Virtual reality helmets: do they heal or cripple? Virtual reality and damage to vision.

“It is not comfortable or healthy to constantly use a monitor directly in front of your eyes.”

This solution provides eye-friendly use of virtual reality technology. It seems to the human eye that we are looking at an image that is at a sufficient distance. The length of this virtual gap may vary for each device. For example, in Oculus Rift DK1 the optical image is infinitely far away. And in Oculus Rift DK2 creates the illusion that it is located approximately 1.4 meters.

This article describes the operation of lenses in ideal conditions. Not all virtual reality devices can provide them. Therefore, sometimes some kind of interference occurs. For example, geometric distortion and chromatic aberration. We'll talk about them next time.

Note:

Having been working on the Russian virtual reality market for almost a year, our club has been visited by more than 3000 people, who for the first time tried to immerse themselves and experience all the sensations from helmets, controllers, simulators and virtual reality games. We conducted surveys and tests of VR headsets in focus groups, found out opinions and analyzed the results from large quantity Virtuality Club visitors. Based on our practice, we have concluded that the vast majority of players who try virtual reality leave with positive impressions. Only 15% of total number respondents reported minor discomfort after using Oculus Rift DK2. Most of the negative feelings are inherent in players who use glasses and suffer from vision problems. IN at the moment The DK2 comes with additional lenses for people with slight myopia, but we hope that helmet developers in future versions will come up with a lens mechanism that adapts to people with visual impairments.

Virtual reality, from English words Virtual Reality, means created using technical devices a world that can be perceived by a person through sight, hearing, touch and smell. At the same time, the user is literally immersed in this world, as he develops certain reactions to everything that happens in it.

For example, a user playing games using a VR headset will experience more emotions than without it. This fact confirms an experiment conducted by scientists in which 1,500 people took part - they were asked to play scary games online games. As a result, when playing without a VR headset, 8% of participants experienced a feeling of fear, and when playing with a headset, their number increased to 80%.

5. Health implications

We have already noted that in the 80s, helmet users often experienced symptoms such as nausea, dizziness, headache, and disorientation. There were even unexpected flashbacks. In 1995, a student at the University of Chicago took part in an experiment in which she spent several hours in virtual reality.

The trick is that in 2015, people who tried helmets continue to suffer from the same problems. A special term has even been coined for this - “cyberdisease”. John Carmack, CTO of Oculus VR, openly acknowledges the problem. Samsung advises against using the Gear VR altogether if you experience symptoms, and does not recommend giving the helmet to children under 13 years of age.

Most people involved in the development of the technology attribute this to the relatively low resolution and frame rate. Like, let's work a little more with a file - and everything will work out. However, Mayank Mehta, a neuroscientist at the University of California, has a slightly different point of view.

In addition, Dr. Mehta conducted an experiment with laboratory mice. It turned out that when rodents find themselves in virtuality, 60% of the neurons of the hypothalamus (the area of ​​the brain responsible for orientation in space, memory and dreams) simply ... “turn off”, and the rest show abnormal activity. However, the long-term consequences of this phenomenon still remain unknown. Maybe we're panicking for nothing. But, you know, the prospect of keeping even the most high-end display a centimeter from your eyes doesn’t look very healthy.

Harm to the eyes of virtual reality

Let's take a closer look at computer glasses, the benefits or harms of which are of concern to many who want to become the owner of such products.

Computer glasses can be harmful only in one case - if low-quality lenses are inserted or if they are not suitable for a particular person.

Lenses must be selected individually, taking into account all the features of the visual apparatus.

If you experience uncomfortable or even painful sensations when wearing eye-improving products, it is better to stop wearing them and seek advice from an ophthalmologist.

Variety computer models can be called virtual reality glasses (3D glasses). They are a head-mounted monitor that allows you to immerse yourself in virtuality.

The damage from VR glasses is not very strong - the eyes get tired from them even less than from standard glasses computer monitor. The fact is that here the eye does not concentrate on one point, but follows the movement and is not at rest.

Thus, virtual reality glasses, the harm to vision from which is minimal and therefore do not pose a danger in this context.

However, the danger of virtual devices lies elsewhere. Overly immersed in virtual world, a person loses orientation in space, which leads to problems in the vestibular system of the body. Therefore, it is recommended to use head-mounted monitors no more than three hours a day, taking a break every half hour.

