This past weekend we set up rumii at GE2, which brings the best in robotics, Esports, gaming, drone racing, virtual reality, augmented reality, maker-competitions and more. You may ask why we decided to demo at a gaming conference. rumii is a VR product for business and education professionals. It’s a tool to have productive meetings and interactive learning environments. Margo Shiroyama and Audrey Fan of Washington Interactive told us about GE2 and encouraged us to attend. We were quick to sign up because VR is in high demand whether for games or work (we think work can be fun too).
We saw a great turnout at GE2. We saw long lines of people from all age groups waiting to experience the different VR demos (including rumii). The turnout of young folks at our booth was overwhelming. We had groups of high school freshman who were really excited about learning in VR. Their parents asked us if we had any real-life examples of educational institutions using rumii (we do, more on that later).
Key Takeaways from the next generation:
- They expect VR to be in their future. They see what we’re building today as what they will be using to work, communicate, and build when they enter the workforce. It’s not a question of “if” or “when” to them.
- They expect VR to be a normal part of their lives. They are 100% bought-in and could not be more excited.
- Young people today want to do something with VR. We are constantly asked by them how to get started making VR experiences. Virtual Reality of today is what it was like to experiment building websites with HTML and CSS in 2004.
- Kids in high school are looking for a new avenue to be creative and take over. 15 years ago it was YouTube. People uploaded videos for fun but over time people discovered they could make a career out of it. Highschooler’s today will be our future “Youtubers” of VR tomorrow.
- Kids want to do more than go to school, sit in a classroom, and read about what to learn. They want to attend school in VR (think Ready Player One). They want to be a settler in the American Colonies or ride the Apollo 11 to the moon. They want to explore a chemical reaction on a molecular level and experience what it’s like to live as a kid in a different part of the world. All these things can be accomplished with virtual reality.
To the people who say VR is dead or not worth investing in, we encourage you to look at what your kids or young people around you are interested in and excited about. We bet virtual reality is high on their minds. When a young person tries VR, they immediately take the controls and go forth. They aren’t afraid of stepping or moving around the virtual environment. In fact, they want more of it.
What we’re developing today is for the business and educational professionals. We see a strong need for virtual reality collaboration. But we’re also developing for the next generation. We’re giving them something to explore, something to create with and make their own.