14 Matching Annotations
  1. Feb 2019
    1. so we don't really know what is going to happen to a young child.

      This could be difficult to test for obvious reasons. Obviously you dont want to take a child and test them and expose them to any type of serious issues. I wonder if theres an effective way of testing to see how it would impression children without putting them at major risks.

    2. "If the content is frightening, violent, or anxiety provoking, it can cause your body to react physically, including increasing your heart rate and blood pressure. It can also, in some individuals, cause psychological reactions, including anxiety, fear, or even Post Traumatic Stress Disorder."

      Having censorship is something to look at with VR. It can lead to people becoming violent and depressed and it could lead to some serious mental health issues. I understand once someone has their own VR device they can use it to whatever means but this could lead to a high rise of mental issues, especially in young people who play these violent video games

    3. "A lot of content is not well-made, with a lot of flickering

      In regards to the flickering it has me think of people who are prone to seizures. I would they know which "simulations" would have flashing lights within it

    4. How long is too long to use virtual reality in one sitting? Manufacturers like Oculus suggest a "10 to 15 minute break every 30 minutes, even if you don't think you need it." But Gotsis says that's not based on much science.

      They should really look into this scientifically because it can affect people in a really negative way and they wouldnt know it.

    5. "We're all worried that virtual reality might make things worse."

      Nearsightedness has grown a lot over the years it makes since if its linked back to technology and how much we use it. I think they should try setting up time limits or try figuring out a way so that people can view VR without having it have the same effect phones do

    6. Playing VR without supervision and in a crowded space is risky business.

      I think this is one thing that if VR becomes apart of our daily lives then there would be more accidents since people dont listen to warning labels. People would use them at parties, and gather and might injure someone else unintentionally.

    7. Walk them through it. There's a huge difference between experiencing something alone or with others."

      Kids could be easily influenced so parents taking theyre children and going step by step with them and the process is inportant for them to do with their kids os they dont get scared or confused.

    1. “could allow people with severe mobility challenges, even those who are completely paralysed, the opportunity to ‘move freely’ in both the real and virtual worlds”.

      I never thought of VR being used in this way. There are always so many more positives that can from things than people usually think about

    2. Imagine trying to get a teenager to do their homework when they’re busy in the cockpit of an X-Wing, taking down the Death Star single-handedly.

      If VR is incorporated in our daily lives it would be a huge distraction for kids

    3. mainstream culture means that unexpected social problems will inevitably come to light.

      Just because incidents like this happened, people shouldnt automatically throw out VR. I feel like with any product rare serious issues occur.

    4. Research is ongoing to what impact this may have on the brain, but it at least intimates that the industry and researchers are taking the issue of VR and physical and mental healthy serious

      Its super important to take these precautions and look at the brains activity before and after virtual reality use. Its nice to see that theyre taking things seriously for both types of physical and mental health.

    5. Truly understanding the long-term neurological impact of VR in humans will take time, but what of the social ramifications?

      The thing is VR is being used now as we speak and is growing within use. Since they wont truly understand the effects of VR for a long time I wonder if theyve put any strict guidelines when it comes to the use of VR.

    6. Increased resolution and screen refresh rates have had a positive impact, as has game design itself, with developers gaining a deeper understanding of what makes a truly immersive and stable VR experience.

      With this would that mean there's a time limit to how long you can use VR?

    7. Symptoms are similar to those of motion sickness, including nausea, disorientation, pallor, headaches, sweating and even vomiting. It’s widely thought that this is caused by a conflict taking place within the brain.

      As a consumer i wouldnt really want to buy a product that caused me to get sick by a "conflict taking place within my brain" from the device. For all they know it could lead to worse things happening down the road, and for who gets headaches often i wouldnt want to risk getting sick and potentially getting more headaches due to the VR.