How virtual reality can create social change

[Music]

there’s a debate i have fairly

frequently that goes a little bit like

this

our new technology is the key to helping

us tackle the major social problems we

face in the world today

or are they actually one of the main

contributors to those very problems

it’s a debate that probably goes back to

the printing press one that seems to go

in cycles of public opinion

since the pandemic started i’ve

witnessed a definite shift towards more

positive sentiment around technology

more discussion of how it’s going to

help us build a better world after covet

yet despite this shift there still seems

to be one technology largely missing

from the conversation

one that has enormous potential to help

influence social change

so today i want to talk to you about vr

or virtual reality

and the opportunities that i see it

offering

now in a world where so many of us are

spending a lot more time in digital

spaces

it does seem strange that br might still

be being overlooked

however in part i think that’s because

we simply haven’t taken it very

seriously as a technology

if i were to guess what first came to

your mind when i said virtual reality

i might think that it was video games or

perhaps 3d movies

and those things are a little frivolous

and a little mosaic

to put it into context the first major

at-home vr system

was the nintendo power glove back in

1989

and if i remember it correctly it came

with half a dozen games

including one i loved where you were a

magician that used the glove to cast

spells

so i can certainly understand at least

for my generation that we all would have

these slightly

silly childhood connotations rather than

coming to mind as a tool for social

change

except that games because they’re

immersive because they’re interactive

actually have enormous power to shape

our view

i’ve lived in london for 16 years now

and i

still tend to view it as a giant

monopoly board

and it’s this ability to create spaces

that help us rethink our own reality

that keeps drawing me back to the

potential of immersive art forms

now that fascination didn’t start with

vr in fact my first great passion was

the theater

when i was growing up i had two

ambitions one to be an actress

and two to save the world and that

resulted in me creating these truly

terrible plays that were about lecturing

my parents and the neighbors to donate

to charity

and unfortunately at drama school

somebody introduced me to the

ideas of august overwell and in

particular forum theater

and this is about creating a play around

a social issue

and then inviting the audience into the

performance space to allow them to

experiment with ways of dealing with

that problem

and we use those ideas to create work

about bullying

which is then toured around schools and

it was amazing to see the pupils

developing their ability and their sense

of agency

to tackle a problem that was important

to them and a lot more empowering and

engaging

than a play that simply told them what

to do

and in vr i see the chance to enhance

and extend

that same power that i first found on

forum theater

i’m not the only person excited about

these opportunities either

the un have been experimenting with vr

resources most notably in 2015

creating a piece called clouds of a

sidra in partnership with the filmmaker

chris milk

it’s set in the zatari refugee camp in

jordan and in it you meet 12 year old

sidra who is a refugee from syria

and she shows you around the camp tells

you about the people and places that are

important to her

and shares a little bit of her story

milk has made his own talk about

creating the piece

and what he had to say really resonated

with my experiences of how vr creates

more engagement and action

as an example clouds oversight was used

in street fundraising for unicef

where it raised nearly 4 billion almost

twice as much as similar non-vr

campaigns had raised in the past

and a lot of this difference was

attributed to this idea of immersion

that because people were using a 360

degree headset to access the piece

they felt a sense of agency in the space

they were choosing where to look

and which parts of cidro’s story to

engage with and that translated into

them wanting to take action

in this case to make a donation as a

film however clouds over sidra only just

begins to touch on the possibilities vr

offers us as an immersive art form

another example is the work of the

virtual human interaction lab at

stanford university which created a

piece that allowed

virtual simulation of cutting down a

redwood tree with a chainsaw

and as well as having a visual element

with the headset participants were also

given wristbands that produced haptic

vibrations

that gave them a sense of the friction

of the saw against the bark

as well as a headset that played a

forest soundscape that was unshattered

by the trash of the falling tree and

again this experiment found a link

between an immersive experience and

behavioral change

not only did the participants report

having a more visceral understanding

of what it would mean to cut down a tree

as part of the paper making process

but in a follow-up exercise they were

observed to use 20 less paper

than a control group so we can

understand

immersion as the first of three key

affordances to help us make sense of vr

as a tool for social change

and importance is a concept i find

really useful in analyzing all kinds of

technology

put simply it’s what that technology

allows or encourages you to do

based on its innate attributes or

characteristics

so a pencil enables you to share certain

kinds of messages

by allowing you to write and vr

encourages you to

make behavioral and therefore social

change by allowing you to become an

actor

rather than a spectator of a social

problem

