Category: XR

  • Designing XR into Higher Education

    Designing XR into Higher Education

     

    With the dramatic shift to online learning with the arrival of the
    COVID-19 pandemic, faculty, staff, and students within higher education
    worldwide have made the sudden but necessary initial steps to
    incorporate technology into the learning environment in ways never
    imagined. However, forward-thinking administrators are wondering, “what
    comes next?” Immersive learning and XR answer this call. 

    Created with care in Canva. 

     

    Sources: 

    Definitions come from my own writing here: 

    Ziker C., Truman B., Dodds H. (2021) Cross Reality (XR): Challenges and
    Opportunities Across the Spectrum. In: Ryoo J., Winkelmann K. (eds)
    Innovative Learning Environments in STEM Higher Education.
    SpringerBriefs in Statistics. Springer, Cham. https://doi.org/10.1007/978-3-030-58948-6_4 

    Dodds, H. (2021). Immersive Learning Environments: Designing XR into
    Higher Education. In J. E. Stefaniak, S. Conklin, B. Oyarzun, &
    R. M. Reese (Eds.), A Practitioner’s Guide to Instructional Design in
    Higher Education. EdTech Books. https://edtechbooks.org/id_highered/immersive_learning_e

    Slide 6: 

    Mordor Intelligence. (2021). Extended Reality (XR) Market –
    Growth, Trends, COVID-19 Impact, and Forecasts (2021 – 2026) https://www.mordorintelligence.com/industry-reports/extended-reality-xr-market 

    Slide 8 does not have one source but over 20 years research (including
    my dissertation study) with technology-facilitated immersive learning
    has yet to show a significant improvement other any other learning
    media. This aligns with this important article in the history of
    instructional design: Clark, R. E. (1994). Media will never influence
    learning. Educational technology research and development, 42(2), 21-29. 

    Slides 9, 10, 11 “XR reduces Time, Money, Danger” (similarly expressed
    in my dissertation). There are parallel comments made by Jeremy
    Bailenson documented here as his “DICE” advice. https://stanfordvr.com/video/2019/transformative-experiences-vr-for-good/
    It should be noted that the DICE advice are the 4 occasions for which
    to NOT use VR (against) where my 3 are 3 occasions TO use VR (for). 

    The combination of 4 different models is my own published creation:
    ADDIE (traditional ID model), Design Thinking (from UX), 3DLED (from
    Karl Kapp), and narrative plot (loosely credited to Pixar). They are
    displayed here to show the remarkable similarity of steps/pathway across
    each model, thus supporting the validity of the proposed path.

  • Beware the VR Straw Man

    Beware the VR Straw Man

    Merriam-Webster’s first definition of straw man is a weak or imaginary opposition (such as an argument or adversary) set up only to be easily confuted. Said another way, a straw man is a type of logical fallacy where the argument is a false or fake version of the opposing argument that can then be easily broken down.  The straw man is meant to imply flimsy or weak. Think of how easy it is to tear apart a form stuffed with straw compared to attacking a real person.  

    When I was working on articles about poor virtual reality (VR) and learning research, I found 3 instances of myths surrounding VR learning & training:

    In each case, the myths were communicated by companies selling something in VR.

    That’s an AMAZING coincidence, yo.

    Too coincidental. 

    Yeah, it’s not a coincidence. 

    This is classic, slick, ‘don’t fall for the snake oil,’ from the snake oil salesman.

    Additionally, I’ll add my own opinion here: I’ve never heard these statements circulated about VR. These are three examples below with seven, five, and five VR straw man arguments, respectively.


    AIXR: 7 Myths and Misconceptions About VR Training

    1. VR Training Is Expensive, Especially At Scale
    2. VR Training Requires A Lot Of Space
    3. VR Training is Distracting and Counterproductive
    4. VR Training is Unhygienic
    5. VR Training Sessions Are Very Long
    6. All VR Training Makes Users Sick
    7. VR Training Isn’t Here To Stay

    Learning Solutions Magazine: Debunking – Top 5 Common Myths of VR In Education

    I honestly forgot name of company that put out this infographic, so I can’t give you the link.

    Capture of inforgraphic with title: Debunking Top 5 Common Myths of VR In Education
    1. It requires heavy investment
    2. You must have headsets 
    3. You cannot build VR yourself
    4. VR cannot compliment existing learning
    5. You cannot track your learners

    Learning Solutions Magazine: Debunking 5 Myths: VR-Based Training Effective At Any Age

    capture of headline: Debunking 5 myths: VR-based training effective at any age
    1. VR-based training appeals only to younger workers.
    2. VR is only useful for entertainment, not serious training
    3. You need a large space for people to take VR-based training
    4. VR training is prohibitively expensive
    5. Learners will feel isolated in a VR headset

    All of these statements above are VR straw man arguments. They are propped up only for the article to tear them down. However, here is a myth that I do hear all of the time: VR will revolutionize education.

    And here’s my response:

    Virtual Reality (VR) learning is no different than any other form of learning.

    Photo of man with poised coffee mug sits at plain outdoor table with poster. Text: VR is no different than any other form of learning. Change my mind.
    Come at me, bro.

    Remember that I’m for VR in education. It’s just that VR is not a panacea. It will be one more tool in our toolbox of media to use for learning. It will EXCEL in areas where it:

    • Saves time
    • Saves money
    • Reduces danger

    This is the Way.

    #VRMyth #VR #VirtualReality #Debunking #LearningMyths #VRForLearning #VREducation #VRIsNoDifferentThanAnyOtherFormOfLearning

    This article originally posted to LinkedIn on August 27, 2021. Updated with images as of February 18, 2026 because I don’t know, Google eats old images maybe.

  • I taught one of Earth’s first courses with the Oculus Quest 2.

    I taught one of Earth’s first courses with the Oculus Quest 2.

     

    Oculus Quest 2 VR headset, Photo by Remy Gieling on Unsplash

     

    Here’s how that went.


    First, I can’t provide a reference that this course, Introduction to Virtual Reality out of the Unity College XR Innovation Lab, was the first, but given:

    1. The timing: The Oculus Quest 2 was introduced on September 16 and shipped out on October 13, 2020.
      The Oculus Quest 2 is an upgrade of the original Oculus Quest. I used
      the original Quest during course development and had access to a Quest 2
      during the actual course run. As course development progressed, I did
      not know definitively that the Quest 2 would be the selected headset
      until late in the process. 
    2. The opportunity:
      College semesters tend to most often be trimesters (3 per year). The
      Quest 2 launched mid-autumn semester. The first opportunity to start a
      course, then, would be winter/spring semester starting January 2021. My
      5-week course squeaked in there between February 22 and March 28, 2021. Therefore, it is fair to say this course was one of the first because there really wasn’t much opportunity for other courses to launch and run before this one. 

    I
    do not write about the learners in any identifiable way. I write this
    article from the perspective of the designer and instructor and I write
    it for other potential virtual reality (VR) headset-using instructors.

    I’m going to call the VR experiences (games) apps since that term is current and understandable. 

    First,
    I will explain the course design and decisions. Next, I will name the
    apps used. Finally, I’ll explain the use of a device management (DM)
    system.

    Course Design

    In
    the design and development of this course, I played the role of the
    Subject Matter Expert (SME) and instructor introducing first and second
    year college learners to virtual reality. Interestingly, I am an
    Instructional Designer by degree and interest, so this was a bit meta
    for me; designing a course on design. However, I was assigned a Senior
    Instructional Designer and they had a process, timeline, and confidence
    in Canvas. We got along fabulously and we finished ~80 hours of development on time. 

