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This summer, Facebook finalized Its 52 billion purchase of Oculus VR, a virtual reality headset maker, The purchase promises to usher In a new era lor virtual reality-more immersive, lower cost and simply more usable than ever before.
In feci, even chough the Oculus Rift and similar devices have not hit the market yet, companies ire already using virtual reality for training, simulations, manufacturing prototypes and marketing Insurer Travelers, for example, has developed a virtual warehou-se using the Ocu lus Rift to teach workplace safety strategies. Bui virtual reality comes with its own set of risks that can have serious implications for compliance, information security and user behavior. By being aware of those risks early on, companies can make better choices when evaluating potential involvement in virtual environments.
PHYSICAL RISK
It might seem surprising that virtual reality would pose any physical risks to users, but it does. For example, the Oculus Rift is still an experimental device, so its head tracking has not been perfected yet. Ff the user wcari ng the device moves his or her head, that motion might not register as accurately or quickly as necessary inside the virtual environ nient. Any discrepancy between what the user sees and feels could lead to motion sickncssAs
a result, the U.SArmy has deemed the Oculus Rift too risky. *[ do not put anything in front of soldiers unless it is ready to go." said Douglas Maxwell, science and technology manager at the U-S. Army Simulation and Training Technology Center. Tf one of these devices makes me or my staff sick, there is no chance that I will put ic in front of asolidcr." Instead of using the $350 Oculus Rift development kits, die Army uses higher-end virtual reality gear, priced in the $8,000 to $11,000 range.
Nausea à not the only physical risk associated with virtual reality devices, "Some individuals may also experience severe dizziness. epileptic seizures or blackouts when exposed to certain flashing lights or patterns." Oculus VR warns in its terms and conditions policy. Restaurant chain Chuck E. Cheese reportedly pulled the "Ticket Blister" virtual reality simulation from its locations due to fears that the flash-heavy simulation might trigger seizures in children.
At [cast for the foreseeable future, virtual reality is nowhere...