Within certain STEM disciplines, it is not uncommon to have years when no Black student earns a Ph.D. The percentage of Black Americans earning doctoral degrees has stayed basically the same since the year 2000 at less than 6%. The number of diverse students on the production side of emerging technologies also continues to wane. Unfortunately, little research has been compiled regarding equitable participation and adoption of AR/VR. A Citi report predicts the market for the Metaverse could be between $8 trillion and $13 trillion by 2030. MR (mixed reality), meanwhile, combines the real world with the digital, allowing users to interact with both real world and virtual items without removing their headsets. VR, on the other hand, is fully immersive, accessed through a headset that creates a computer-generated world that users can manipulate. AR/VR adoptionĪR refers to the overlaying of digital information on a real-world backdrop, taking for example the technology used in the mobile game, Pokémon Go. We draw on these conversations to inform our thinking about the opportunities and challenges of AR/VR. The findings for this blog and future articles are based on virtual convenings, with the first one comprised of leaders from HBCU, HSI, and community colleges in July 2022. The focus of the research is also related to the opportunities and barriers to the design and implementation of AR/VR scenarios that reflect culturally efficacious use cases and scenarios to increase BIPOC engagement, especially as professional opportunities become more lucrative in these professions. Nicol Turner Lee are exploring the diversity, equity, and inclusion of these technologies with particular attention on how educational leaders from Minority-Serving Institutions (MSIs), which include Historically Black Colleges and Universities (HBCUs), Hispanic-Serving Institutions (HSIs), Tribal Colleges and Universities (TCUs) and community colleges with disproportionate numbers of Black, Indigenous People of Color (BIPOC) students, are using and leveraging AR/VR technologies for course instruction and other college-oriented guidance. It raised $75 million in December in a round led by Andreessen Horowitz, to market its virtual-reality headset for video games and develop the product for use in areas like education, film, architecture and design.As part of new Brookings research, scholars Dr. It quickly drew attention to its “Oculus Rift” virtual-reality glasses, demoed at tech and gaming conventions around the country. Oculus VR, founded by Palmer Luckey, a self-described virtual reality enthusiast and hardware geek, got its start as a Kickstarter-funded program, drawing small investments from thousands of people on the popular fund-raising platform. ![]() Imagine enjoying a court side seat at a game, studying in a classroom of students and teachers all over the world or consulting with a doctor face-to-face - just by putting on goggles in your home.” “After games, we’re going to make Oculus a platform for many other experiences. “Oculus has the chance to create the most social platform ever, and change the way we work, play and communicate.” “Mobile is the platform of today, and now we’re also getting ready for the platforms of tomorrow,” said Facebook founder and Chief Executive Mark Zuckerberg. On Tuesday, Facebook said virtual-reality technology could emerge as the next social and communications platform. Last week, it introduced an effort to develop computerized wristwatches. Google Inc GOOG.O has been testing Google Glass, a stamp sized electronic screen mounted to a pair of eyeglasses for several years. ![]() Many in the industry believe that wearable devices could represent the next big platform shift. ![]() The world’s largest social network was deemed late to recognize the shift to mobile devices and the company’s revenue has only recently begun to recover from the late start. The acquisition, which comes hot on the heels of its $19 billion deal for messaging service WhatsApp, marks a big bet by Facebook to anticipate the next shift in an evolving technology industry, at a time when consumers are increasingly abandoning their PCs for smartphones. The sun rises behind the entrance sign to Facebook headquarters in Menlo Park before the company's IPO launch, May 18, 2012.
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