20 Matching Annotations
  1. Feb 2019
    1. When these kids were questioned a week later, they said they believed their virtual experience to be real.

      This is cool but could be a danger as the kids dont know what is real and what is not.

    2. Most major manufacturers have set a cutoff age: no use of the device for children under the age of 13.

      This is good of them to set an age range but they should make sure people stick to this as much as they can.

    3. Gotsis believes that families with younger children should be especially cautious with virtual reality, even if they purchased the game for teens or young adults.

      This seems dangerous and if I had a child I would not want them to play with AR at any age due to these risks.

    4. manufacturers suggest keeping an eye out for involuntary muscle twitches and loss of balance as a signal of a potential problem.

      If they are suggesting all of these things I as a buyer would not want to pick this up.

    5. "Most of what is on the market right now has little research behind it," she says. "Cumulative exposure without us really knowing what is going on is an issue."

      Does this have anything to do with the research about how electronic use is bad?

    6. Virtual reality separates those, confusing the brain.

      Cant this make it hard to use and understand. If there is to much going on it is going to overload the brain making it hard to concentrate and figure out what is going on.

    7. Myopia is a growing problem around the world. In the United States, studies show, nearsightedness rose from only 25% of the population in the 1970s to over 40% by 2000. About 10 million American adults are considered "severely nearsighted."

      If this is happing because of AR isnt this a problem?

    8. One of the major health concerns about virtual reality involves the eye.

      Your eyes are very important and you need them even to use AR so is this causing more a problem than a help?

    9. A quick glance at the safety warnings for the major manufacturers in this space makes it clear: Playing VR without supervision and in a crowded space is risky business.

      So many people are using AR in their everyday lives and they are telling us now that there are alot of risks.. what do this risks consist of and are they of a danger to using AR?

    1. Even now, organisations like the charity Special Effect, who develop and supply video-game control systems for people with disabilities, are taking advantage of the latest technology.

      This is very cool and it emphisized the idea that AR can be used for many different things for many different people.

    2. Your visual and auditory sensory inputs tell you that you’re moving through space, whereas your inner ear doesn’t detect the corresponding motion.

      Hearing about this makes me think as a costumer that I would not want to invest in this due to these risks. Do they know if this was a danger?

    3. Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR.

      Were these symptoms brought on because people did not know what to expect? or is this more due to the fact that it was alot going on in their brain and was more of an overload?

    1. On-the-job training can be taken to a whole new level thanks to AR.

      I feel like with the help of technology even some peoples jobs have been affected positivly impacted which helps them with employment and getting money/ business.

    2. though AR an accurate 3-dimensional reconstruction of the body can be created, empowering surgeons with a sort of x-ray vision

      This is so cool and i think would be very intresting to learn more about.

    3. Several improvements have reduced the download and loading size, improved the interface and enhanced the synchronization.

      This is a positive because it is enhancing it.

    4. Think of a tea kettle that does its job well, letting us know only when the water is ready. A tea kettle can be forgotten until it sings. And when it sings, oh, when it sings!

      How does this relate? i feel like most people have technology in their hands and would never forget about it.

    5. But here’s the catch: First-person experiences are usually non-lineal and non-narrative. How do we set ourselves for success?

      is this good or bad??

    6. anchored in the real world, and combine it with the digital.

      I feel like this is a good idea becasue it connects the real world with technology leaving a good space between reality and technology.