There is no consensus on the impact of virtual reality glasses. Many parents claim that they damage the eyes and have a bad effect on the child’s psyche. There is no clear statement on this matter. When wearing glasses for a long time (more than 40 minutes a day), severe tension occurs on the eye muscles, they begin to water and swell.

With moderate use there are no negative effects. Manufacturers claim that they are less harmful for a computer monitor, due to constant movement eyes, rather than concentrating it on one point. Excessive gaming of the device causes headaches, spatial and temporal disorientation, and can impair performance nervous system.

Can a computer game, movie or book harm the psyche? There are many factors here - it all depends on the type of personality, on how much a person is immersed in the virtual environment. A virtual reality helmet probably does provide a greater immersion effect compared to a computer, however this question still needs scientific evidence.

However, we can already state that people with disabilities should use the helmet with caution. psychological disorders, such as perception disorders, problems in mental development, etc. Those who are depressed or have an anxiety disorder should also avoid wearing a helmet.

We were able to draw such conclusions thanks to great experience work with these devices: our institution has been cooperating for several years with the Faculty of Psychology of Moscow State University, where research is being conducted on virtual reality and its impact on humans.

The neurologist especially noted that, as in the case of computer games, it is necessary to clearly distinguish real life and virtual life: do not run away into a beautiful virtual world from solving problems. And the main risk group here are children and adolescents, as well as people with a tendency to addictive behavior.

My advice to anyone who has doubts before using a VR headset is not to be lazy and consult with a psychotherapist familiar with negative impact VR Despite the fact that the technology is really new and there is no medical practice yet, a psychotherapist will probably be able to point you to possible complications or negative effects that may occur specifically for you.

The universal warnings are as follows: pregnant women, elderly people and people suffering from cardiovascular diseases, epilepsy and other serious conditions should refrain from virtual reality. mental illness, as well as visual impairment. Children under 13 years of age should not play with helmets, or use them under adult supervision.

The International Institute of Psychosomatic Health was one of the first in Russia to begin treating certain mental disorders by immersing the patient in virtual reality. We did not fail to take advantage of the experience of the institute’s specialists and carried out several experiments. The first of them was devoted to a therapy session with the participation of a patient suffering from arachnophobia (pathological fear of spiders).

As it turned out, in addition to various phobias, VR helmets are used to treat anxiety disorders, depression, post-traumatic stress disorders, as well as to diagnose and train cognitive functions (memory, attention, spatial thinking, etc.). Particularly effective is the treatment of aerophobia, a common disorder in which a person is afraid of using airplanes.

In the most severe cases, panic attacks occur even at the sight of some parts of the interior of the aircraft cabin. Thanks to virtual reality technology, the patient is first shown toy models of airplanes, then more and more similar to real airplanes, the person is invited to go inside the airplane, take off, and the time of the virtual flight is gradually increased. In combination with psychotherapy, you can get very good and quick results.

However, here lies one of the biggest dangers - according to official statistics alone, there are now more than 10 million patients in the world suffering from various phobias. If we consider that a large proportion of people do not recognize their mental disorder, the actual number may increase several times.

A person who has, say, a hidden fear open spaces(agoraphobia) suddenly finds himself in a game situation in the middle of a huge field and goes into a state of panic. Such stressful situation depending on the strength of the impact, it can provoke side effects- from short-term perception disorder and poor health to a heart attack.

Alas, the “bright” side is best studied new technology- that is, its use in psychotherapy. All experts agree that there are neither sufficient statistics nor clinical studies to introduce any regulatory rules. However, we can give recommendations that could protect you and your loved ones.

Let's start with what modern monitors were like 10 years ago. Now the update frequency is much better and thus the load on the eyes is very small. Also, vision should be affected by long-term retention of the eye area. In virtual reality glasses, the user will constantly look around him, into the distance, his eyes will constantly move, thereby there will be no deterioration in vision.

Prices for VR devices

Online store for virtual reality glasses BESTVR offers you a wide selection virtual glasses for smartphones. At the same time, the employees of the online virtual reality glasses store will provide you with all the necessary support in choosing virtual reality glasses.

Online store for virtual reality glasses BESTVR - we know a lot about virtual reality!

The pricing policy will depend on the model, manufacturer and type of device. How much do virtual reality glasses cost? Prices range from 300 to 40,000 rubles. Thus, glasses for a computer are usually more expensive than glasses for a smartphone due to the fact that they have separate components in the design.

What is virtual reality?

