An in-depth look at virtual reality and how it can be harnessed to improve our everyday livesVirtual reality is able to effectively blur the line between reality and illusion, pushing the limits of our imagination and granting us access to any experience imaginable. With well-crafted simulations, these experiences, which are so immersive that the brain believes they're real, are already widely available with a VR headset and will only become more accessible and commonplace. But how does this new medium affect its users, and does it have a future beyond fantasy and escapism?In Experience on Demand, Jeremy Bailenson draws on two decades spent researching the psychological effects of VR and other mass media to help listeners understand this powerful new tool. He offers expert guidelines for interacting with VR and describes the profound ways this technology can be put to use-not to distance ourselves from reality, but to enrich our lives and influence us to treat others, the environment, and even ourselves better. In the world of VR, a football quarterback plays a game against a competing team hundreds of times before even stepping onto the field; members of the United Nations embody a young girl in a refugee camp going through her day-to-day life; and veterans once again walk through the streets where they had experienced trauma.There are dangers and many unknowns in using VR, but it also can help us hone our performance, recover from trauma, improve our learning and communication abilities, and enhance our empathic and imaginative capacities. Like any new technology, its most incredible uses might be waiting just around the corner. Experience on Demand is the definitive look at the risks and potential of VR-a must-listen for navigating both the virtual and the physical worlds ahead.
When you hear the worlds "Virtual Reality", what do you think of? Awesome games played whilst wearing funny-looking goggles? Science fiction movies like "Avatar"? Prior to reading Experience on Demand, these were the things I would have thought of. I had no idea just how many real world uses there are of VR.
Jeremy Bailenson is the founding director of the Virtual Human Interaction Lab at Stanford University where they build state-of-the-art VR programs and study how VR affects humans and human behavior. Some of the uses they and others have come up with for VR are truly astounding. In Experience on Demand, Bailenson discusses many of these technologies, how they affect the people using them, and what they are useful for. These include such things as training first responders for natural disasters like earthquakes, allowing surgeons to practice complicated surgery before actually performing that procedure on a live person, helping sufferers of PTSD heal from their trauma, helping alleviate pain for burn victims and other chronic sufferers of pain, and allowing people to "be" someone or something else in order to increase empathy.
I was really amazed by all these applications, had no idea we can use VR for so much and no doubt much, much more in the future. How I wish I could visit Bailenson's lab and try out some of these things myself! I think it would be particularly fun to "swim" underwater and merge with a shark, seeing the world through the eyes of a shark and feeling as though I AM a shark!
As shown above, it's not just about fun and games, though it's certainly that as well. Bailenson's lab also created programs where people can go deep sea diving and then see how everyday human activities are contributing to ocean acidification, watching as coral reefs are being bleached and dying. Then, experiencing this, we (hopefully) become more aware of how each of us personally are contributing to climate change and the destruction of our Earth. In the future, we will be able to travel less whilst also spending time together with friends, family, and colleagues anywhere. We will be able to climb Mt. Kilimanjaro whilst staying in the comfort of our own homes -- no need to also experience oxygen deprivation and extreme cold in order to see the incredible views on the summit! We will be able to "work" on a sunny island beach rather than go into an office -- who wouldn't love that?! People will no doubt still travel, but hopefully VR will drastically cut back on it in order to lessen our carbon output and energy consumption.
Anyone interested in learning more about VR, what it is, how it works, and what it can be used for, should read this book. You won't be disappointed!
Crystal clear introduction to the subject that offers avenues for deeper study while never getting bogged down by details. Ideal for everyone from the casually interested to the nascently obsessed. Pairs well with Jaron Lanier’s Dawn of the New Everything.
Experience on Demand is a 10 star book. While virtual reality is slowing coming to mainstream, give it 5 years and it will be in every household and it will be of better quality than your $20 VR headsets. It's a natural progression.