now the second key affordance i believe

is embodiment

in the examples i’ve given so far the br

is still asking you to identify as

yourself

whether you’re visiting the refugee camp

or cutting down a redwood

and that means you’re coming from an

external compassionate viewpoint

that it makes you want to help somebody

or something else

but we are also quite uniquely allows us

to identify with another by quite

literally letting us put ourselves in

their shoes

take for example the work of artist lucy

bonner and particularly her peace

complement

which aim to raise awareness about

street harassment

based on her own experiences living in

new york which rather sadly resonated

with some of my living in london

she aimed to show how violating the

experience of being catcalled could

really be

particularly for those who might

otherwise dismiss it as a compliment

now these were often individuals who

felt physically dominant in their

day-to-day lives

and so the vr work to disrupt this

feeling

as the recipient of the cat calling your

perspective is set rather low

and that allows the other characters to

really loom in and invade your screen

creating that palpable sense of threat

and intimidation

that’s not a perspective everyone would

have been able to imagine

but having had it materialized for them

they’re therefore able to access the

experience and the feelings it provokes

perhaps use this as a basis for

behavioral change

so this ability to jump the imagination

gap between ourselves and another

suggests that vr is also capable of

giving us an empathetic mindset

based on self-identification with an

issue

now that distinction between compassion

and empathy

may be becoming increasingly important

in a world where it seems that

compassion fatigue is

growing perhaps based on a sense of

overwhelming problems in the world

and the need to have a bit of an

emotional defense mechanism

so if embodiment can both give us a

sense of identification with an issue

as well as the belief that our actions

are creating real change

it can become increasingly important for

those advocating for a course

therefore it’s no surprise that there’s

a small but growing trend of charities

and campaign organizations

creating embodiment-based vr whether

that’s disability rights organizations

giving

us a color-blind perspective of the

classroom or perhaps an animal welfare

campaigning group

letting us see the eyes through the eyes

of a cow in a slaughterhouse

now that last example brings me to the

third key affordance which i think is

transcendence

because as well as allowing us access to

hidden spaces vr lets us overcome

boundaries of time

space and risk to give entrance into

hidden spaces as well

for example another of my great passions

is wildlife photography

but it’s a hobby i had to be careful

with because viewing animals in the wild

means i’m encouraging on their habitat

and potentially putting undue stress on

their ecosystems

i’m at this chat in the windy

impenetrable forest and as the name

suggests it is not the most accessible

area

as well as the geographical challenges

there’s periodic civil unrest in the

region

and in the wake of covert calls to

further restrict future tourism

over concerns of disease transmission

between humans and guerrillas

yet the tours in this area provide

incentive for conservation

particularly as former poachers are

retrained as tour guides

so a number of organizations have been

working with the rwanda development

board

to create vr gorilla safaris they still

give people the chance to meet these

magnificent creatures in the wild

and encourage investment in local

conservation whilst

removing the risks and repercussions of

having people physically present

in the forest virtual spaces also allow

us to go beyond simply recreating a

location

and lets us give access to additional

context such as the histories of stories

that have shaped a space

whilst i was studying in australia i had

the chance to be involved in a workshop

with indigenous filmmakers

who were looking at how to reclaim

landscapes from colonial narratives

and as part of this they were

investigating using vr in tourist

centers

so that people could experience cultural

landmarks such as uluru

through indigenous perspectives rather

than by visiting and potentially

damaging or desecrating sites that were

considered sacred

unfortunately i had to return to the uk

before i could be further involved but

i’ve been so excited to see the fruition

of projects coming from a similar

mindset

such as the work of repliban at the

university of new south wales

his piece the torah’s straight virtual

reality lets people experience these

unique australasian islands and their

flora and fauna

whilst being guided by the stories and

navigation systems of the indigenous

tourist straight islanders

a perspective they might not otherwise

have been able to get

so a whirlwind tour of different

examples there

and one that hopefully gives you just a

glimpse of the hidden potential of vr

and its three key affordances for social

change

immersion to create agency embodiment to

invoke empathy

and transcendence to allow us access to

hidden spaces

and wherever you fall in the technology

debate i’m hoping there’s at least

something there

that gets you excited about vr and its

potential

however i’m not overlooking you if you

feel that you fall on the other side of

the debate

that technology causes more problems

than it solves

because here’s the really crucial thing

about affordances

they’re not neutral now neither are they

good or bad by default

but instead they shape and are shaped by

the society around them

so acquiring a pencil may change the

kind of messages that you’re able to

write

but there are so many other factors that

will influence

what you choose to say it’s the same