    We did a backwards by design
    approach (don’t know what that is? Visit my honored friend Dr. Luke
    Hobson’s Instruction Design Institute course) to building these pieces:

    1. Designed the final project.
    2. Cut the project into chunks with an assignment due each week.
    3. Wrote the weekly lessons.
    4. Finalized the assignments and discussion prompts.
    5. Completed learning resources (intro videos, handouts, examples).

    I
    also worked with the person responsible for advocating for this new
    course to the college. They oversaw the place of this course within the
    college’s mission and programs. We worked on selecting the apps that
    would be preloaded on the headsets. Also, they played the role of
    teacher assistant in the course for tech support questions and they ran
    the entire DM process.

    We started gathering ideas of which apps we
    would include. Since we didn’t know which headset (or even if we would
    have a headset requirement) we started with the ‘free’, ‘easy-to-access’
    VR apps first. I came in with a good background in 2D VR choices and
    they had a few ideas from 3D VR choices. Both of us made sure to include
    a wide range of apps as we wanted the course to appeal to many
    different college majors. We scoped out apps ranging in feel (not too
    many first person shooters) and content (apps that were related to fun
    or work).

    Why teach VR design?

    Why is there value in teaching design?

    It’s
    the first step in an efficient and focused effort at getting to a goal.
    It is rare that organizations and individuals spend time on design (aka mission or purpose). People want to rush past it with the hand wave approach and say “yes, yes, I already know I want to include VR, let’s get down to exactly this VR! Let’s start!” 

    The
    point of a good design foundation is that it is like the rudder on a
    ship or the hypothesis to a scientific experiment; it guides you.

    A
    good design will provide guidance later when decisions arise. If you
    are clear on your purpose, then making later decisions becomes easier
    because you just evaluate which choice leads you along the path towards
    your mission or purpose. 

    For example, I worked on a VR project
    that had accessibility and “hold up to 1,000 simultaneous avatars” as
    its top design specifications. Those elements were key. So as I
    evaluated VR choices, we found VR choices that were:

    • Gamified
    • Popular
    • Supported by great tech 
    • Creative
    • Cheap
    • Gender-neutral

    But
    notice…none of these choices were the design elements we valued in the
    project. So these would have been the wrong choices; possibly fun
    choices, but wrong and regrettable. By staying focused on our mission,
    we maximized the chance of meeting our user experience expectations. 

    So teaching design for the purpose of valuing design ends up creating better products with more user satisfaction and better prices. Win-win.

    But what to teach in design?

    One of the first problems to pop up for me was content overload. These are some initial topics considered:

    • Objective/Purpose — what does the experience claim to do/what does it really do
    • Accessibility — tech/platform, modification ability, sounds, text, screen
    • User Control/Avatar Creation — privacy/controls/independence
    • Presence/Immersion — feeling of being there? Feeling of being inside the avatar?
    • Deep Play/Flow — does the experience fully engage the user?
    • Narrative — Does the experience appear to bring the user along?
    • Tech factors — platform/latency/updates
    • Navigation/Menus — 1st 30 seconds, how to exit, how to move
    • Manipulation/Change — how does the user impact the experience
    • Motivation/Gamification — why would a user use this past 30 seconds?
    • Social sharing — how do users use this together?

    Each one of those topics could be a whole course.

    The
    next problem that we were running into was selecting which apps to
    incorporate and keep the costs down. We aimed for less than $50 of apps
    per learner.

    We also had to keep one eye on accessibility. Because
    the learners were going to get a headset shipped to them, the college
    sent early strong advice that the learners were opting in to this experience, it was not being done to them.
    We constantly kept in mind the concern that a learner might have a bad
    case of vertigo and be unable to don the headset after Week 1.

    The
    solution of what to cover in the course versus what apps to pick (and
    how to plan for emergencies)was my favorite part of the course design. 

    You can view the design in the Course design: Introduction to virtual reality, Spring 2021 diagram below. Time progresses from the bottom up each week.

    Diagram showing five layers to the course design explained in the text. Shows that each week, a series of design thinking steps took place. The apps used in the course could be moved in and out with no harm to the overall course.
    Copyright Heather Dodds 2021. All rights retained.

    You should spy:

    Bottom Row: The Design Thinking Model :
    Empathize, Design, Ideate, Prototype, and Evaluation— the week by week
    design of the course followed these steps (5 steps in 5 weeks)

    Second Row: The Pixar Narrative Plot model (simplified): Introduction, Set the Scene, Dilemma, Crisis, Change, and Resolution 

    Third Row: The Course Final Project cut into chunks

    Fourth Row: The Four VR Design Elements that we decided to focus on — Function, Narrative Plot, Immersion, and Interface.

    Fifth Row: The Apps selected to align with a Design Element.

    As such, students worked through a design plan while learning about design planning. The apps worked independently of the course, then. It is easier to think of it in two main layers:

    1. The
      project — all parts of the assignments lead up to the completion of a
      3–minute video mock of the planned VR experience (Make an “ad”, Persona
      and Plot, Ideate, Storyboard, Video).
    2. The apps — all of the experiences were tested for appropriateness towards a specific design element.

    The
    in-between layers are all commonly recognized design elements. They
    become the grease that slips the main layers past each other. 

    Does one app fail or go offline? 

    No worries, slip in another one that addresses the same design element.

    Does a learner not finish their Week 2 assignment on time?

    No worries, the course is modular, they can proceed to the Week 3 apps while they catch up on the project.

    Aren’t these apps just for fun?

    No,
    I picked specific apps for specific design elements and prompted the
    learners to evaluate that element and discuss it within the course. Just
    saying an app was “fun” was asking to fail the course discussion.

    By
    using these layers, any problems with app cost, procurement, running of
    the app, or learner problems would not stop the entire success of the
    course.

    To explain the diagram, I’ll give one example from Week 1.

    We
    set up the course as a design cycle. Learners were going to make
    portfolios describing a future VR experience. The first step they needed
    to take was to empathize with their future VR app users. 

    Before they defined their users, they had to first be a user

    So, after safely unboxing and setting up their Oculus Quest 2, it was time for headset on and into some VR!

    They
    were asked to do three of these apps (below), talking out loud to
    themselves throughout the experience and then reporting back in a
    discussion prompt. Every observation is valid. They were tasked with
    evaluating function; how well did the app actually utilize the virtual
    reality medium? Could the experience have been done any other way
    equally as well? What stood out as amazing? (There were many more
    prompts to help them understand how to evaluate the VR design element of
    function.)

    One
    of the items that learners could have noted is that it is not easy to
    go to Antarctica. It is expensive and dangerous. Once there, learners
    may never have kayaked or used an expensive camera. It is unlikely
    they’ve ice-climbed. All of these are affordances that
    virtual reality gives that no other current experience can replicate.
    The closest is a 360 degree video, but those often come with little
    interaction, you can’t actually paddle your kayak, or pick up a camera
    and take photos. Therefore, the function of this VR app is high; it is
    appropriately using VR to offer an experience.

     

    Capture from inside of National Geographic Antarctica VR Experience, with the user in a kayak looking at whales in the water.
    Taken inside of National Geographic Antarctica VR Experience.

    After
    this, students had to create an advertisement of their own planned VR
    experience. So they had to already have some of the feelings of their
    users to get ready to market their idea to other users.