Virtual reality is a virtual world created with the help of hardware and software, transmitted to a person through hearing, as well as vision and, in some cases, touch and smell.

Let's talk in more detail about the most advanced virtual reality system today - the system HTC VIVE.

HTC VIVE system is a helmet game controllers and motion sensors. All this is connected to the computer. Thanks to motion sensors and cameras built into the helmet and game controllers, all the player’s movements are clearly read. This allows you to experience the effect of complete immersion in virtual reality, feeling like you are in the very center of the game, interacting with the virtual environment and moving safely in the gaming area. Speaking in simple language, the user turns his head - the character also turns his head, the person walks in his room - the player moves in interactive reality.

How harmful and dangerous is virtual reality?

Of course, first of all, parents “sound the alarm” by speaking out against computer games in general, and even more so against virtual reality games. Perhaps, in some individual cases, they are right in protecting their child from this kind of entertainment; let's talk about this in more detail. Virtual reality has a number of contraindications:

A person suffers from epileptic seizures;

The person is susceptible to seizures;

The person is very tired or sick (in this case the body is weakened);

The person is under the influence of alcohol or drugs.

In other cases, virtual reality poses absolutely no danger or harm to the player.

Of course, when choosing a game, it is important to take into account age restrictions (these restrictions are set by the game developer), and also, moderation is needed in everything. For example, if a player is 12 years old and plays 18+ games for days, then you can argue about the benefits or harm gameplay. Even the most useful “products”, consumed without measure, slowly destroy our body.

The benefits of virtual reality

Virtual reality has many advantages:

The opportunity to fully immerse yourself in an interactive dimension;

Interaction with games on a new, immersive level.

The opportunity to visit the most beautiful and inaccessible corners of the world without leaving your room. You can sink to the bottom of the ocean, which amazes with its grandeur and immense beauty. Or go on a trip to Ancient Egypt. Fans of action can fight for a new space planet or plunge into the world of the post-apocalypse and, trying to survive, destroy all the zombies.

Receiving new bright, unforgettable and genuine emotions. The events taking place are so realistic that virtual reality can be confused with the real one. Therefore, the emotions and feelings that you will experience will be so strong, and most importantly, genuine and causing a sea of ​​\u200b\u200bdelight, admiration and positivity that you will remember them for a long time.

Prevention of stress;

Opportunity for everyone to switch to new level entertainment;

This is a tool that can make the learning process even more interesting;

Good leisure time. After a hard day at school or work, you can immerse yourself in fantasy world, forgetting about all the problems without leaving home.

Development of non-standard thinking, quick reaction, ability to analyze, quickly make decisions and choices. The “gamer” will have to do all this in order to “survive” in the game.

In conclusion, we note once again, if we take into account medical contraindications, observe moderation in games and choose games according to age, virtual reality will bring you only benefits, a lot of positive emotions and new bright and unforgettable emotions.

Do you still doubt whether your acquaintance with virtual reality will take place? Try it, immerse yourself in it for at least a minute and you will want more and more!

Information about virtual reality and accessories related to it comes from everywhere. The Internet and the media constantly talk about virtual reality technology and VR glasses in particular. A natural question arises about the safety of using such devices.

Until recently, maximum immersion into a non-existent world remained only a dream for gamers. At the end of March last year, a mass-produced VR device went on sale.

The helmet manages to create an incredibly strong illusion of being in a fictional reality. Previously developed accessories could not even come close to matching it. These do not include special VR systems made for special services and the military.

Throughout all previous years, virtual reality remained outside the consumer sphere and was not on sale. The people who took part in the experiments were constantly monitored by specialists. One of the reasons for this is the enormous cost of equipment.

After VR devices went on sale, buyers began to have certain questions that for some reason remain unanswered. For example, the harm and benefits of virtual reality.

This behavior of manufacturers is understandable, because profit and attracting the maximum number of customers depend on the speed of production. In response to questions from regulatory authorities, suppliers of VR glasses have prepared a saving phrase that formally virtual reality accessories have been produced for more than 10 years and during this period serious problems not found in consumers.

In fact, everything previous versions helmets, virtual reality systems were not in demand on the market. Their maximum circulation was several thousand, and in this case it is impossible to talk about the experience of mass use. Their impact on people cannot even be approximately compared with the new generation of glasses.