with vr

in fact i don’t believe any technology

by itself is going to help us solve any

of our social problems

but i do believe they can be part of the

solution if we use them correctly

in order to do that we need to

understand how each of their affordances

could cause harm if used in the wrong

way

whilst my research has focused on the

experience of a number of marginalised

groups and their use of vr

i’ve taken a particular interest in how

it’s been used in mental health

and that’s because as an individual my

identity has been significantly shaped

by living with a long-term mental health

disability

that’s allowed me to be part of projects

looking at using virtuality as an

educational and anti-stigma tool

in doing so one key risk that i’ve

observed is that by allowing us to

transcend boundaries

vr also allows us to violate spaces

the process of oppressing any group

often involves occupying and rewriting

their lived experience

and there’s any number of overly

negative and inaccurate portrayals of

mental ill health

frequently written by people that just

don’t have the experience to know

i’d be horrified to see any of those

becoming the basis for a voyeuristic vr

experience

so we need to start by ensuring that vr

users are invited in

rather than trespassing and that means

making sure resources are made by

or at the very least with people that

have the legitimacy and the experience

to really share a perspective on an

issue

unfortunately by being marginalized such

groups are often on the wrong side of

the digital divide

so to tackle that challenge we need to

be talking about access rights and

disenfranchisement

without that any sense of identification

or participation that vr

offers will be illegitimate and

potentially counterproductive

there’s also the fact that even amongst

people with lived experience there’s

really just one viewpoint on an issue

a project i was involved in looking at a

vr experience of psychosis

quickly stalled due to arguments around

the use of medicalized terminology

a key debate for many mental health

rights activists

and that showed me that vr can be a poor

choice for a contentious issue

because embodiment lends itself to

seeing just to a single viewpoint

whilst at the same time immersion helps

remove the cues that remind us to keep a

critical distance on an issue

because for all its sense of immediacy

and presence we have to remind ourselves

that vr

is scripted and created with an agenda

just like any other art form

so we need to be asking questions and

making sure that that doesn’t replace

conversation

in fact disagreement finally there’s the

fact that we’re unsure

about the significance or the longevity

of the empathy effect

often research into social impact

has looked at small or short-term

behavioral changes amongst new or

inexperienced users

research from a slightly different area

looking at br as a mental health

therapeutic tool

suggests that repeatedly immersing

people into the same experience

desensitizes them to that experience

this suggests that we need to be doing a

lot more research to understand how vr

affects our emotions

long term so that we don’t over saturate

people

and therefore end up provoking more

compassion fatigue than we tackle

so understanding vr from our affordances

perspective

as our co-creator of change it’s clear

there’s some questions we need to be

asking to make sure we maximize its

positive potential and minimize the

negative

we need to know whose perspectives are

being prioritized

where the funding is coming from to

create a resource and who is holding the

overall balance

of power in the making of vr and i think

now is a critical time to be asking

those questions

because for a long time now vr has

stayed in the sweet spot of becoming

increasingly affordable and accessible

whilst not by having the mainstream

success that would have led to it being

monopolized

and that means plenty of people have had

the chance to create and experiment and

research in relative freedom

but we’ve come a long way since the

power glove and i don’t think that vr is

going to be overlooked for that much

longer

in fact just a few years ago facebook

bought oculus makers of one of the most

popular vr headsets

and there’s another a number of other

major companies who are increasing their

investment in the technology

i think that means the balance of power

may soon be about to shift

so what does this mean for the future of

vr as a social change tool

well in true forum theatre style i’d

like to throw that answer back to you

i’d like you to think of a technology

that you think has either significantly

contributed to or alleviated a social

problem

whether that’s nuclear power plants or

social media or indeed

the printing press and now i’d like you

to imagine that you were there when that

technology was being developed

and you’d had your chance to have a say

would you have been one of the early

internet advocates

writing its manifesto of open access and

radical politics

or would you have been an industrial

revolution naysayer

demanding that your organization think

about its unintended consequences

or are both of those hopelessly naive

perspectives would you have done

something

more pragmatic whatever your answer to

that is

and i want you to think how you could

apply it to vr while it still is in

those developing stages

go out there and experiment with using

it any way you can find it

ask those questions about access about

agendas

and make sure that you’re holding people

to account if you have an important

perspective to share

experiment with what you can create or

if not make sure that you’re supporting

other creators

because above all the answer to how vr

will create social change is

it depends on how it’s used by people

like you

you

[音乐]