    Additionally,
    week by week, learners would get exposed to increasingly more
    sophisticated evaluations so that they would be able to begin to
    discriminate between what was good and what was bad about any VR
    experience. The point was not to finish the course with learners that
    love VR. The point was to make learners who can pick and choose and know
    how to find VR that works for themselves and their ideas.

    Which apps?

    We selected and planned for ~4–5 VR apps per week. 

    Week 1 — Function

    Week 2 — Narrative Plot

    Week 3 — Immersion

    Week 4 — Interface

    I want to strongly emphasize that we chose and included these apps for the design element per week.
    So as fun as Beat Saber can be, learners must report on the design
    elements of the interface (The menus, buttons, and music- what worked,
    what did not?) and the feeling of immersion (Were they really on a
    platform? Could they fall off? Was it light or dark? Do they have hands?
    Do they have a stomach?

    In
    hindsight, I’d add more apps all through the five weeks because the
    learners really loved this part of the course. In week one, they were
    delighted. But by week five, they’d lost their zest and were just
    looking to finish up. The device management process allows you to add
    more apps to the headset or switch them out, remember that. Just because
    a learner has an app in week one does not mean that you need to
    maintain access.

    Device management and privacy

    The key problem that many instructors worry about is the fact that the Quest 2s, when released, required the use of a Facebook account.
    I see this policy is changing and for the better. However, since we
    were at the front of using the Quest 2s right after they were launched,
    what were we going to do? Many instructors felt that learners using
    their own Facebook accounts for classroom activities was a violation of
    privacy in general. Personally, I will point out two thoughts:

    1.
    Many researchers and educators rightly point out that use of VR headsets
    for children under the age of 13 is pretty much not allowed by any
    Terms of Service of any of the major VR providers. Providing adequate
    protection in VR is something that these companies cannot assure.
    Therefore, bringing in school-age children into VR is something that
    requires more research and safeguards. 

    2. As someone who has been
    sexually harassed and bullied in real life situations, social media,
    and virtual reality, personally identifiable VR accounts is a good
    thing. Social media has played too fast and loose with privacy settings
    and many perpetrators know that. I don’t mind thinking that I’m playing
    against a specific real person on Beat Saber and vice versa. However,
    I’m an adult capable of taking responsibility for my own decisions and I
    also realize that as an adult, I am a consumer of my educational
    choices. I can simply put the headset down and walk away. Personally,
    I’ve only ever designed VR for adults. This policy was a protection
    maneuver for the long game and I support it.

    I know educators
    hated this requirement and rose up on arms about it. But it was not a
    battle that they were going to win immediately. They need to keep
    pushing for educational use in other ways within these platforms.

    The Unity College XR Innovation Lab
    used a device management service and the learners rented their Quest
    2s. The DM created the accounts and we monitored what was going on with
    the headsets through the course (what apps were on the headset and last
    used, battery charge, last time activated, etc.) In short, it worked for
    this time period. In the future, it’s probably better advice for an
    institution to buy their own headsets.

    Teaching narrative plot in design

    Final
    thoughts about teaching narrative plot (introduction, set the scene,
    dilemma, crisis, change, resolution) so centrally to VR design — do I
    regret that decision? 

    No, but I’ve thought about it a lot. Given
    the huge range of experiences possible in VR, was I correct in
    emphasizing that my learners should be able to deduce out and design in a narrative plot
    in VR? I could have taught the course more technically (resolution,
    degrees of freedom, refresh rates) or from other perspectives like app
    popularity or headset features. I’ve really kicked this idea around with
    my VR research colleagues and we’ve found that any VR experience ‘worth
    its salt’ will have these narrative plot features. Humans are pre-wired
    to understand and love stories. We seem destined to always look for
    cause and effect. We want to know why. Why does something happen? What
    caused it? What happens if I touch this?

    In VR headsets, the
    learner/user is the ultimate cause of effects. From the first moment (I
    taught that the Introduction is basically the Oculus Store ad…it is the
    moment when the learner previews what they are about to experience), the
    learner is beginning to move through the story.

    Just donning a headset means that the learner is willing to be changed by the experience at hand.

    When the headset powers up from dark to light, set the scene has begun.

    Even
    if the change and resolution happens far AFTER the headset comes off
    (this is very true of workplace VR training or meditation apps), a
    change does happen to the learner. So the elements of narrative plot are
    there. 

    After all, if virtual reality does not change you, why did you engage in it?

    Now…consider yourself introduced to teaching virtual reality.


    Got
    questions? Ask me! I have many more details like “what did we plan if
    students could NOT use the Quest 2?” or “how did you teach narrative
    plot in VR since VR is so new?”

    Please visit the Unity College XR Innovation Lab for more information and first-of-their-kind courses.

    Best wishes on your own course!

    #OculusQuest
    #VR #EdTech #TeachingInVR #CourseDesign #InstructionalDesign #Apps
    #VRApps #VRGames #VRCurriculum #DeviceManagement #Privacy #Design
    #Course #Experience #Learners #NarrativePlot #Elements #Reality #College
    #Development #Process #Function #Immersion #Interface #Menus #Buttons
    #VRSound #CreatingVR #DesigningVR #Layer #Storyboard #Persona #Pixar
    #Storytelling #Accessibility

    Updated images, mostly deleted stock photos, on February 18, 2026

     

  • State of XR 2020 – My Conclusions

    State of XR 2020 – My Conclusions

     

    After my participation of the State of XR 2019 2020 project, I
    have come to the following three conclusions. The overall results
    edited by iLRN will replace what was known as the New Media Consortium
    (NMC) Report for 2020, albeit for XR topics (Virtual Reality, Augmented
    Reality, Mixed Reality, Virtual Worlds) only. The following are the
    schisms present within XR that most fascinate me.

    Decorative image showing a venn diagram with text: Accessibility overlapping with Immersion saying "Almost Impossible To Find"


    Accessibility versus Immersion

    Again
    and again, when my fellow researchers and I examined sources, papers,
    and examples of XR being used in research and education, we found gaps
    in either of these concepts. It is as if you can have one but not the
    other.

    If a technology is accessible, it is not fully immersive.

    If a technology is amazingly immersive, it is not accessible to some population.

    This
    tension spreads far beyond a physical campus or location as well. If a
    university is investing in maker spaces, 3D printing, or immersive
    headsets (all items that are by definition limited to a certain space
    and time), the tradeoff is that only a few users can partake of an
    experience at any given time. This opens up the conundrum of do you
    invest heavily in spaces where only a few students benefit? To increase
    accessibility, do you design immersive rooms instead of VR headsets?
    Then, if you have a room, do you put more than one person in it? 

    To be clear, I feel that this conundrum can be overcome. We’re just not there yet. I feel that the solution lies in the fact that we (as in humanity) will be able to adapt to not fully immersive experiences and we’ll call that good enough.

    The Most Effective XR has the Highest Stakes

    Over
    and over, as I stack up the pile of research studies that show that XR
    is an effective conduit of education, the majority of studies right now
    are from the emergency services: medical, military, police, and fire. 

    Why is that?

    Putting this conundrum in another light, we know that immersive experiences heretofore have used fear as their greatest emotional coinage
    (2018, Bailenson). For example, put a learner into a training situation
    where they have to find and rescue a person from a burning building and
    then begin CPR, you will find that XR gives very impressive learning outcomes. 

    So
    why was the high stakes emotion of fear the same effective coinage in
    both situations? Was that destined to be XR’s first proven success?

    I don’t have a problem with this. Don’t misinterpret me.