Experience on Demand talks about the good VR experience. Experiences that help shape global awareness. Imagine deep sea diving and witnessing the effects of acidification on the coral reefs. Experiences that help bring people closer together rather than isolation like we are currently facing. Imagine visiting a person from another country that you have never met and having a one on one conversation with them and seeing their world. Experiences that have zero cost and even less of a human footprint. Think of climbing Mount Everest and not leaving trash behind or the human bodies that are still on that mountain of past climbers. Experiences that help heal patients both emotionally and physically. VR is currently working with PTSD patients, helping them face certain emotions in a safe environment.
Did you know Oculus VR, founded by a 21 year old self taught engineer, was bought by Mark Zuckerberg for over $2 billion in 2014? $2 BILLION!
This book is already a number of years old — I've been wanting to read it for awhile — and therefore already a bit dated. Virtual reality has not only evolved, but the COVID-19 pandemic began to prove the author's theories toward ideas like remote work correct. It is hard to argue that this is the most up-to-date text on the subject, but it is a hybrid academic-and-everyman work that serves as an inspiring document to those interested in the technology.
Bailenson is not satisfied with the mere gamification or entertaining properties of a medium like virtual reality. He dives into its possibilities in sports, police training, and eco-tourism. While some of these are a bit far-fetched or far off (for now), Bailenson paints a picture of the practical applications of this technology. To him, it is as potentially world-changing as television or cameras themselves, though this academic author would likely be disappointed by how little we've progressed since the book's authorship.
It is a largely academic book, but definitely one written to appeal to a larger audience — and, as such, not always totally empirical. Bailenson believes that violent video games make people more aggressive and have negative psychological effects, and has concerns about this in virtual reality. The science is still out on violent video games and behavior modeling, despite Bailenson seemingly describing it as settled. It does, however, connect to his strong belief that virtual reality can be a tool of empathy enhancement. His discussions of empathy are warm and inspiring, and there are more moments like this than ones of negativity in his work.
Nonetheless, those who fear the dystopian connotations of virtual reality won't find solace in this book. Bailenson's vision of a world mostly beyond travel, where environmentalism has forced people to do the majority of their vacations in virtual reality, is straight out of science fiction. So too does his description of experiments on watching people's heartbeats in the virtual space feel a little creepy. I won't spoil too much on these, but there's always a little bit of a distant academic lens in the book that can strike some as a sign of dystopia.
This is a book about a new technology. Bailenson attempts to lay out virtual reality ethics, but it is hard to do so. He defines it as a space for "things you couldn't do in the real world...not things you wouldn't do in the real world." This is less a technological manifesto as a proof-of-concept for our shared future. If you are interested in a deep dive into the possibilities of the subject, I recommend this book; otherwise, you might find it a little boring.
Great overview of current VR technology and where to go from here, written with great insight by an expert in the field. Good entry level non-fiction. Just enough doomsaying to be quite entertaining.
i approach most books with some degree of escapism; i read to get lost in some beautiful world. this was not one of those books. i believe, however, that this book was important for me to read. it opened my eyes in both directions to the way that my current work in VR tech can be used to heal and harm the word in terrifying ways. full immersion, the holy grail of VR, influences our brains in a way that no other media format has achieved. VR can be used to spread the ultimate propaganda/fake news, to train the general public in tactics of violence, to change the memories of children (children experience reality blurring more than adults do). VR can also be used to victims of PTSD to access their memories and heal, to distract the minds of hospitalized patients from unbearable pain, to build actionable empathy for humans and the planet. but even that last example is a kind of propaganda, i suppose. Bailenson's context on the industry runs deeper than the latest VR trends; his lab was creating VR experiences before it was affordable. this makes his ramblings more knowledgeable than those of the average young person just breaking into the space.
There's not much new here for anyone who knows anything about virtual reality. It has the usual discussion of applications in games, entertainment, training, meetings, telepresence, etc. I learned a little bit that I didn't know in the discussion of applications in therapy and pain management.
The most interesting thing for me was the discussion of "homuncular flexibility," which would be a great name for a number of different concepts, but is used here to refer to the idea that virtual reality can put us into different bodies with different limbs and musculature from our own, some of which we can easily learn to use as if they were our own, but others not so much. I liked the speculation that it might easier to become accustomed to virtual bodies based on creatures who are on the same branch as humans on the evolutionary tree.