经常进行一场辩论,有点像

这样,

我们的新技术是帮助

我们解决当今世界面临的主要社会问题的关键,

或者它们实际上是这些问题的主要贡献者之一

这是一场可能可以

追溯到印刷机的辩论 自大流行开始以来似乎

在公众舆论的循环中

进行 一个又一个梦寐以求的世界

然而,尽管发生了这种转变,但似乎仍然

有一种技术

在对话中很大程度上缺失了

一种具有巨大潜力来帮助

影响社会变革的技术,

所以今天我想和你谈谈

虚拟现实或虚拟现实

以及我看到它提供的机会

现在在一个我们很多人都

在数字空间中花费更多时间的世界里

,br 可能仍然被忽视似乎很

奇怪 我认为这部分是因为

我们根本没有把它

当作一项技术

认真对待

第一个主要

的家用 VR 系统

是 1989 年的任天堂 Power Glove

,如果我没记错的话,它附带

了六款游戏,

其中包括我喜欢的一款

使用手套施法的魔术师,

所以我当然可以理解,至少

对于我这一代人来说,我们都会有

这些略显

愚蠢的童年内涵,而不是

作为社会变革的工具,

除了那些游戏,因为它们是

身临其境的,因为它们 重新互动

实际上有巨大的力量来塑造

我们的观点

我已经在伦敦生活了 16 年

,我

仍然倾向于将它视为一个巨大的

垄断委员会

,它是创造空间的

能力 没有帮助我们重新思考我们自己的现实

,这让我不断地回到

沉浸式艺术形式的潜力,

因为迷恋并不是从 VR 开始的,

事实上,我的第一个最大的热情是

在我成长的过程中,我有两个

雄心壮志,一个是成为一名 女演员

和两个拯救世界,这

导致我创作了这些真正

可怕的戏剧,这些戏剧是关于教导

我的父母和邻居捐赠

给慈善机构的

这是关于围绕一个社会问题创作一部戏剧

,然后邀请观众进入

表演空间,让他们

尝试解决

这个问题的方法

,我们利用这些想法来创作

关于欺凌的作品

,然后在学校里巡回演出。

令人惊奇的是,学生们

发展了他们的能力和

代理意识

来解决对他们来说很重要的问题,

并且更有能力和

比简单地告诉他们该做什么

的戏剧更有吸引力 虚拟现实

资源最引人注目的是在 2015 年

与电影制作人 chris milk 合作创作了一部名为 cloud of a sidra 的作品,

它以约旦的扎塔里难民营为背景

,在其中你会遇到

来自叙利亚的难民 12 岁的

sidra,她会带你四处看看 夏令营会告诉

你对她很重要的人和地方,

并分享她的一点点故事,

牛奶就创作这件作品进行了自己的谈话

,他所说的话

与我对虚拟现实如何创造

更多参与度和 以行动

为例,云监督被

用于联合国儿童基金会的街头筹款活动

,筹集了近 40 亿美元,几乎是过去

类似的非 VR

活动筹集的两倍,

而且很多 这种差异

归因于这种沉浸

感的想法,因为人们使用 360

度头戴式耳机来访问作品,

他们在空间中感到一种代理感,

他们选择在哪里看

,以及与 cidro 故事的哪些部分进行

互动并翻译

让他们想

在这种情况下采取行动以

电影的形式进行捐赠,但是 sidra 上空的云才刚刚

开始触及 VR

