DAQRI. He also runs his own ‘skunkworks’ company: RATLab LLC (RAT = rockin’ and thinkin’) where he and his colleagues develop advanced technologies for spinoff companies. His current projects deal with developing pulse diagnosis as an early warning system for cardiovascular disease and the start-up of the Virtual World Society, a non-profit for extending virtual reality as a learning system for families.
Tom is also co-inventor of the SPM (spectral matching) technology licensed to Visualant Inc. He continues to serve as a Senior Scientific Advisor for the company and recently received the 2013 SPIE Prism Award for his invention of the ChromaID technology.
Projects by the Virtual World Society include helping 28 sixth grade students at Robert Eagle Staff Middle School in Seattle, overseen by a team of University of Washington engineering students, build virtual worlds that teach STEM subjects related to gravity, light, scale, and momentum. Continue reading →
Our active Educators in VR Discord group shares news and information you can use about virtual reality in education at all levels, including corporate training and education. Here are a few of the treasures shared this week.
Virtual Worlds like Second Life have been used by pioneering educators for over a decade. Now many are looking to immersive VR as a new tool for their work.
On Tuesday 23rd April, Educators in VR co-founder Daniel Dyboski-Bryant gave a keynote speech at VCARA’s 10 year anniversary conference in their iSchool Island in Second Life. He spoke to about 40 VW attendees about the opportunities and challenges of education in VR, and highlighted that virtual world (VW) educators are at an advantage when approaching VR, as they are in many ways ahead of the game. As such, VW educators can bring their experience with them to help VR educators find their way. Many of the issues VR educators are currently dealing with have already been grappled with by VW educators.
“Now is an exciting time for VR and education as we see the arrival of 6dof standalone headsets such as the HTC Vive Focus plus and the Oculus Quest. Couple these with 5G and a traditional education already under increasing pressures and we could be about to witness the ‘perfect storm’ in the classroom. With immersive remote teaching and training fast approaching there is a real vision for the democratization of education on the horizon.”
The challenges and hurdles involved in getting started and making it work at scale were also discussed. This area is so new that much of the work is still exploratory. Resistance to adoption in schools can still be challenging and the awareness and experience of good VR is still lacking. There are many promising signs as well. One is that there seems to be considerable funding available for those who know how to apply for it.
One surprising recommendation Daniel made was the need to train ourselves in the exact opposite direction of tech. He suggested that the more powerful this immersive technology becomes, the more we need to develop habits and skills around completely unplugging. Daniel has been meditating for many years and finds that he seeks stillness and breathing even more now, just to balance out the stimulation afforded by these new technologies. There is magic to play with in VR, but it needs to be wisely approached.