I also liked the idea that we tend to respond best to our own gestures, so we will have a better experience in an encounter with a virtual person who mimics our own actions. It creates huge possibilities for manipulative behavior, but also maybe a pathway for structuring virtual interactions with other humans in ways that are more comfortable and productive.
There is some good information in this book, and I hesitate to give it too low a score. However, at a certain point in the book the author begins delving into topics that are unrelated to virtual reality except tangentially to the extent that they could potentially be experienced by VR. A summary of such topics would not have been bad, but I felt like I was reading pages and pages on topics like climate change when I got this book to read about virtual reality. I ended up having to stop and take it back.
The information that's there is good, but I was looking for something a bit more focused on the overarching topic.
I wanted to find a good source of information on the current state of VR as well as thoughts on the potential benefits and dangers. This book did exactly that with the additional benefit of backing up the statements with research. I suggest diving further into research papers if you’d like to learn more.
I’m looking forward to a follow up 5-10 years from now.
Great book. This goes in and outside of the scope of just entertainment. This book describes the positive implications that VR could have on our lives. It's not just about gaming but therapy, environment, education and more.
A MUST read for anyone even interested in virtual reality. After reading this, it is easy to see why Bailenson is one of the world's top VR experts. 10 out of 10!
Good overview of all the possibilities of VR. Nuanced: a lot of pro's and con's of VR. Interesting thoughts about the near and further future of VR.
Spoiler: Personal Highlights • Presence - that peculiar sense of "being there" unique to VR> p. 3 • VR is closing the gap between 'real' experience and mediated experience. p. 6 • "It's an entirely new medium, with its own unique characteristics and psychological effects, and it will utterly change how we interat with the (real) wordl around us, and with other people." p. 11 • Advantage of VR: because users' brains are treating the experience they are having as psychologically real, they are physiologically aroused in a way that is similar to what occurs during real experience. p. 37 • VR makes Embodied cognition possible: muscle movements and other sensory experience help us understand the world around us. p. 38 • Negotiation, public speaking, carpentry, machine repair, dance, sports, musical instruction - almost any skill can conceivably be improved through virtual instruction How many individuals are not meeting their potential because they lack the access to good instruction and learning tools? p. 41 • a VR experience is often better understood not as a media experience, but as an actual experience, with the attendant results for our behavior. p. 46 • Milgram experient done in VR with the person ordered to give the shocks knowing the one getting the shocks is a computer generated character. Still they responded the same as in rl. p. 48 • Downsides: behavioral modelling, escapism, overuse (simulator sickness, eyestrain, reality blurring), distraction, vr and kids, p. 74 • VR can evoke great empathy reactions, but it's not magic and doens't work every time. p. 80 • We are still learning how to create good empathic VR. At least three motives drive people to avoid empathy: trying to avoid emotional suffering, incurring material costs such as having to donate money to help, and worrying about competition by performing weakly at work or in social situations. 3 motives drive them to approach empathy: doing a good deed, which results in positive affect; strenghtening affiliation with in-group members such as friends and family; and wanting others to see one as a good person, callded 'social desirability. p. 97 • "Body transfer" feeling you ar someone else in VR, even a cow. p. 105 • VR and ecotourism: in VR you will always see whales, and not come back empty handed. Better for climate problem and us humans fucking up the world and all. p. 131 • VR therapy: used after 911, PTSD military, etc. seems really promising p. 141 • VR as a distraction from pain, for instance needles, phantom pain, or burn victims. p. 154 • "Mapping one's brain to a virtual body let people have 3 arms for instance. p. 164 • "VR is going to become a must-have technology when you can simply talk and interact with other peole in a virtual space in a way that feels utterly, unspectacularly normal. p. 175 • "What is the virtual handshake?" -> discussion about gap between rl encounters and virtual encounters. Answer is needed before VR social really to take off. p. 188 • Videochatting with a high resoultion avatar of yourself. Less bandwith needed (avatar = downloaded, only movement data is shonw). Plus you can only show the head, no background, and manipulate your avatar. No makeup needed before making a call. p. 199 • We prefer those who look and sound like we do. People will use this to manipulate VR communications. p. 201 • So far VR learning is mostly about engaging in the subject, actual learning facts is not a pro yet. p. 244 • Letting the teachers avatar mimic every students body language individually and automatic.. Automatic filtering a mad or dissapointed expresiion with a calm face on the avatar. What does this mean for authentic relationships? p. 246 • Building good VR content: 1) ask youself: does this need to be in VR? is the experience impossible, dangerous, expensive, or counterproductie in real life? Save VR for the special moments 2) Don't make people sick, keep the special moment short. 3) Be safe.
