The Metaverse explained for university leaders: challenges for universities ahead (3/4)

Press coverage of recent cryptocurrency disruptions and the significant staff reductions at Twitter and Meta is giving pause for thought amongst investors and futurists, as well as university leaders considering the future of the Metaverse.

The fact that you may feel like you cannot keep up with the news is understandable. The collapse of the cryptocurrency platform FTX, the apparent meltdown underway at Twitter and the 11-year sentence handed down to Elizabeth Holmes for the Thanos fraud do all have something in common. The digital world is sufficiently obscured from the majority of people, sometimes deliberately, and the ‘trust train’ may have now hit to buffers, reminiscent of the end of the dot-com boom.

So what of the metaverse? I did not mean to imply that it is a fanciful dream that will never have an impact on higher education,  but I have reservations.  I received some negative feedback for comparing 3D Cinema and VR technology adoption curves. I stand by my contention that such technology developments need to take more account of user expectations, as well as their user experience. Demographic patterns play a huge part in any technological innovation. The challenge for most Universities is to decide whether they are best to invest in low-tech entry materials and approaches to build a foundation for future ‘metaverse’ technologies or to join a narrow range of institutions that are innovating around these emergent technologies.

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

The obstacles for entry are less technical than they are learning design and delivery related. Clearly having sufficient finance in place is an obstacle for some, but even for those that have the cash to spend, knowing where to invest is crucial.

The technologies already exist for building VR immersive experiences, and some a free to try out (Unity.com), and the headsets and accessories are in theory available within reach of those on a medium or high income, although with the current cost of living crisis one might anticipate that Meta’s sales expectations for its latest headset to fall short. But creating a test suite, a development platform to create VR immersive environments, requires a greater degree of investment.

If I was a betting man (and I am not), I would agree with those who believe that Zuckerberg is willing to sacrifice the social platforms (Facebook, Instagram), with their declining demographic, in favour of speculative investment in the future. The future for him is the Metaverse. However, there is no clear evolutionary path for the Metaverse. That includes the challenges mentioned previously, those of wearable technologies, computer power to sustain them, the privacy legislative framework, and the broader legal implications. There are billions around the world without internet access, millions without reliable broadband, and millions who do not have the disposable income, time, or inclination, to while away hours as a virtual avatar. It might be ‘cool’, but is it really worth the time and effort?

Legal frameworks are struggling to keep up with the rapid technological changes society faces. The European Union is possibly the most active in seeking to impose guardrails around digital technologies. Some of these are privately welcomed by the big technology companies, who lend some of their legal minds in pursuit of meaningful legislation, while other legal restrictions are resisted. Profit still comes first after all.

Esports, a growing share of the online gaming space, certainly benefits from advances in hyper-real 3D immersive technologies. A business paying to advertise inside these game spaces, whether the hoardings around a virtual pitch or track, or branding on virtual apparel, makes sense. Whether this gaming trend will fruitfully spill over into academia, I am doubtful.

What should universities do?

There are things universities should do, in my view, to ensure they are ready to react (if I’m wrong) and VR technologies become more integrated into the learning experience of a wider group of students.

They should have both a Student Charter and an Information Technology Policy that are both reviewed annually. Things move that fast. And all students and staff should be asked to reassert their commitment each year. The executive summary for both of these documents serves to enhance the digital literacy of the entire learning community.

Privacy and ‘netiquette’ are concepts that are intertwined in the experience of staff and students. I can use abusive language, within limits, and ALL CAPS to insult people on Twitter and face little in the way of challenge. If I was to stand in London’s Leicester Square and do the same thing, say exactly the same thing hurling abuse at a passerby, it would not be too long before a couple of Police officers would turn up and move me on. Failure to comply would likely result in arrest and being charged with disturbing the peace. Imagine that scenario now within a virtual world. Who is the Police? What penalties would I face, if any? The behavioural norms we associate with the real-world fall apart in the digital sphere. That is already true today given the vile abuse faced by female academics in particular.

Is your institutional policy framework designed to cope with this scenario?

