Danger of Virtual Reality Essay
Danger of Virtual Reality In recent years, the development of information technology has created technical and psychological phenomena, which opened to a new quality of human perception and experience as well as has opened a new world – the world of “virtual reality” or “imaginary world of reality”. “The term ‘artificial reality’, coined by Myron Krueger, has been in use since the 1970s; however, the origin of the term ‘virtual reality’ can be traced back to the French playwright, poet, actor, and director Antonin Artaud.
Virtual reality (VR) is a term that applies to computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds” (http://en. wikipedia. org/wiki/Virtual_reality). Virtual reality (VR) is a computer interface maximizes our natural perception abilities. Although VR is touted as a revolutionary new technology, the idea of inclusion within an artificial environment is not new. In fact VR can be considered an extension of ideas which have been around for some considerable time such as flight simulation and wide screen cinema.
Using such systems, the viewer is presented with a screen which takes up a large portion of the visual field giving a powerful sense of presence or ‘being there’. Virtual reality can serve in new product design, helping as an ancillary tool for engineering in manufacturing processes and simulation. Among other examples, the use of 3D printing shows how computer graphic modeling can be applied to create physical parts of real objects used in naval, aerospace, and automotive industries, which can be seen, for example, in the VR laboratory. D virtual reality is becoming widely used for urban regeneration and planning and transport projects.
This covers remote communication environments which provide virtual presence of users displayed either on a computer screen through the use of standard input devices such as a keyboard and mouse, or through multimodal devices and special stereoscopic displays. However, there are reasons which have raised concern that may be a downside to the exploitation of VR technology. I think that for many people who have followed closely the main issue of VR, have oncerns about the dangers of VR technologies. It is really important to know the answers to that issue because we live in the world of new technologies, and we use them in our daily life. There are three main reasons to be careful of the dangers of VR that can be hidden in the surrounding world of technology. The first main reason, the use of VR equipment may have unwanted physical side-effect. Research into the side effects of VR use is a complex and difficult business and it is clear that concerns do remain about the effects of using such systems.
Academic research does show that some symptoms occur whilst using VR tools and that these effects (such as nausea) can be quite debilitating in the short term. Whether or not there is a long term effect is difficult to determine, partly due to the fact that VR techniques are relatively new and are constantly evolving. It is also clear that the factors involved in the genesis of symptoms are incredibly complex. Here, there is a complex interaction between the characteristics of the user, the type of system being used and the type of task that is being carried out.
Given that there is a large variation between individuals, a huge number of equipment permutations and a vast number of tasks one can see that predicting accurately the effect of any one task in a specific system implementation on a single user is virtually impossible. The physical is important to consider issues involved in the use of VR equipment. In terms of physical issues, more natural interaction techniques may reduce static posture problems; moreover, the use of LCD screens may minimize vision problems.
Second main reason, the use of VR equipment may have unwanted physiological side-effect. Of the possible physiological side-effects, visual symptoms and motion sickness type symptoms appear to cause the most concern. Consequently, much of the research into physiological effects has been concentrated in these areas. The developing specific information communication and feedback, and develop a new quality of perception and experience with computers and other technical systems a person is immersed in a dream world of the programmer, very similar to the present.
People have an opportunity to become not only the viewer and the outside observer of this world, but also an active participant, not just empathize, but the creator of this world event. From the point of view of the perceptions and experiences of the person, this imaginary world seems just as real, and the strength and experience are even more sensual than the existing world. One enters into a new, technically created world, and its consciousness as it is separated from the real world and entering a new world. And this world is a world not only of dreams, but the world of real feelings and actions.
Gradually living in this fantasy world, people no longer separate the real world from the imaginary, and mix them together and live in a different world, becoming mentally ill. The main element of virtual reality is the development of stereoscopic visualization imaginary (virtual) space and moving it realistic objects. This system provides the total immersion of human consciousness into a computer model; moreover, sensual and intuitive images and change the perceived shift in thinking and execution of direct manipulation of the synthetic model in the virtual three-dimensional space.
In my opinion, people who live by virtual reality cannot be free because they do not see their own life real, but they see the VR as real actions. A third main reason is that the use of VR equipment may have unwanted psychological side-effect. The great danger of the world of virtual reality is that it creates a great temptation and a real opportunity to control the human psyche, purposeful manipulation of consciousness, so diving into the world of human VR allows suggestion and programming, and can impose certain human behavior, a way of life and thinking.
From my point of view, the craze of people playing computer games with the programs in the world of VR will lead to a huge rise in mental illness, because a person can quickly erase the line between the real and the virtual world. The purpose of virtual reality is to create a false world, but when in the mind these false worlds become real, people just cannot cope with their division and a split personality or depersonalization could happen. In any case, we must bear in mind the greater threat to humanity posed by this virtual world technology of false realities.
There is no less danger than impact on the subconscious. The human consciousness is more and more subject to information pressure by various means. With the advent of computers, humans have acquired a completely new character. Work in the field of communication “brain-computer” is now at a stage of development where it is technically possible to carry out experiments with the introduction of the subconscious. A good example is the different hypnotic sessions, and some other, similar, psychogenic effects, “tripping” or “blocking” conscious-volitional and adjusts it according to the goal of the session.
With some simple techniques can be encoded or visual blurring and semantic images that are not recognized by the presentation of a man, because they are invisible. Similar evoked potentials of the encoded images are grouped in relation to major psychiatric settings of the individual components of the “core” of his inner world, his soul, his “I”. “The current state of science and technology provides a completely transparent to the human mind to enter into his memory any information without his knowledge, which is absorbed as food and becoming their own, that is, determines the needs, desires, tastes, looks and feels picture of the world” (I.
Smirnov, E. V. Beznosyuk). In some cases, the interaction techniques used are unique to the system and may present specific problems. In other cases, the demands may be well understood but the user must be aware of the type of problems that may arise. There has been concern over ethical issues such as the construction of violent or pornographic worlds. Here again, there are similarities with the computer games industry where there has been some concern as to the violent content of computer game material.
The computer games of this content cannot teach what is good, but they teach what violence and evil in relation to each other. Players could be as adults and children alike. People who have become hostages of violent computer games are able to commit crimes. They kill as in the game and do not even realize that, in reality, the person has only one life and not a few as in the game. To summarize, the visual presentation of the virtual environment is extremely important. The processing and organization of visual input involves the use of a larger portion of the brain than for any other sense.
The simulated environment can be similar to the real world in order to create a lifelike experience. In practice, it is currently very difficult to create a high-fidelity virtual reality experience, due largely to technical limitations on processing power, image resolution, and communication bandwidth. With the development of Virtual Reality (VR) systems, new interaction methods have been developed that allow the user to ‘step into’ computer generated ,or virtual, environments which is achieved by ‘immersing’ the user in the synthetic environment.
VR technologies are now available to an even greater user population at more affordable prices. Ultimately, it is the users who will decide whether the benefits of VR outweigh the problems. Presently, human factors research has improved awareness of the problems that may occur and to date, none have been shown to be long-term or a serious threat to well-being. These problems can however, bring about a reluctance on the part of the consumer to buy and use such equipment and if this reluctance is not addressed, the future potential of VR to have a beneficial effect on our lives may be diminished.
In my opinion, the dangers of VR depend on the users, who cannot provide control above the using of VR technologies when it is really necessary. The correct approach to the use of VR technology can save us from the dangerous side effects. I believe that the benefits of VR outweigh risks just with careful and proper use of it because the society in which we live needs to develop new technologies that can help them in their daily life. The virtual reality must not manage people, but people have to manage VR and they have to be able to interact with and manipulate information that they have created.