    But
    I wonder what it is about ‘high stakes’ and fear that made this emotion
    the first to show it works via the research in XR? Bring humans into an
    experience where it feels scary, but make sure they remember that the
    situation isn’t real. The result becomes high entertainment value (i.e.
    Grand Theft Auto). My point is that there are many other emotions that
    we could pick for XR to ellicit/play on.

    We could have selected love as our emotion. What about wonder? Awe? Compassion?

    I’m not saying that there are not XR applications out there that don’t pull upon the non-fear emotions; there are. But why did fear get to the front of the “effective” line?

    The Role of Justice is Coming to XR

    If you followed my exploration of the History of XR series, you know that I was engaging in an exercise of future prediction. As such, I sensed two choices:

    1. All possibilities are possible.
    2. Patterns predict what will happen.

    After
    my study, I decided, as a designer, that choice #2 is the better bet.
    That is, if I could find a foundation upon which a feature, design, or
    product was built and *that* foundation was successful, then I would bet
    that the future feature would be successful.

    Here is a simple example:

    At this point, books
    are one of humanity’s greatest design successes. Many users want to
    read (there is market desire) and are more successful after reading
    (effectiveness is high). Books are predictable; they contain many
    patterns that are widely understood: title, table of contents, letters
    form words, words form sentences, sentences form paragraphs, paragraphs
    are contained arguments, books proceed through an argument from
    beginning to an end (in different directions depending on language).

    An
    example conclusion, therefore, is that future XR technologies *must*
    contain some element of text to be successful. Purely icon-based
    communication does not feel successful.

    But back to XR as an entire picture. Justice was built into the very first concepts of human’s imaginings of alternate realities.
    (Hello Plato!) I believe justice is still there, but it is very buried.
    I look for justice to show up more prominently in the future. There are
    already calls for XR to be a harassment-free or a prejudice free zone.

    I’ll be spending 2020 contemplating this and looking for examples of justice in XR applications.

    I seek to find justice in:

    AR
    – I look forward to the day when disciplines described today as ‘for
    those who have vision’ to be opened to all. For example, in science we
    know it is very hard to envision electron orbitals as
    ‘statistically-likely places to find electrons.’ AR will be able to add
    that sight to anyone studying the Periodic Table. Just the same for
    envisioning the flow of electrons in electricity.

    VR
    – Lucas Rizotto’s recently released Oculus game “Where Thoughts Go”
    introduces a much more subtle version of empathy, not a bang you over
    the head version.

    VW – Some quiet and yet profound results are coming from the social application of virtual platforms. Virtual Ability
    has been doing spectacular work for years on all kinds of physical and
    mental ability fronts. I look for this to open up as an increasingly
    socially acceptable form of support and thus, justice.

    It’s almost a new decade! I can’t wait to see what the future does hold. See you there.

    #StateOfXR
    #Research #Conclusions #AccessibilityInXR #ImmersionInXR #XR #AR #VR
    #VW #Fear #HighStakes #Effective #Compassion #Awe #SocialSupport
    #Justice #EmergencyServices

     

    This article originally appeared on LinkedIn on December 23, 2019. Updated font and images on February 23, 2026.

  • A History of XR Cross Reality Part 6 of 6

    A History of XR Cross Reality Part 6 of 6

     

    Almost there! Only five years to go and then into the future, she writes and points like Doc Brown.

    2014 – Future

    2015 Google Cardboard

    Source: Wikicommons

    Google (again? They were just in Part 5) sends out Google cardboard in the New York Times (and other media),
    expanding the new idea– a cheap VR viewer where you use your
    smartphone and some special apps. Pluses: mass market availability,
    cheap, created buzz. Negatives: absolutely no hands. People want to do
    more than look, they want to touch.

    2016 Emotiv

    Source: Wikicommons

    OK
    – I will go on record and say I do not like this product. It records
    the user’s brain waves when a certain action is requested (like open
    email) and then translates future instances of those brain waves as
    commands to repeat the learned action. Why don’t I like this? I cannot
    find many instances of telekinesis that have worked so far for humanity.
    Maybe in a future I can’t see, but for now, nope.  Just remember, there
    is no spoon.

    2016 Mobile World Congress – Facebook gets into the VR action. 

    It is interesting to note that when very large corporations make steps into a certain technology, all of our heads should be turning. 

    Facebook’s
    virtual world Horizon (once called Spaces) just opened in October 2019.
    Horizon so far doesn’t seem to be getting a warm reception. [Update: Horizons was set to shutdown and then quickly backtracked this decision in 2026.] 

    This
    invention represents an inflection point in technology where
    we double back on ourselves and create a conundrum. When asked if they
    would utilize a virtual world to ‘be’ (embodiment) with their friends, I
    see most regular users of Facebook shying away from the concept. These
    are the same users that lived totally without Facebook…uh…before
    Facebook. As such, they were synchronously and physically with
    people before. Being with people should not, by itself, weird out this
    population. So why the hesitation near this concept now? Are we
    ‘friends’ with people and do things within Facebook that we would not do
    when in-person with them? #Research needed here.

    2019 January – Apple patenting new gesture capture devices? 

    Maybe?
    As I’ve said though, no need for gloves or devices attached to people.
    Ditch that idea. New gestures to mean new things though?? [Edit: I’ve deleted and now downplayed Apple here, they did got for a high end “Pro” headset…that didn’t do so well.]

    2019 October – AWE conference in Munich #AWE2019

    The headset detects hands. At the time, cool.

    2019 – Magic Leap

    I don’t love this product. Why? See my Future of XR Headsets article. Magic Leap can be redeemed in my opinion though. I will wait this out. [Update: Magic Leap died in 2024 and been resuscitated in 2025.]

    2019 – Microsoft Hololens 2

    Excellent
    product. Why? Because the person looking at the user can see their
    eyes. Besides what I wrote about in my Future of XR Headsets article,
    Microsoft has taken a page from their own (MS Office) playbook for this
    launch. They are going directly to the business market. As such, there
    will be back-pressure into education to prepare learners for the
    workplace. This product has many of the characteristics of future
    success.

    2019 – example of room-based VR

    The plus here? Accessibility. Also, you could get more people into
    the same experience. So this is VR for more than one person.

    2019 – Microsoft demo of a hologram gives a partial keynote speech in Japanese, when the speaker does not speak Japanese at all. 

    Very much #thefutureistoday.

    2019 – Disney’s The Void – example of location-based VR. 

    Negatives:
    Must go to a location to experience this. Experience is not cheap.
    Positives: Increase in quality content (Star Wars!) and you can
    experience this in group (more than one at a time).
    [Update: The Void died in the pandemic due to financial problems.]

    So my predictions for the future of XR *based* on studying the past:

    • Text will be a continuing necessity. Put it everywhere and in everything you can. Text has over a 2000 year history
      in human interfaces; it is a winner. We need 3D fonts that can work
      “floating” and over the top of a variety of light and dark backgrounds
      and we need them yesterday.  #3DFonts
    • User-customized ways of interacting with large amounts of information. 
    • Tech not touching you that still works.
    • No need for gloves.
    • First forms of what works will likely be two technologies squished together. 
    • Seeing your user as a human will be more important than the tech itself.

    Interesting
    that phone and sound are almost non-existent in my XR research. I
    didn’t avoid it, but it also didn’t really show up as a necessary future
    player. I’ll keep cogitating on that.

