Grassroots September 2016, Vol. 16, No. 3 | Page 14
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glints off the waves and bright primary colour boats
bob in the harbour. On the island, pastel stucco
houses stair-step up toward a grey, crenelated
castle. Above water, everything seems lovely.
Then I’m underwater. The sea around Ischia, it
turns out, provides a perfect place to show people
the contrast between a healthy ocean and an
acidified one: In one part of the harbour, colourful
schools of fish rush past me. Sea grasses undulate.
Eel squiggle by brilliant coral reefs. Along the
bottom potter various species of sea snail.
Next, I turn to the part of the harbour where
volcanic vents have created an acidified
environment: The corals, the eel, and many of the
fish have disappeared. Everything looks red-brown
and murky as certain types of algae have taken
over.
However, in late March, Facebook released the
Oculus Rift headset, an immersive VR setup
intended for mass market use, priced at $599, about
$1,500 with a bundled computer. The first 30 Rift
games have gone on sale, with another 100 to
follow by the end of the year.
Competitors such as HTC Vive, Sony
PlayStation VR, and the Microsoft HoloLens are on
the way. There are reports that both Google and
Apple have projects targeting this new market.
Meanwhile, the ocean VR experiences produced
by VHIL are building on a decade of social science
research that shows people who have a VR
experience are more likely to change behaviour in
ways that benefit the planet.
For instance, various VHIL studies have shown:
In my headset, Prof.FioMicheli of Stanford’s
Hopkins Marine Station in Monterey says, “One of
the most difficult parts of my research is getting
people to care about ocean acidification.”
Full disclosure here: I knew all about ocean
acidification before the VR tour; I’ve written about
it for various magazines. But as I took off my VR
headset, I felt upset and deeply sad. If a picture is
worth a thousand words, then an experience —
even a digital one — seems to be worth many
more. As music video director and VR entrepreneur
Chris Milk has put it, VR is an “empathy machine.”
“The virtual reality platform allows someone
who has never even been in the ocean to experience
what ocean acidification can do to marine life. We
are visual creatures, and visual examples can be
very striking,” explains Kristy Kroeker, an assistant
professor of ecology and evolutionary biology at
the University of California, Santa Cruz and a
consultant on the VR project.
There was a lot of hype about VR in the 1990s,
followed by technical challenges, missteps, and
public disappointment. This time, the technology
seems poised to become a mass experience. Costs
have come way down and computing power is
improving all the time.
Google cardboard headsets and the Samsung
Gear VR dipped a toe into this new universe last
year, but experts generally said they were not quite
ready for prime time.
If people have a VR experience of cutting down
an old-growth redwood, they are more likely to
conserve paper.
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If a person has a VR experience of cutting
down an old-growth redwood tree —
feeling the vibration and sound of the
chainsaw, the crash of the tree as it falls
— that person is more likely to conserve
paper.
If a person takes a VR shower and sees
their avatar or doppelganger eating coal to
represent the amount of energy used, that
person is more likely to conserve water.
People who experienced an early version
of my ocean acidification “dive” — one
with more cartoonish graphics and less
accurate biology — cared more about the
issue than other people who just watched a
video about it.
VHIL is developing a fish avatar project, which
will take movement data from electronically tagged
fish in the kelp forests of Monterey Bay and
transfer it into a virtual reality where people will be
able to join the fish in their underwater world. The
project’s goal is to enable individuals to “adopt a
fish,” thus becoming more invested in the bay’s
future.
Currently, VHIL is working on how to distribute
the latest ocean acidification experiences.
Obviously, Google Expeditions provides one
outlet. But having secured project funding from the
Gordon and Betty Moore Foundation, the Stanford
team now hopes to get as many views as possible
for the documentary and the game as well. They’re
also designing studies to measure the effect of the
content.
Cody Karutz, the Stanford team’s hardware
manager, acknowledges that there’s still quite a bit
of work to be done fine-tuning these experiences.
September 2016
Vol 16 No. 3