Here's a couple excerpts of my review of Jeremy Bailenson's book for Nature magazine. If you're interested, please check out the whole review: https://www.nature.com/articles/d4158...
You strap on the head-mounted display, slip on the gloves, tune your ears to the surround sound — and suddenly you are facing a plank jutting out over an abyss. The depths here are virtual, but not everyone can force themselves to jump.
This is just one program developed by psychologist Jeremy Bailenson to demonstrate the capabilities of virtual reality (VR). As a leading researcher in the field, Bailenson crafts new worlds that feel real, to explore their beneficial uses. In Experience On Demand, he tours the myriad applications that he and others are developing. After a great deal of hype by science-fiction film writers and video-game designers in the 1990s, the technology now finally seems poised for widespread use. Eventually, as Bailenson details, it could transform work, schools, hospitals and more...
...Bailenson mentions escapist, excessive use of VR as a major risk. Because of “simulator sickness” and eye strain, which can develop after just 20 minutes, this has not yet been studied in humans. It is as yet a speculative concern, explored more in film and fiction. In addition, there are concerns that violent programs, such as VR versions of first-person-shooter video games, might encourage antisocial or aggressive behaviour in the real world. But Bailenson gives such concerns short shrift. Nor does he call for transparency or oversight of VR companies, or for regulations to ensure consumers’ safety. He seems confident that developers and users will know how to use the technology responsibly.
Indeed, Bailenson is, by his own admission, “bullish” about VR; he recognizes that he might have “drunk the Silicon Valley Kool-Aid”. That relentless positivity means that the book can lack nuance, as if VR can solve the world’s problems...
The book was something different from what I expected, as it mainly provided answers of “how is VR used”, rather than “what is VR and how it works”, as expected. This said, the book was very much worth reading. Written in an inclusive language, devoid of any attempts to sound unnecessarily clever, the book is packed full of use cases, often supported by empirical research carried out by the author, or other scholars.
The book is a living example of the lightning-fast technology development. Written seemingly around 2016, published in 2018, and bought by me probably around 2020-2021, it dwells on technological challenges (e.g. refresh rate, or latency), which apparently have since been resolved. Another interesting observation is how fleeting some technological fads can be. When the book was published, and even when it was purchased by me, VR appeared to be the “go to” technology which would redefine the world over the following decades. Investments in VR by the big tech companies were being made at insane multiples in conviction that they would easily defend themselves. Not so, it would appear. Although deciphering the current valuations of these assets within the big tech groups is probably rather difficult, one can easily assume that with the hype around VR significantly deflated, these investments would not have delivered the value expected. The current hype is squarely in the AI court and it is in this field that insanely-valued acquisitions are currently being made.
The use cases are fascinating and not at all obvious for an uninitiated reader: training quarterbacks of American football teams; instilling empathy to reduce ageism, and other intolerances; creating understanding for nature protection by visualising environmental damage; treating PTSD and other psychological traumas, including that of 9/11 survivors; treating phantom pains in amputees; enhancing social media experience; enriching media coverage of natural disasters and wars; or organising virtual trips to remote, or inaccessible, areas of Earth for schoolchildren and students.
Overall, a very interesting, and well-written book, definitely worth reading, notwithstanding the fact that the relevance of the content, as mentioned earlier, has somewhat decreased over the past few years.