    Keep an eye on science fiction. If you noticed, my sci fi sources dried up about 5 years ago and everything I shared was
    a technological innovation. What Sci Fi sources are predicting the near
    and far future? Battlestar Galactica? Handmaid’s Tale? The Marvel
    Universe? [Update: it was much more Handmaid’s Tale that I care to think about.]

    Amara’s Law: We tend to overestimate the effect of a technology in the short run and underestimate the effect in the long run.

    Going
    forward, I am very interested to trace the justice concept (remember
    Plato?) through this technology. It is significant that we can
    criticize much of the current XR environment as being made by young,
    white males in silicon valley. We need diversity and inclusion inside
    the workforce making XR.

    What comes next? I can’t wait to find out.

    Miss any of the prior history of XR and you are curious? Have at it!

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    Have any time points that you think I should include? Tell us as a comment!

    #Reality
    #CrossReality #MixedReality #VirtualReality #AugmentedReality
    #VirtualWorlds #Design #Transmedia #XR #VR #AR #ARVRinEdu #EdTech
    #Innovation #GoogleCardboard #Emotiv #FacebookVR #FacebookVW
    #FacebookHorizon #AppleGestures #iLRN #AWE #MagicLeap #MicrosoftHolens2
    #MicrosoftHologram #OmegaOphthalmics #DisneyTheVoid #Samsung2020
    #GooglePixel4 #AppleAR #Spectacles #SmellOVision #FutureTrends #3DText
    #YourUserIsHuman

     

    This article originally appeared on LinkedIn on December 2, 2019. Updated on March 31, 2026 with replaced images and I deleted some (now embarrassing) future predictions.

  • A History of XR Cross Reality Part 5 of 6

    A History of XR Cross Reality Part 5 of 6

     

    As a reminder, we are using science fiction as our time
    machine vehicle to examine how good we are at predicting the future and
    our intention is to predict the future of cross realities (XR).

    1999 – 2013

    1999 Tom Clancy’s Net Force

    I
    think I am probably one of the only writers that would put this in an
    XR history timeline. The namesake is a police force of a future internet
    where world citizens can relinquish country-based citizenship and
    become a citizen of the internet. But the prediction I liked was the
    description of how the internet could become an interface where the user
    could customize their interaction with it. It is hard to describe (read
    the book!). I find that prediction really tantalizing. The
    closest reality we have right now is the fact that everyone’s home
    screen on their smart phones is different, but this interaction with
    large data sets is still in front of us. More on this topic in 2007.

    1999 The Matrix – considered the first truly dark interpretation of the power of the internet. 

    Capture from The Matrix. Neo comes to grips with the figurative Matrix.
    Source: IMDB

    In this story, the internet is a place to escape from. Take
    one more look at that date: 1999. We’re really only about four years
    after the big 1995 America Online expansion of subscribers. Only four
    years and we’re already starting to suspect that this internet thing is
    something to be wary of.

    2002 Minority Report – Gloves used to manipulate screens and displays. 

    Source: IMDB

    I
    agree with the futurists that say that this vision of screens and
    displays will be accurate (floating in the air, perhaps only visible to
    the direct user). However, I predict: ditch the gloves.
    You won’t need them in the future. Radar will be able to detect your
    finger location in real time, so you don’t have to wear a device on or
    in your body for this functionality.

    2003 – Birth of Second Life – an immersive persistent world. 


    It’s still around. But multiple iterations of virtual worlds now exist.  

    2007 The Croquet Project.
    This is a now defunct project that basically embodied Tom Clancy’s
    customizable browser. I love the idea. I still think that versions of
    this idea will arrive in the future.  (Sorry the picture below does not
    come close to showing what it was. It’s hard to use images to describe
    this.)

    Source: Wikicommons

    2007
    – The first iPhone. Hard to believe we’ve been through all this history
    and only just now did we arrive at the first smartphone.

    Source: Wikicommons

    2010 – The first tablet, the iPad. 

    Source: Wikicommons

    I
    didn’t originally plan to take us directly from Apple launch of iPhone
    to launch of iPad, but I would like to show the likely user experience
    pathway between these two items. Let’s pretend we are in an Apple
    meeting room in 2008. We’re asked “What are our users experiencing?” The
    report is “Well, they like pulling up the internet and messaging from
    wherever, but still when they get on a (frequent) business flight, they
    lug along their full laptop (for work files), a book (for reading when
    they have a few hours ahead), some magazines (for light reading during
    short delays) and something that might play a few very small videos.” So
    Apple sees 3 different devices:

    A phone – that does what phones do, and a little more

    A laptop – that carries huge files and has a keyboard, but is otherwise clunky to carry

    Print media & some stored music – stored on a device that does ONLY that function

    So the iPad is the combination of those three needs. You might remember that the iPad was not launched as a phone replacement though.
    Need a phone for communication? Actually, not so much. We now know that
    smartphones are used for phone communication 5% of the time. That’s 95%
    of the time they are not used as phones. The iPad allowed all of those
    other needs to be met. Remember that Disney robot vacuuming, but the
    true future was the combination robot vacuum. The combination – put
    technologies together- wins again!

    2013 Microsoft Kinect – Defunct but considered a commercial success at 35 million units sold. 

    Source: Wikicommons

    Personally,
    I love this device for the accessibility. Nothing touches the body! You
    could be in a wheelchair and use this. You could not have hands and use
    this. Love this idea! I pin this as a VERY future workable idea: devices that do not need to touch you.

    2013 “Modern” smartwatches born.

    2013 Google Glass – another defunct innovation

    Source: Wikicommons

    Interesting
    to note the privacy backlash that happened in 2013. Everyone was
    concerned that the camera on the Glass (wore by the user) would be
    watching & recording them (not the user). Fast forward to
    2019 and people whip out their phone, camera, & filter in a second!
    My, how times change!

    [Update from 2026: The backlash against Meta’s AR glasses grows.]

    In case you missed the other articles in this timeline, here they are:

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    #Reality
    #CrossReality #MixedReality #VirtualReality #AugmentedReality
    #VirtualWorlds #Design #Transmedia #XR #VR #AR #ARVRinEdu #EdTech
    #Innovation #TomClancy #NetForce #Matrix #MinorityReport #ARGloves
    #SecondLife #CroquetProject #iPhone #iPad #MicrosoftKinect #GoogleGlass

    This article originally posted to LinkedIn on December 1, 2019. Updated font on March 31, 2026 with replaced images.

  • A History of XR Cross Reality Part 4 of 6

    A History of XR Cross Reality Part 4 of 6

     

    Decorative image of Earth from the Jetsons TV cartoon series.

    If you persevered through Parts 1, 2, and 3,
    well done! For me, the fun starts now as the timeline now includes my
    lifetime which means I can remember and attest to the impact that
    science fiction has had on our cross reality creations. We have color TV
    so let’s almost finish up the 20th century!

    1966 – 1998

    1966
    Star Trek and the communicator – a hand held device that could do
    several functions, all without cords, wires, or being at a
    panel/payphone.

    Photo of James Kirk character from Star Trek, holding a communicator device.

    1968 Heads-Up Display suggested for civilian, private use.

    1969
    Another paleo futuristic image, this one from Japan. This shows
    adaptive technology used for learning, no teacher in the room, and robot
    that doles out punishment.

    Futuristic art depiction of a classroom with a robot teacher.
    Source:  Shōnen Sunday, a Japanese Manga magazine, 1969.

    1972
    The first smartwatch, the Pulsar. I tried to find what definition
    ‘first smartwatch’ meant and I learned that it meant ‘you have to press a
    button in order for it to display the time’.