作为一种身临其境的艺术形式为我们提供的可能性

另一个例子是斯坦福大学

虚拟人机交互实验室的工作

它创造了一个

作品,允许

虚拟模拟用电锯砍倒一棵

红杉树,

并且

在耳机中具有视觉元素,参与者还

获得了产生触觉

振动的腕带

,让他们感觉到

锯子与锯子的摩擦 树皮

以及播放

森林音景的耳机,该音景没有被

倒下的树

的垃圾破坏 iment 发现

了沉浸式体验和行为改变之间的联系,

参与者不仅报告

说他们对在造纸过程中砍伐一棵树意味着什么有了更深刻的理解,

而且在后续练习中,他们被

观察到 比对照组少用 20 张纸,

这样我们就可以将

沉浸感理解为三个关键启示中的第一个,

以帮助我们理解 VR

作为社会变革的工具,

而重要性是一个我发现

在分析各种技术时非常有用的概念

简单地说 这是该技术

根据其固有属性或

特征允许或鼓励您做的事情,

因此铅笔使您能够通过允许您书写来分享某些

类型的信息

,而虚拟

现实通过允许您成为

演员

而不是社会问题的旁观者

现在我认为第二个关键的启示

我迄今为止给出的例子中的体现 br

无论您是访问难民营

还是砍伐红杉

,仍然要求您确定自己的身份,这意味着您来自

外部富有同情心的观点

,这使您想要帮助某人

或其他事物,

但我们也非常独特 让我们

能够通过

让我们设身处地为

他人着想来与他人认同,

例如艺术家 lucy bonner 的作品

,尤其是她的和平

补充

,旨在

根据她自己在纽约生活的经历提高人们对街头骚扰的认识

,这相当可悲

与我在伦敦的一些生活产生了共鸣,

她旨在展示

违反被骂的经历

对于那些原本可能

不屑一顾的人来说尤其如此

因此

,当猫呼唤你的

观点时,vr 会破坏这种感觉

这让其他角色

真正隐约出现并侵入你的屏幕,

创造出明显的威胁和恐吓感,

这不是每个人

都能想象的观点,

但如果为他们实现了它,

他们就可以访问

体验和 它引发的感受

可能以此作为行为改变的基础,

因此这种跨越

我们与他人之间想象力差距的能力

表明,虚拟现实也能够

给我们一种

基于自我认同的移情心态,而现在的

问题

是同情心之间的区别

同情心

可能变得越来越重要

认同一个问题

,以及相信我们的行动

正在创造真正的

改变 对于

那些倡导课程的人

来说可能变得越来越重要,因此

,慈善机构

和竞选组织

创建基于实例的虚拟现实的趋势虽小但不断增长也就不足为奇了,无论

是残疾人权利组织

我们提供了对

教室或动物的色盲视角 福利

运动团体

让我们通过

屠宰场中的牛眼看到眼睛,

因为最后一个例子让我想到了

第三个关键的启示,我认为这是

超越,

因为除了允许我们进入

隐藏空间之外,虚拟现实让我们克服

时间的界限

进入

隐藏空间的空间和风险

,例如,我的另一个爱好

是野生动物摄影,

但这是我必须小心的爱好

,因为在野外观察动物

意味着我鼓励它们的栖息地

并可能施加过度的压力 关于

他们的生态系统

建议它不是最容易到达的

地区

以及地理挑战

,该地区定期发生内乱,

并且由于担心人类和游击队之间的疾病传播而秘密呼吁

