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Virtual reality equipment can affect health


Study of British university identified possible risks when using headsets in minors.
A research group from the University of Leeds, in the United Kingdom, investigated the effects of virtual reality (VR) experiences on children, identifying risks and challenges in the development of that technology for the cognitive capacity of the brain.


VR the great imitation of Environment

Experts warn that although this technology has existed for more than 20 years, its development has been frustrated due to possible health and safety problems. They also state that "the health risks associated with this technology have not yet been resolved".
As human beings respond to stimuli, in the analogous world their behavior is based on the response of sensory systems to the information they detect.
In the case of virtual reality, the generated ecosystem tries to imitate the environment in such a way that the person can interact with the objects in a natural way, using their perception.
 The problem arises when virtual environments do not generate a similar interaction. The researchers argue that if there is a lack of correspondence between the visual information and the movements of the hand, "there will be a 'surprise'. In that case, the human brain will have to adapt to future interactions between vision and action to maintain its accuracy.
An adaptation process that can cause particularly problematic difficulties for children, since their brains are not fully developed.
This difficulty ends up affecting "all forms of information presented in a virtual world, such as hearing, touch and vision, and all motor systems, including postural control and limb movement systems.

Virtual Reality: the known risks hailed by the users

We know that virtual reality can generate new worlds. The videogames sector has welcomed its possibilities. Multiple consoles and companies have bet on the development of hardware and content for the generation of these experiences; the PlayStation VR set, the Oculus Rift helmet and the Hololens are some of these devices. But the argument of the researchers is based on the fact that currently, the visual environments that exist are computer generated images that are shown on two-dimensional screens, but with three-dimensional characteristics.

Which means that the eyes must remain focused in one place (the screen) while the three-dimensional images force them to change direction as if they were looking at a near or distant object. "This lack of coincidence between the systems of focus and alignment of the eyes creates surprise, and this puts pressure on the human visual system to adapt and minimize this surprise," say the academics.

These pressures of adaptation in the short term generate headaches and risk of eye disease, a common comment in some of the people who test the experience.



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