I found the first half of the book generally weak, interspersed with useful insights. Here the author writes about the immersive experience of virtual reality (VR) in such encounters as diving near coral reefs, observing the heavens from a space capsule, or watching a game of American football from the perspective of the quarter back. He’s trying to make the point that the experience from VR is transformative like no other medium before, and that it overwhelms the person’s imagination; that she is there in virtual reality, not here anymore. Great! But that is common knowledge now, so what value did those chapters add? Perhaps they introduced the use cases and the interest from the various interested parties in employing VR technology in their respective domains!
It gets better as you read on; very much so. The author explores the psychological impact of VR in various scenarios: pain management for patients suffering from chronic and or severe pain by taking them elsewhere, virtually; relief from PTSD by allowing sufferers to encounter the trauma again, virtually, and in so doing identifying the specific trigger. He introduces photorealistic avatars that exhibit the full gamut of facial expressions of human beings, and explores the possibility, and perhaps the inevitability, of people employing them to interact in virtual reality spaces to work, learn, and to socialize. These discussions are comprehensive, enlightening, and convincing.
همونطور که نویسنده در فصول آخر بهش اشاره میکنه، عمر تکنولوژی ویآر بیش از چیزیه که ما در نگاه اول تصور میکنیم. در واقع آقای دکتر بیلنسن روایتش از آزمایشگاه ویآرش رو از زمانی شروع میکنه که بهش به چشم یک ابزار علمی در خدمت روانشناسی نگاه میشده و تا سال ۲۰۱۶ و همهگیر شدن ویآر -تا حدی که ایشون آزمایشگاهش رو از دانشکده روانشناسی به دانشکده رسانه منتقل کنه- ادامه میده. نثر کتاب ساده، سرگرمکننده و جذابه و حتی من رو که سابقهی خیلی کمی در مطالعه کتاب انگلیسی دارم با خودش تا آخر کشوند. در عین حال ارجاعهای علمی و کاربردهای الهامبخش در بین روایتها رج زده شدهن و کتاب به هیچوجه یک خاطرهگویی صرف نیست. خلاصه برای هرکسی که اندک علاقهای به ویآر یا روانشناسی تجربی داره این کتاب جالب خواهد بود و برای آدمهایی که به ژورنالیسم، روایتگری، ورزش حرفهای، آموزش، محیط زیست و ... علاقهمند هستند هم به فراخور موضوع فصلی از کتاب میتونه دریچهی جدیدی برای نگاه به حوزهی مورد علاقهشون بهشون بده.
A thorough, careful, and well considered look at current and possible future applications of VR and it’s effects on us - written around about the time the first mass consumer devices (headsets et al) were starting to come out. 2016 or so. But by this time the author already had nearly two decades experience developing VR experiences in Labs. He considers what works in VR and what doesn’t. How it is or will be different from traditional media. He is optimistic in his outlook, but also warns of the perils and pitfalls. The promise and the danger is the sheer immediacy and the vivid sense of presence which will only increase as the technology advances. The author predicted that first person shooter games, murder games, would never become widespread. Yeah. Wrong on that one already. Will the technology be misused. Obviously. But the potential for education, training, research, communication is endless.
To what extent does virtual consumption complement or replace real consumption? Does “presence” in the virtual world necessarily mean “absence” in the real world? Would the best applications of VR be the ones that help facilitate/augment human capabilities in the real world? Rather than replacing?
"The trouble is, conspicuous or wasteful consumption in the real word comes with real costs, be it in fossil fuel consumption, the mountains of plastic junk that are piling up in our homes and landfills, or the floating islands of garbage that are growing in our oceans, to name just a few. When considered this way, deep engagement in social virtual worlds seems less scary than the dystopian scenarios would have us believe, and may have significant social benefits." (p. 135)
An interesting exploration of topics related to virtual reality and how people react differently to media conveyed in VR as though they are experiencing the events rather than simply observing them and the ramifications of this. The author explains the benefits of learning via simulation as being greater than other modes if the participant is not distracted by the visual environment. It may help generate empathy in some situations, but it can also harden stereotypes in others. It was fascinating to read about the comparison between the directors of the earliest "moving pictures" and the challenges for today's storytellers experimenting with VR. What was useful in earlier phases, may need a complete rethinking to guide the attention of VR audiences.