进一步限制未来的旅游业

但该地区的旅游提供了

激励 为了保护,

特别是因为前偷猎者被

重新培训为导游,

因此许多组织一直

在与卢旺达发展

委员会

合作创建 VR 大猩猩之旅,他们仍然

让人们有机会在野外见到这些

壮丽的生物,

并鼓励对当地

保护进行投资,同时

消除

人们

在森林虚拟空间中实际存在的风险和影响也使

我们能够超越简单地重新创建一个

位置

,让我们能够访问额外的

上下文,例如

我在澳大利亚学习时塑造空间的故事的历史 我

有机会参与工作

与土著电影制作

人合作,他们正在研究如何

从殖民叙事中恢复景观

,作为其中的一部分,他们正在

研究在旅游中心使用

虚拟现实,以便人们可以通过土著视角体验文化地标,例如乌鲁鲁

,而

不是通过参观和潜在的

破坏或亵渎 被

认为是神圣的地方

不幸的是,我必须回到英国

才能进一步参与,但

我很高兴看到

来自类似心态的项目取得成果,

例如

新南威尔士大学 reliban 的工作

他的作品《律法》的直接虚拟

现实让人们体验这些

独特的澳大利亚岛屿

及其动植物,

同时受到土著旅游直岛居民的故事和导航系统的引导,这

他们可能无法获得

如此旋风之旅的视角

那里有不同的例子

,一个希望能给你的例子 你只是

瞥见了虚拟现实的隐藏潜力

及其三个关键的社会

变革

启示,以创建代理体现,以

唤起同理心

和超越,让我们能够进入

隐藏的空间

,无论你在技术辩论中落入何方,

我希望至少有

那里的

东西让你对虚拟现实及其潜力感到兴奋,

但是如果你

觉得你站在辩论的另一边,

即技术导致的问题

多于解决的问题,我不会忽视你,

因为这是关于它们的可供性的真正关键的

事情是 现在不是中立的

,默认情况下它们也没有好坏之分,

而是它们塑造并被

周围的社会塑造,

所以买一支铅笔可能会改变

你能写出的信息类型,

但还有很多其他因素

会影响

你选择说什么

和虚拟

现实一样,事实上我不相信任何

技术本身可以帮助我们解决

任何社会问题,

但我相信 相信

如果我们正确使用它们,它们可以成为解决方案

的一部分 为了做到这一点,我们需要

了解

如果以错误的方式使用它们的每一种可供性如何造成伤害,

而我的研究集中在

一些边缘化群体的经验上

以及他们对 VR 的使用

对它如何用于心理健康特别感兴趣

,这是因为作为个人,我的身份因

长期患有心理健康残疾而受到显着影响

,这使我能够参与项目

将虚拟化作为一种

教育和反污名的工具

,我

观察到的一个关键风险是,通过允许我们

超越边界,虚拟

现实也允许我们侵犯空间

,压迫任何群体的过程

通常涉及占领和重写

他们的 生活经验,

并且有任何数量的对精神疾病的过度

消极和不准确的描述,这些描述

经常是由

没有经验的人写的 要知道

我会很震惊地看到其中任何一个

成为偷窥 VR 体验的基础,

所以我们需要首先确保 VR

用户被邀请

而不是侵入,这意味着

确保资源是由

或在非常

不幸的是,由于被边缘化,这些

群体往往处于数字鸿沟的错误一边,

因此,为了应对这一挑战,我们

需要谈论访问权和