A student group, registered with your Student Union, organises a virtual event, hosted on a third-party application ( ZOOM for example) using a license owned by the controversial speaker themselves. The event requires registration but this is also done by the speaker themselves, and the event is advertised without any explicit endorsement from the student group themselves through it is heavily advertised verbally and using paper flyers around campus. During the event, some students mount a protest, disrupting the event. The event attracts huge criticism and excepts of the ZOOM meeting go viral on TikTok and Telegram, with some of the student’s name and affiliations being attributed. The mainstream press seize on the event as an example of both the ‘no-platform’ policy position you hold and the ‘woke, liberal elite’ attitudes in evidence.

My advice to a recent University client was that they should run ‘war games’ scenarios with senior student leaders and Heads of Department around exactly these kinds of scenarios. Because the challenges institutions face are less about being overrun by technological developments than it is one of uncontrollable user scenarios.

And explore AR in the short term. That’s for the final blog in this short series.

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

Image credit: generated using DALL-E

Metaverse explained for University Leaders: What is currently possible within the Metaverse? 2/4

I am not selling anything here. That should be self-evident given that my answer to the question “what is currently possible within the Metaverse?” is, not much. I could even suggest nothing, because ‘it’ doesn’t exist yet, certainly in the form it aspires to. What we have instead are partial experiences, glimpses into the promise of what the future holds. In part one of this four-part blog, I explored the definitions of what the Metaverse might be. We don’t have it yet.

Recent press (including this from the NYT), in part the reason for the delay in issuing this second of four short articles, have highlighted how deeply unpopular the concept of an immersive working environment in the Metaverse actually may prove to be. Meta’s own Horizon platform, the immersive environment that is the company’s manifestation of the Metaverse, is proving unpopular even amongst its own employees. Essentially, the Metaverse still remains largely the domain of ‘video games’. There is a serious risk of over-inflating the promise of a virtual reality workspace. Just as 3D films have repeated the cycle of innovation, technology breakthrough, costly implementation, partial deployment, and customer non-engagement, so it looks like the Metaverse risks repeating this trajectory.

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

Nonetheless, we should discuss what is currently accessible for educators. There are a range of AR and VR visualisations that aid learning. These include 3D visualisations of the human body for medical purposes, and of engineering and architectural designs that aid a deeper understanding of structure. The challenge for academics is to confront themselves with the question of whether learning gained through these 3D renditions adds enough value to warrant associated costs. If you were a medical science student before these visualisations were available, are you likely to have learned anything new from these 3D renditions? Are these 3D images necessarily enhanced by viewing them using VR headsets? It might be a ‘nice to have’, but does it warrant the not insignificant investment in staff training and equipment?

What is currently available in the commercial world,  notably in disaster response and security contexts, are a series of hyper-real representations of real-world scenes, as opposed to fantasy worlds, in which skills can be perfected. The most obvious in the public consciousness would be flight simulators on which pilots learn to master new aircraft. Surgeons have also benefited for some years from the VR renditions of difficult procedures that can be rehearsed before opening up a patient. Touching on a humanities field, but still with a foot firmly in the technical realm, the restoration team working on the Notre Dame in Paris collaborates within a VR version of the fire-gutted cathedral, discussing and experimenting with approaches before tackling the real thing. 

There is no doubt that the human brain is clever. Having a 3D visualisation of an object or a scene, displayed on a flat screen, satisfies most cognitive engagements. Is immersion in virtual reality either helpful or necessary?

Graphic design and game design students would undoubtedly benefit from practice suites to be able to design 3D models and game interactives. Saving individual students the cost of investing in the kit that is likely to be constantly upgraded as IT equipment manufacturers attempt to recoup their investments.  However, unless there is a distinct visualisation requirement,  asked of by current or emergent practice within the profession to which university programmes are aligned to, I would suggest there is no need to invest heavily in developing the in-house capacity to create VR experiences. It remains cheaper, not cheap, but cheaper, to employ either a third party, or your own student designers, to create experiences. 

What is less certain is the role that AR will play in the Metaverse. That’s for next time.

If you are looking to review institutional strategies in the light of challenges and opportunities presented by the Metaverse, please feel free to get in touch with spa@sijen.com

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