    Photo of The Pulsar, the original smart watch. Might not have been that smart, actually.
    The Pulsar, the first smart watch. Source: watchdepot.com.au

    1974 This
    video, One day, a computer will fit on a desk (1974) is excellent to watch. The world is predicted for
    2001.

    That’s
    Arthur C. Clarke. What is it about science fiction writers that have
    the ability to accurately predict the future? I think it’s first the
    broad spectrum of options that science fiction provides. Second, I think
    that they can also pick out design patterns that are viable. 

    1979 Star Wars – communication via recorded hologram.

    Capture of Star Wars scene where Princess Leia is relaying a message as a hologram.
    Star Wars, A New Hope, Leia as hologram scene.

    1982
    EPCOT opens. This is the now-closed Horizons pavilion which focused
    entirely on the future. I wanted to show this image because of the
    robots in the home. One robot in the kitchen is cooking and
    simultaneously cleaning. 

    Let’s zoom in on the “Butler” robot who is vacuuming.

    Photo of the Butler from the Horizons Epcot pavilion. He is vacuuming.
    The butler from the now-gone Horizons Epcot pavilion

    Notice
    how Disney has the Butler robot — who is capable of other
    duties–literally using a vacuum cleaner that would have been present in
    1960 or even 1982. So futurists often start by putting objects together to increase the functions. Need your floor vacuumed? No problem. Your robot will grab the vacuum and do it for you. One device will use another device.

    But
    today, we have Roomba vacuums. Disney was wrong. What happened? In the
    future that came to pass, the robot and the vacuum cleaner were put
    together into one device (and the butler’s duties are done by other
    robots in our homes, I’m looking at you Alexa). Take note of that
    pattern; what started as two devices actually became one.

    This is a fun image from 1982.

    Artwork by Alan Kay, Atari, depicting a future classroom with most students paying attention to their computer lessons. One is not paying attention.
    Credit: Alan Kay

    This
    was drawn by Alan Kay who was drafted to draw a vision of how Atari
    could be incorporated into the classroom. Bold moves for a game
    company– then.

    Note: “Here we see some of the earliest visions
    from Silicon Valley of the personal computer in the classroom. The
    future of education here is technological. It is branded. It is
    game-based. There are still desks in rows and clusters. And students
    still rebel.” (Watters, 2015)

    1992 Snow Crash novel by Neal Stephenson. 

    Snow Crash novel cover art with a man running down a blue digital hallway.
    Cover art for the Snow Crash novel by Neal Stephenson

    Stephenson
    writes of a virtual world, the impact of headsets, and a basic Sumerian
    language programming plot. Philip Rosedale credits his wife as handing
    him this novel to read that became the starting point for Linden Lab’s
    Second Life virtual world. 

    1995’s The Net with Sandra Bullock is a techno thriller of an isolated remote worker.

    Photo from The Net movie with Sandra Bullock. She is using a computer keyboard.
    Source: imdb.com

    Problems
    ensue when she discovers a tech problem and a large corporation goes
    after her via the only conduit in her life: everything digital. Without
    giving away the plot because I’ve heard some have never seen this movie (what?), there is a very interesting intersection with privacy, security, and medical records. Let’s just say that I’m very glad that this prediction of the future has not come true…yet.

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    #Reality
    #CrossReality #MixedReality #VirtualReality #AugmentedReality
    #VirtualWorlds #Design #Transmedia #XR #VR #AR #ARVRinEdu #EdTech
    #Innovation #StarTrek #Communicator #PaleoFuture #Pulsar #StarWars
    #Hologram #EPCOT #Horizons #Disney #Roomba #Atari #SnowCrash
    #NealStephenson #SecondLife #PhilipRosedale #LindenLab #TheNet
    #SandraBullock

     

    This article originally posted to LinkedIn on November 30, 2019. Updated on February 24, 2026 with better font and re-added images.

  • A History of XR Cross Reality Part 3 of 6

    A History of XR Cross Reality Part 3 of 6

     

    Drawing by Villemard circa 1910 showing future schools where students learn via headphones as the teacher and assistant grind books into some kind of device connected to the headphones.
    France_in_XXI_Century._School.jpg: Jean Marc Cote (if 1901) or Villemard (if 1910)derivative work: TVJunkie, Public domain, via Wikimedia Commons

    1910 – 1965

    In 1910, the artist Jean
    Marc Cote, is commissioned to create artwork for cigar boxes showing
    humanity in the year 2000. Some of these predictions hit remarkably
    close the mark.

    Flying firefighters. No? You do know that departments are incorporating drones, right?

    Art drawing by Villemard circa 1910 showing fire fighters with wings fighting fires.
    Villemard, Public domain, via Wikimedia Commons

    Schools transformed by just listening-learning (blog banner image).

    Now educators and I can have a field day with just this image. I
    would ask a group of teachers-to-be to analyze what was correct in this
    prediction and what was incorrect. We could go on and on. The main idea
    here to get is that learning was going to transformed to occur only by listening. How ridiculous, right? And yet, three years later in real life…

    Photo of Thomas Edison examining a film strip.
    Thomas Edison examining some film. NPGallery, Public domain, via Wikimedia Commons

    “Thomas
    Edison famously predicted in 1913 that “Books will soon be obsolete in
    schools” – but not because books were to be ground up by a knowledge
    mill. Rather, Edison believed that one of the technological inventions
    he was involved with and invested in – the motion picture – would
    displace both textbooks and teachers alike.

    “I believe that the
    motion picture is destined to revolutionize our educational system and
    that in a few years it will supplant largely, if not entirely, the use
    of textbooks,” Edison asserted in 1922. “I should say that on the
    average we get about two percent efficiency out of schoolbooks as they
    are written today. The education of the future, as I see it, will be
    conducted through the medium of the motion picture… where it should be
    possible to obtain one hundred percent efficiency.” (Watters, 2015)

    From
    1913 to 1931, we have the age of radio. By 1931, television was
    demonstrated at the Iowa State Fair. Just two years after (so quick if
    you think about it) that the University of Iowa started to experiment
    with this medium. The first broadcasts were only video, no audio.
    Because televisions were scarcely available commercially and the signal
    was weak, users who could receive the signal tended to be with five
    miles of the campus and had built their own TVs from parts. If you
    wanted to hear sound along with the video, you had to tune in your radio
    at the same time. Descriptions of the image produced in these
    rudimentary TVs are actually scary (colors, shapes, very fuzzy). But it
    is a start!

    Photo of early television set. Large wooden-type box has a small, curved black and white screen.
    General Electric early television set. DogsRNice, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons

    Professors
    quickly figured out that they could broadcast radio from home and then
    did so. Students still had to travel to campus and sit in seats to
    listen. The next innovation was two way radio so students could ask
    questions of the professor.

    Photo of Haaren High School's radio-based accounting class. Circa 1923.
    Haaren High School, New York, accounting class, by radio. Source: https://onetuberadio.com/2023/07/10/1923-distance-learning/

    1957
    The Sensorama by Morton Heilig is considered the first cross reality
    machine. It provided visuals, sounds, vibrations, and smells.

    Side view diagram of the Sensorama patent filing. Device surrounds the users head with images and sound.
    Sensorama patent filing diagram, side view.

    1958
    I cannot resist including this image of an electric typewriter because
    use of text is a common theme that carries through our history of XR and
    I do believe it will continue into the future. What is interesting is
    the boast that her grades will improve by 38% if you buy her an electric
    typewriter. Her grades will improve in what…typing class?

