critical review on: Health and Safety Issues of Immersive Virtual Reality Technologies
Running Head : Immersive Virtual Reality Technologies Health And Safety Issues Of Immersive Virtual Reality Technologies [Name of the Writer] [Name of the Institution] Abstract The possible applications of VR technology are numerous and an immense research is Recently in progress in many academic and commercial institutions to develop these technologies into efficient useable systems . However , many current reports have raised fear that there may be a decline to the exposure of this new technology , signifying that users may face physical , physiological and psychological side-effects after using this type of

equipment . The idea of this report is to recognize the possible side-effects that have been explained in literature to date and to try to place them in the proper outlook . Thus users and possible users of VR systems will have some hints of the side-effects that they may face and the usually accepted reasons for their origin
Health And Safety Issues Of Immersive Virtual Reality Technologies
Introduction
Definition and Scope
Wilson (1996 ) proposes that new technologies experience some form of public reaction which might be due so various reasons . The technology may be being oversold , the result on the atmosphere and the lives of publics is usually unpleasant (e .g . the motor car ) or there is a reaction due to the regularity and period of use (e .g . the office computer workstation . Both he , and Howarth (1994 ) outlined similar views with the introduction of Visual Display Units (VDUs ) in the early 1980 's and the health conjecture adjacent to the use of VR equipment
Literature Review
Kolasinski (1995 ) recognizes the number of possible elements that may be linked with the inception of simulator sickness symptoms in a VE . These elements are repeated in Table 1 below
Table 1 : Possible Elements Associated with Simulator Sickness in Virtual Atmospheres (adapted from Kolasinski , 1995
Individual VR System /Simulator Task
age binocular viewing altitude above terrain
concentration level calibration degree of control
ethnicity colour duration
face with real-world task inter-ocular distance global visual flow
adaptation contrast head movements
flicker fusion frequency threshold field of view luminance level
gender flicker unusual manoeuvres
illness and personal characteristics motion platform rate of linear or rotational acceleration
mental rotation ability phosphor lag method of movement
perceptual style position-tracking error self-movement speed
postural stability refresh rate sitting vs . standing
scene content Vection
time lag (transport delay ) type of application
update rate (frame rate
viewing region When it is taken in consideration that these elements are drawn in the inception of simulator sickness alone , it becomes obvious that the origin of symptoms may be because of a very complicated interface between the elements in each of the three areas signified above . This may be the case for all proposed symptoms , and the current focus of much research is in trying to find out the most significant elements in the inception of specific symptoms
Discussion
Eventually , there is the issue of which side effects DO in reality occur , and which are more imaginary ideas brought about by the usual hype surrounding the...
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