剥夺公民权

虚拟现实提供的任何认同感或参与感

都是非法的,并且

可能适得其反

还有一个事实是,即使在

有生活经验的人中,

对一个问题的观点也确实只有一种观点

我参与的一个项目正在

研究精神病的虚拟现实体验

很快就停滞不前 由于

围绕使用医学术语

的争论,许多心理健康权利的关键辩论

这向我表明,对于一个有争议的问题,虚拟现实可能不是一个糟糕的

选择,

因为具身化有助于

只看到一个单一的观点,

而同时沉浸有助于

消除提醒我们

在一个问题上保持批判距离的线索,

因为 它所有的即时性

和存在感,我们必须提醒自己

,虚拟现实

是根据议程编写和创建的,

就像任何其他艺术形式一样,

所以我们需要提出问题并

确保这不会取代

对话

,事实上分歧最终存在

事实上,我们不确定

同理心效应的重要性或

持续时间

通常对社会影响的研究

已经着眼于新用户或缺乏经验的用户的微小或短期

行为变化,这些

研究来自稍微不同的领域

,将 br 视为一种心理健康

疗法 工具

表明,反复让

人们沉浸在相同的体验中会使

他们对这种体验脱敏,

这表明 w 我们需要做

更多的研究来了解虚拟现实如何长期

影响我们的情绪

,这样我们就不会过度饱和

人们

,从而导致

比我们解决的更多的同情疲劳,

因此从

我们作为共同创造者的可供性角度理解虚拟现实 很明显

,我们需要提出一些问题

,以确保我们最大限度地发挥其

积极潜力并最大限度地减少

负面因素

我认为

现在是提出这些问题的关键时刻,

因为很长一段时间以来,vr

一直处于变得

越来越便宜和容易获得的最佳位置,

而不是获得本

可以导致的主流成功 它被

垄断

,这意味着很多人

有机会

在相对自由的情况下进行创造、实验和研究,

但我们 自从 Power Glove 推出以来,我已经走了很长一段路

,我认为 VR

不会被忽视那么

,事实上,就在几年前,Facebook

收购了最受欢迎的 VR 耳机之一的 oculus 制造商

,还有另一个数字 在其他

正在增加技术投资的大公司中,

我认为这意味着权力平衡

可能很快就会发生转变,

那么这对于

VR 作为一种社会变革工具

以及真正的论坛剧场风格的未来意味着什么?

想把这个答案回馈给你

我想让你想想

一种你认为

对社会问题有重大贡献或缓解社会

问题的技术,

无论是核电站还是

社交媒体还是

印刷机,现在我想

你想像当这项

技术被开发

时你就在那里,你有机会发表意见

你会不会是早期的互联网倡导者之一,

写下开放访问和

激进的宣言 政治,

或者您是否会成为工业

革命的反对者,

要求您的组织

考虑其意外后果,

或者两者兼而有之,

无论您的答案是什么,您是否会做一些更务实的事情

当它仍处于开发阶段时,它会出现在虚拟现实中,

并尝试以

任何方式使用它,你可以找到它

询问有关议程访问的问题

,并确保

如果你有重要的观点,你会让人们负责

分享

你可以创造什么的实验,或者

如果你不确定你是否支持

其他创作者,

因为最重要的是,vr 将如何

创造社会变革

的答案取决于像你这样的人如何使用它