Lots of ideas to ponder. I found it especially interesting that Dr Bailenson acknowledged that students they've polled would stick w the testing systems that exist today versus having all the data points VR could offer as a way to show understanding. Are we creatures of habit or do we fear deeper probes & like to capitalize on playing the system? I also was struck by the idea that engagement & learning occur in different moments- listening is a huge part of learning. I liked how Dr Bailenson states that we should use & save VR for what is impossible, dangerous & expensive but also exclude what you *wouldn't* do IRL. Extremely important concept.
Virtual reality is able to effectively blur the line between reality and illusion. In a fast moving technology space, Jeremy Bailenson doesn't attempt to focus too much on the recent field of development, knowing any account would be dated by the time the book comes to print.
Instead the book comes with a much more ambitious goal, setting the guidelines for interacting with VR in the future and describes way this technology can be put to use to enrich our lives and influence us and others to treat others, the environment, and even ourselves better.
This book does a good job, but is a little ahead of its time. I hope to read it again in 5 years when I think it will be more applicable.
Wow, another terrible book from an expert in a field trying to be popular on the East and West Coasts! Yes, the author had plenty of room in a deep subject to indulge the reader in much of the details of this wonderful technology And many of the high-technology applications to which it's being applied... But Nooooooooooo (voice late John Balushi)... the author instead dons his own (or NYT) SJW thinking cap and takes on a multi-chapter version of how VR can right the wrongs of our terribly unjust world. What crap! Go back to your lab Jeremy and hope you can con the multitude of rich guilty SJW libidiots into buying your book. :-p
This book was a love letter to VR from its author. Although I gained some insights, it really didn’t work for me. The use of VR to treat medical maladies, in particular pain, was a stretch, mostly because this technology is not, and probably will never be accessible to those that need it. The author failed to demonstrate with the same passion he devotes to the benefits of VR, the dark side of the technology. He never discussed where the funding came from for all these wonderful experiments and initiatives, although we can only imagine given that he is a prominent Stanford faculty member.
Sharing your brilliantly accomplished insight into the current world and futuristic opportunity around “Virtual Reality” is awe inspiring, and I believe a true gift to society. One could imagine anyone who reads “Experience on Demand” now has ideas about how they can change their and others negative perspectives into positive life changing aspirations, and also have some really cool new experiences!
Found this on the new books shelf, I'm glad I picked it up. Bailenson talks about the potential of VR to impact people, drawing on his own research in the field. The book is aspirational, only touching on the potential harms of VR technology and talking at length about social impact opportunities for VR technology, for example to teach about environmental issues or for workplace diversity training. Definitely not a technical book, but interesting musings on where VR might go in the future.
Jeremy Bailenson provides a clarifying framework for a necessary conversation about what it will mean to ‘be there’ in the twenty-first century.What is Virtual Reality? Everyone is talking about it but very few have really indulged in artistic and well crafted simulations. Jeremy Bailenson takes you beyond the hype and into the profound and empathic ways VR is enhancing every facet of life... from how we communicate to how we are entertained.
Many interesting examples and studies with VR. I like some of the conclusions. I.e., VR works best as when it gives you something that would still be possible but harder without VR, such as standing on Mars, or a field trip, or deepwater dive etc. I also enjoyed the different ways discussed about how communication through avatars could or should be done.
Bit of an impression though that it is self-gratulatory in its narrative style, which was a bit off-putting to me.
I've read most of Jeremy Bailenson's academic publications over this past semester - he's an incredibly methodological and thoughtful researcher - so this was a good, summative text of his work and experience with VR over the last two decades. He distills both theory and research for broader audiences, with explanations that manage to be both concise and in-depth. There's a very good chance that this will be the book I give to family members this Christmas.
Most of the books that I read get donated afterwards. This one will stay in my personal library, no questions asked. It is a very useful overview of many matters relating to ever-expanding VR. Both practical and fantastical matters are explored, and many useful examples are shared. Future is VR and this book is a great read for anyone interested in what can be our reality very, very soon!