HEALTH ISSUES WITH VIRTUAL REALITY
The health issues that arise when VR use becomes more prevalent and more extensive as VR systems become more advanced. The biggest issue at the moment is the mass fragmentation of VR as a platform, which is caused by there being numerous manufacturers, each with their own proprietary system that performs uniquely. Other problems include comfortability, the adverse effects that equipment could cause on the human body, and the diversity of the user base.
The physical issues involved in the use of VR equipment are very important. Since a VR system requires more physical input from the user compared to the traditional interaction with a desktop, the physical requirements have great effect on the quality of the experience. Since the systems are developed by a broad range of manufacturers, the interaction techniques used are unique to the system and may present issues that are specific to that system. When explaining VR use to consumers, they must be made aware of all the possible health risks and issues specific to that system. The main issue with VR in the physical sense is posture. Some systems may demand that the user assume abnormal positions and perform unpleasant actions in order to make the experience more interactive. When designing VR systems, manufacturers need to take into account the heavy physical activity required to interact with the system and figure out how to maximize the interactive user experience while minimizing the physical strain. Currently, popular VR systems like Oculus Rift and HTC Vive have light headwear, but it has been noted that extended use can cause cramping of the neck and overall physical discomfort. Completely immersive experience like the Vive and others have chad issues with users complaining about having to prop up the weight of the headset using one hand, and interacting with the device using the other. Although researchers have not yet figured out the long term effects unnatural postures like this, early research says it could be very harmful. If VR is to become and everyday tool that plays an enormous roll in education, training, and entertainment, the issues regarding use time’s effect on the body must be addressed.
Physiological issues are the biggest concern when it comes to advanced VR systems. Users of early systems have complained of symptoms such as headache, eyestrain and nausea. Similarly, the stress that the screen on the headset causes on the eyes is immense. Having to look at a bright and wide screen for extended time has resulted in high pressure in the optic nerve and unhealthy stress on the eyeballs themselves. These symptoms are also indicative of the major issue of cybersickness that is inherent in all VR systems. Cybersickness is one of the more immediate and physical concerns users and skeptics have with regards to the use of virtual reality. It is not uncommon to hear of people getting dizzy and sometimes even vomiting during their first experience with a head mounted display. However, these problems have existed long before the VR systems of today came to be. “Simulation sickness” as it has often been previously referred to is a well-known phenomenon within the realm of flight and driving simulators.
This undesired effect often manifests itself in the form of dizziness, the feeling of being light headed, vomiting, and eye strain much in the same way people are affected by motion sickness. There are several theories as to why this occurs, but as of right now there is no authoritative writing on the subject. One theory has to do with the concept of “Sensory conflict theory” which is also often used to explain motion sickness. In short, when the user is given the visual stimulus akin to movement, but the vestibular system does not receive similar input, the brains expectation of desired movement becomes skewed and the body has trouble deciding what exactly is going on. Basically your eyes say “I’m moving” but your inner ear says “No you’re not”. Again, consensus has not been reached on this theory, but it is widely supported. Other ideas focus on the low resolution of the screens within the head mounted display or mismatched motion, but most of these theories are based in the fact that there is a conflict between the senses.
The physical issues involved in the use of VR equipment are very important. Since a VR system requires more physical input from the user compared to the traditional interaction with a desktop, the physical requirements have great effect on the quality of the experience. Since the systems are developed by a broad range of manufacturers, the interaction techniques used are unique to the system and may present issues that are specific to that system. When explaining VR use to consumers, they must be made aware of all the possible health risks and issues specific to that system. The main issue with VR in the physical sense is posture. Some systems may demand that the user assume abnormal positions and perform unpleasant actions in order to make the experience more interactive. When designing VR systems, manufacturers need to take into account the heavy physical activity required to interact with the system and figure out how to maximize the interactive user experience while minimizing the physical strain. Currently, popular VR systems like Oculus Rift and HTC Vive have light headwear, but it has been noted that extended use can cause cramping of the neck and overall physical discomfort. Completely immersive experience like the Vive and others have chad issues with users complaining about having to prop up the weight of the headset using one hand, and interacting with the device using the other. Although researchers have not yet figured out the long term effects unnatural postures like this, early research says it could be very harmful. If VR is to become and everyday tool that plays an enormous roll in education, training, and entertainment, the issues regarding use time’s effect on the body must be addressed.
Physiological issues are the biggest concern when it comes to advanced VR systems. Users of early systems have complained of symptoms such as headache, eyestrain and nausea. Similarly, the stress that the screen on the headset causes on the eyes is immense. Having to look at a bright and wide screen for extended time has resulted in high pressure in the optic nerve and unhealthy stress on the eyeballs themselves. These symptoms are also indicative of the major issue of cybersickness that is inherent in all VR systems. Cybersickness is one of the more immediate and physical concerns users and skeptics have with regards to the use of virtual reality. It is not uncommon to hear of people getting dizzy and sometimes even vomiting during their first experience with a head mounted display. However, these problems have existed long before the VR systems of today came to be. “Simulation sickness” as it has often been previously referred to is a well-known phenomenon within the realm of flight and driving simulators.
This undesired effect often manifests itself in the form of dizziness, the feeling of being light headed, vomiting, and eye strain much in the same way people are affected by motion sickness. There are several theories as to why this occurs, but as of right now there is no authoritative writing on the subject. One theory has to do with the concept of “Sensory conflict theory” which is also often used to explain motion sickness. In short, when the user is given the visual stimulus akin to movement, but the vestibular system does not receive similar input, the brains expectation of desired movement becomes skewed and the body has trouble deciding what exactly is going on. Basically your eyes say “I’m moving” but your inner ear says “No you’re not”. Again, consensus has not been reached on this theory, but it is widely supported. Other ideas focus on the low resolution of the screens within the head mounted display or mismatched motion, but most of these theories are based in the fact that there is a conflict between the senses.
"Health Issues Associated with VR Use." Advisory Group on Computer Graphics. N.p., n.d. Web. 16 Dec. 2016. http://www.agocg.ac.uk/reports/virtual/37/chapter3.htm.
"Virtual Reality Sickness." Wikipedia. Wikimedia Foundation, n.d. Web. 16 Dec. 2016. https://en.wikipedia.org/wiki/Virtual_reality_sickness.
"Virtual Reality Sickness." Wikipedia. Wikimedia Foundation, n.d. Web. 16 Dec. 2016. https://en.wikipedia.org/wiki/Virtual_reality_sickness.