Academic Research and Social Issues
How VR helps create accessible experiential learning opportunities
An Introduction:
Academic research has always been a priority for Brock University and The Environmental Sustainability Research Centre (ESRC) – an academic institution & department in Southern Ontario, well known for its experiential learning and innovative research.
The ESRC approached XpertVR to create a virtual simulation illustrating possible future ocean climates. The project first tested how well virtual reality (VR) can be used to convey social issues and hopes to soon be used to present the impact of overfishing to the United Nations.
The problem:
In the world today, oceans are regulated up to 200 miles from the shore of every country. Beyond 200 miles, the ocean becomes international waters or the high seas. This means that there is little to no regulation, which can lead to a significant grey area for the people and countries operating in those waters.
Until the late 1900s, this was not a significant problem, but due to advancements in technology, large fishing trawlers can now operate in those waters for extended periods. Tracking schools of fish and catching them with mile-long nets. In recent years, this has begun to impact environmental sustainability in the high seas, while also harming the economies of developing countries that rely on migrating fish.
Obviously, this is a significant problem, but conveying this message to most people is challenging, as they cannot witness these effects firsthand. This is why Jessica Blythe, a researcher at the Environmental Sustainability Research Centre at Brock University, decided to study how using Virtual Reality affects a person’s view on social issues. Jessica then planned to present her findings and demo the VR experience to United Nations leaders at the 2020 UN meeting, where they would discuss signing a new treaty to limit fishing in the high seas. Unfortunately, this academic research presentation and meeting have been postponed due to COVID-19.
"Our hope is that the independent use of this scenario ensures our future firefighters are using their equipment properly."
The solution:
After speaking with Jessica about the problem and what she was trying to convey, the team at XpertVR came up with the idea to create a narrated experience that puts you in either a utopian or dystopian future of the oceans, set in 2050.
In the pessimistic future, you are placed on a large fishing trawler, where you learn about why overfishing has become such a big issue while getting a fully immersive feel for the magnitude of fish that are collected. You are then taken underwater where you learn what will happen to the ocean if this problem continues and how it can be stopped. Learning this in a VR environment allows you to see how many species of fish have been affected as well as the small communities that rely on them. Additionally, you learn how Biodiversity has plummeted.
And especially how deep-sea habitats have been damaged by bottom trawling and oil extraction. This decline has primarily affected developing nations, which rely heavily on fish for food security. In coastal communities, food security concerns and poverty levels soar.
On the other hand, the optimistic scenario depicts a world focused on environmental sustainability and social equality. The optimistic future presents similar scenes and narration, but turns the tables to examine what ocean life could look like if fishing in the high seas were regulated. For example, healthy stocks of tuna, swordfish, sharks and turtles fill the high seas once again. Increased fish stocks lead to improved catches for coastal populations in developing countries. The levels of food security, well-being and equity are high.
Results and feedback:
The research highlighted that engaging with scenarios can change how people feel about social–ecological systems. Further, the research also highlighted that scenarios can build public empathy for remote natural places. One of the interesting results that came out of the high seas study was that the participants were more empathetic towards nature when they saw a pessimistic scenario of ocean life than when they saw the optimistic scenario.
Research participants made comments including “that was an incredibly eye-opening experience”, “I would like to stay in the VR environment forever”, and “this is really important”.
Once the project concluded Jessica Blythe, the lead researcher, commented that “the project management was incredibly effective. The {XpertVR} team is responsive, professional and fun to work with!”
Our metrics:
Required participants: 150
Final participant count: 300+