    Typewriter advertisement saying that a student's scores increase after using their typewriter.

    1960 No history mentioning futurism would be complete without mentioning Walt Disney. 

    Photo of Walt Disney in front of a concept map for Epcot.
    Source: expolounge.blogspot.com

    In
    addition to his many other achievements, Walt Disney was a visionary
    futurist and he did not stop with just dreaming; he set in place plans
    to create the future. This particular image is associated with his plans
    for EPCOT, his Experimental Prototype Community Of Tomorrow. I’d like
    to point out that this image is from 1960 when Walt Disney was also
    planning his displays for the 1964 World’s Fair (what would become It’s A
    Small World and The Carousel of Progress). Walt never lived to see
    EPCOT open but his flair for looking into the future appeared in the
    rides as I will show in a future article. At this point, we note that he
    looked at the future with ideas about community, centralization of
    services, and the importance of neighborhoods.

    Also in 1960, the first videoconferencing was conducted. This gives us the sharing of live video and audio.

    1965 This paleo futuristic cartoon seems to predict a dire future of robots giving instruction. 

    Comic strip style art with a robot teacher in front of a class.
    “Robot teacher from the December 5, 1965 edition of the Sunday comic strip Our New Age” Source: Novak Archive.

    But
    look closely at the prediction: “Compressed speech will help
    communications. From talking with pilots, to teaching reading. Future
    school children may hear their lessons at twice the rate and understand
    them better!”

    Did they get that wrong? Ever noticed this choice at YouTube? [I’m not implying that learners can learn at a higher speed, I’m pointing to the availability of speeding up videos– a different thing altogether.]

    Capture of YouTube playback speed controls showing faster than 1.0 speed choices.
    YouTube playback speed choices

    1966 Have another cartoon prediction.

    Comic strip single panel with text
    Source: http://publicdomainreview.org/collections/france-in-the-year-2000-1899-1910/

    “By
    2016, man’s intelligence and intellect will be able to be increased by
    drugs and by linking human brains directly to computers.” 

    Well, my intellect is increased by coffee. I won’t speak for you.

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    #Reality
    #CrossReality #MixedReality #VirtualReality #AugmentedReality
    #VirtualWorlds #Design #Transmedia #XR #VR #AR #ARVRinEdu #EdTech
    #Innovation #Change #WaltDisney #Epcot #ProgressCity #JeanMarcCote
    #CigarBox #Year2000 #PaleoFuture #Sensorama #ThomasEdison

     

    This article originally posted on LinkedIn on November 29, 2021. Updated February 24, 2026 with a better font and re-added images.

  • A History of XR Cross Reality Part 2 of 6

    A History of XR Cross Reality Part 2 of 6

     

    Poster advertising the Theatrophone, a way to listen to a live theater show from another location.
    Jules Chéret, Public domain, via Wikimedia Commons

    As a reminder, we are using science fiction as our time
    machine vehicle to examine how good we are at predicting the future and
    our intention is to predict the future of cross realities (XR).

    1881 – 1909

    1881
    – The invention of the theater phone (theatrophone) allowed users to
    listen to the live opera from a location up to 1 mile away from the
    theater. So you do not have to be there to be there.

    Artwork by an unknown artist showing a mini theater inside of a phone to advertise the theater-phone concept.
    Münzbetriebenes Empfangsgerät des de:Theatrophons. Circa 1892. Work is considered to be in the public domain in the US.

    1882 Paleo futuristic image showing opera attendees in the future year 2000.
    In case you are checking your watch, that’s 2 decades ago as of this
    writing. Did I miss fish cars? Lizard cars? Actually, never mind. I
    don’t think you’d find me going to the opera regardless of the kind of
    car.

    Art by Villemard, comissioned circa 1910 for cigar boxes, showing how people will attend the opera, in flying cars, in the year 2000.
    Villemard, Public domain, via Wikimedia Commons

    1895
    H.G. Wells published The Time Machine as a dystopian future view. Wells
    was living in rural England and was seeing the industrial revolution
    expand. He saw large factory cities swallow up young workers for long
    hours in dark conditions and producing to satisfy an seemingly
    insatiable consumer. He looked forward and saw a future where humanity
    would become split into two groups that would almost would never interact.

    Book cover for The Time Machine by HG Wells
    Author Herbert George WellsPublisher William Heinemann, Public domain, via Wikimedia Commons

    On
    the surface was a Greek god-like existence of Eloi. They all looked
    alike. (Shivers.) This group would be the consumers. They would benefit
    from this world order but simultaneously be oblivious to the price for
    their existence. They would be a small group, the 1%.

    The
    underground dwellers, the Morlocks, would run all of the machinery. They
    would be the producers, and the generations of being underground would
    allow for adaptations of evolution including large eyes, intolerance of
    sunlight, and flesh-eating.

    E.M. Forster read The Time Machine and rejected this future that H.G. Well foresaw.  

    However,
    before we get to Forster’s publication, we visit one other futurist. In
    1901, Frank Baum (of The Wizard of Oz) published The Master Key which
    contains the first known reference in writing to what we would recognize
    today as augmented reality:

    Book cover for The Wizard of Oz.
    William Wallace Denslow, Public domain, via Wikimedia Commons

     “On
    the other hand,” continued the Demon, “some people with fierce
    countenances are kindly by nature, and many who appear to be evil are in
    reality honorable and trustworthy. Therefore, that you may judge all
    your fellow-creatures truly, and know upon whom to depend, I give you
    the Character Marker. It consists of this pair of spectacles. While you
    wear them every one you meet will be marked upon the forehead with a
    letter indicating his or her character. The good will bear the letter
    ‘G,’ the evil the letter ‘E.’ The wise will be marked with a ‘W’ and the
    foolish with an ‘F.’ The kind will show a ‘K’ upon their foreheads and
    the cruel a letter ‘C.’ Thus you may determine by a single look the true
    natures of all those you encounter.”

    “And are these,
    also, electrical in their construction?” asked the boy, as he took the
    spectacles… All character sends out certain electrical vibrations, which
    these spectacles concentrate in their lenses and exhibit to the gaze of
    their wearer, as I have explained.”

    “It’s a fine idea,” said the boy; “who discovered it?”

    “It is a fact that has always existed, but is now utilized for the first time.”  [A wonderful Wizard of Oz-like sense of humor. Making fun of the fantastical, but obvious.]

    In December 1909, E.M. Forster publishes The Machine Stops. If
    you have a chance to read it, I encourage that. It is a remarkable
    story. If you substitute “the Internet” for “the Machine,” the story is
    eerily accurate in some predictions of humanity. There is also very
    interesting economy where humanity values the exchange of ideas above all other concepts (cough, Instagram, Twitter/X, Mastadon, Bluesky, etc.).

    Short summary:

    In
    the future, everyone lives underground in these large columns of cells
    because the surface is inhabitable. Each person lives in a cell that is
    of a small defined space, one person per cell. The collections of people
    are like bee hives. Everything a person needs to live is brought to
    them in their cell by the Machine. Food, air, water, and once a day the
    cell (and the person) are washed clean. The humans never meet or touch
    in any way. They listen to concerts, speeches, and read books.  

    The
    plot of the story unfolds with a son that yearns to escape to the
    surface world; he believes it might be inhabitable and as such, holds
    new promise for humanity. At first, he tells his mother about his desire
    to leave via the Machine (a progenitor to Skype?) but the Machine,
    intercepting the message, always fuzzes out when people express
    unhappiness with the current order of things (cough, Facebook experiment).
    Thus, the mother does not understand her son’s intent. She tries to
    dismiss her worries. The son becomes insistent and travels to visit his
    mother in person. When they meet, the mother is bothered by human touch.
    He insists that he’s been on an exploratory climb and that he knows
    other youth that are going to leave too. She will not leave the hive,
    she cannot understand why anyone would leave the Machine. He leaves and
    finds a livable world on the surface. The Machine, without humans to
    service it, eventually breaks down and everyone remaining underground
    dies; not because they are unable to leave, but because they lack the fortitude to do so

    Forster’s future vision does not have cannibalism but it highlights an amazing weakness; that the more humans depend on machines, the less human we will essentially become. Forster seems to argue that the human connection to the natural world is our salvation; a lesson not lost in 2019.

    You’ve
    finished a great deal of time travel but this was the slowest feeling
    part of our journey. We’ll start speeding up in Part 3 which will
    publish on November 29, 2019.

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    #Reality
    #CrossReality #MixedReality #VirtualReality #AugmentedReality
    #VirtualWorlds #Design #Transmedia #XR #VR #AR #ARVRinEdu #EdTech
    #Innovation #Change #HGWells #EMForster #TheMachineStops #TheTimeMachine
    #TheMasterKey #FrankBaum #TheaterPhone

    Originally posted in November 2019. Updated on February 24, 2026 with changed font and re-added images.

  • A History of XR Cross Reality Part 1 of 6

    A History of XR Cross Reality Part 1 of 6

     

    Decorative image showing scenes from the history of XR: Athens, The Aztec sun stone, and the Microsoft Hololens.

    “The longer you can look back, the farther you can look forward.” ~Winston Churchill.

    This
    the first of six articles describing a history of cross reality,
    otherwise known as mixed reality or XR, which encompasses the fields of
    virtual reality (VR), augmented reality (AR), and virtual worlds (VW). I
    have used the lens of science fiction as my time travel machine. This
    is not meant as an exhaustive history, as I purposely chose my timeline.
    Also in this effort, I engaged pattern-seeking from design research to
    sharpen my prediction skills.

    These articles started with two
    recent research efforts: 1) an invitation to present on any topic at a
    local university and 2) a project to forecast the future of XR
    technology. As a result, I decided to craft a story, the history of XR.

    Said another way, there is a reason this article series is called “A History…”. It is because it is one chosen history. 

    There are many possible others. For example, some will trace a purely technological history and start with Morton Heilig’s Sensorama device. Others will trace the use of alternative realities and perhaps start with flight simulators.

    When I went to find the origins of science fiction, my research indicated that I should start first with paleo futurism. Paleo futurism
    is the study of how, in the past, we envisioned the future. Said
    another way, we have guessed about the future before. How good are we at
    guessing? Once I did some research in paleo futurism, I found that I needed to look to utopian/dystopian literature as the origins of alternative realities in human thought.  

    Photo of Athens showing the Acropolis and surrounding trees on the hillside.
    Photo by Constantinos Kollias on Unsplash

    That brings our time machine’s first stop back to 380 B.C. and Plato’s Republic.

    Photo of a page from Plato's Republic.
    Public Domain, https://commons.wikimedia.org/w/index.php?curid=1181161


    This
    is argued to be the first instance of humankind writing about an
    alternative reality for themselves. Plato focused this reality not on
    city planning or public education, but on the concept of justice. Plato
    pitted 4 different definitions of justice against each other to see how
    humanity fared. At least up until 1900, it is a very strong bet that
    the rest of our science fiction sources know of this foundation.

    (Note:
    there may be non-Western roots of alternative realities that go further
    back than 380 B.C. My choice to start with Plato simply reflects a place
    where I was comfortable starting.)

    Our next stop is the early 1500s A.D. What was happening on Earth?

    Columbus
    had made 2 journeys to the “New World” Undoubtedly, knowledge that new
    lands had been discovered was spreading across Europe. The slave trade
    had begun.

    Drawing by Theodor de Bry, dated 1594 of Columbus discovering the New World. It depicts a tonal drawing of a single armor-clad person looking out into a sea-serpent-filled ocean towards distant lands.
    Bry, Theodor de,, Public domain, via Wikimedia Commons

    The Pacific Ocean had just been discovered.

    Globalism is on the rise. Colonialism is not far behind.

    In
    1516, under King Henry the 8th, Brian Tuke was established as the first
    Master of the Posts, the progenitor of the Royal Mail.

    In Germany, a law established that only water, barley, and hops are the allowed ingredients to make beer.

    In
    China, the Nantan meteorite fell to Earth. The fall of this meteorite
    was eye-witnessed by a farmer in a field and it was a rare iron-nickel
    meteorite.

    One of the final battles for the Holy Land was won by the Ottomans, establishing the Ottoman empire.

    The
    Aztecs were in their post classical period. This image is from the
    Aztec sun stone, showing the belief in a cyclical calendar. We’ll see
    cycles later as a key to prediction.

    Photo of the Aztec Sun Stone, thought to have been carved around 1521.
    Gary Todd, CC0, via Wikimedia Commons

    The
    first social housing was established in Bavaria—which still exists
    today. Originally to live here, you had to have been a city resident for
    the two prior years, have no source of income, and be a
    Catholic. Widowed mothers were the primary residents.

    In Venice, the first Jewish ghetto was established by law.

    In
    Florence, the first uffizi (office) was established for workers to come
    to on a daily basis to do their work for the first “corporation.”

    Photo of the Firenze in Florence, Italy. The text argues that this was the first office.
    Txllxt TxllxT, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons

     

    I’ve brought up all of these elements to show that humanity was in flux, in a period of change when new ideas were flooding many different cultures.

    Then, in 1516 Thomas More published Utopia, the progenitor of science fiction.

    Photo of an original version of Thomas More's Utopia book.
    The Folger Shakespeare Library, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons

    As
    I researched, I learned that the definition of utopia was not our
    current meaning of perfection or “Eden.” Thomas More intended “Utopia”
    to mean “nowhere” or “a place that does not exist.” The book was a
    commentary that both supported and criticized socialism. Utopia had a
    ruler for life but after he died, there is an election for a new
    ruler. There was shared work, food, clothing, land, etc. Punishment for
    crime, however, was severe. We would not recognize More’s concept of
    justice today. Residents dug away at a peninsular to form the island of
    Utopia. Interestingly, Utopia is not isolated for there are still ships
    to other nations. 

    The very next year after Utopia was published,
    Martin Luther nailed his 95 theses to the cathedral door and Canada was
    discovered via the St. Lawrence River. This was a world deep in
    change: new worlds, new religions, globalization, and also segregation
    and slavery.

    So we have our foundation of humans engaging with alternative realities. On to Part 2.

    Part 1 380 B.C. to 1880 

    Part 2 1881 to 1909

    Part 3 1910 to 1965

    Part 4 1966 – 1998

    Part 5 1999 – 2013

    Part 6  2014 – Future

    #Quotes
    #WinstonChurchill #Reality #CrossReality #MixedReality #VirtualReality
    #AugmentedReality #VirtualWorlds #Design #Plato #Republic #Utopia
    #ThomasMore #1516 #Transmedia #XR #VR #AR #ARVRinEdu #EdTech #Innovation
    #Athens #Globalization #Change

     

    This article was originally posted to LinkedIn on November 17, 2019. Updated on February 24, 2026 with some slighted clarified writing, changed font, and re-added images.

    (more…)