When using the device, the brain begins to relate itself to the fictional protagonist. Such an association provokes a number of problems. For example, every owner of a gadget experiences nausea or dizziness. This is only the least of the unpleasant consequences. Long-term use of the device in a violent game can cause mental disorders.

According to neurologists, video recordings computer games, books and films influence differently individual types personality. The time spent in the virtual world also has an impact on players. The most accurate image transmission compared to a PC is undeniable, but this needs to be proven scientifically. The manufacturer's list shows the most likely side effects. This is nausea and dizziness. Much less often (1 case out of 4 thousand) attacks of epilepsy or convulsions can be observed.

The user manual for virtual reality gadgets indicates general rules. In particular, when wearing glasses, walking up stairs, approaching an open window, or interacting with sharp objects, there is a high risk of injury. As for harm to health, vague language is used here. Doctors also cannot comment on this point, explaining their unpreparedness by the lack of statistics.

According to information in the manufacturer's instructions published on the official Oculus website, the use of accessories by persons under 13 years of age is strictly prohibited, since their visual system is not fully formed.

Adults should supervise teenagers until they reach adulthood. This is necessary to comply with the regime and take action if side effects caused by the use of the gadget.

Consultation with a doctor is necessary for pregnant women and those users who have visual diseases, mental disorders and cardiovascular diseases.

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We asked doctors whether a virtual reality helmet was dangerous for children. If everything is clear with adults (the vestibular apparatus can be trained), then with a growing human body many questions arise. Manufacturer age restrictions

First, you should pay attention to what the manufacturers themselves indicate. For example, and has an age limit 13 years old and higher. U - 12 years old. Company HTC directly does not indicate specific age, but simply mentions the undesirability of using a helmet for children. But how were these restrictions determined? Is this a legal formality or is it actually a threat to the child’s health?

Optometrist and professor of visual sciences, psychology and neuroscience at the University of California at Berkeley (USA) Martin Banks(Martin Banks) says that he has not yet seen direct evidence of a negative effect from the use of a virtual reality helmet by children. " I think all manufacturers are starting from the very fact of children’s development, which slows down with the achievement of adolescence, in which they can already play safely for their health. Therefore, they advise people not to allow the use of (a VR helmet - author's note) during the period of significant development of the child».

That is, manufacturers of VR headsets are simply being cautious in light of the fact that virtual reality is a relatively new technology, and we simply may not be aware of its side effects that will appear in long-term observation.

Professor Banks believes that the displays of a virtual reality helmet located close to the eyes can cause the same strain on vision as a phone or book if viewed from a short distance. As a result, this will result in the development of myopia (myopia). This problem is very common on our planet, and is often caused by such hobbies as reading books and working on the computer. You can distinguish nearby objects well and clearly see all the details, but distant ones are blurry and difficult to focus on.

However, Mr. Banks notes one important difference between a book/smartphone and a VR headset. In the first case, vision is focused on one point close to the pupils. When the optics of a virtual reality headset stimulate the vision to observe a fictitious distant object. This deceptive effect reduces the load on the eye muscles, therefore, without causing disturbances in the functioning of the visual organs. That is, a VR helmet may cause fewer problems than books or smartphones.

Stereoscopic deception

At the same time, professor Peter Howarth(Peter Howarth) as an expert in optics and teacher in the field of imaging notes that the difference between a person's natural view of the world around us and viewing stereoscopic three-dimensional scenes through the optics of a virtual reality helmet is quite significant. There is an imitation in the headset real image, which gives different pictures to the eye.

« The ability to see and distinguish details depends on the formation of a sharp image on the retina. Again, using the VR system intermittently should not have any impact negative influence on vision, even if the image quality is significantly inferior to the picture of the real world", - assures Peter.

Moreover, he believes that such devices (VR helmets) will help medicine cope with the problem of “lazy eye” (amblyopia), for example. That is, virtual reality not only practically does not damage vision, but even with a reasonable approach will help humanity get rid of physiological problems.

Doctors are aware of the following problems when using a VR helmet:

- Visual and vestibular-induced motion sickness .
If you've ever experienced serious discomfort on roller coasters or other extreme rides at amusement parks, then you'll experience the same thing with a VR headset.

- Latency causes nausea effect .
Manufacturers pay attention to this aspect special attention- the physical rotation of the user's head and the subsequent shift of the camera angle in the virtual world occur with a slight difference in time, called delay. With prolonged use and in case of insufficient system performance, this leads to nausea, motion sickness, headaches and other similar “motion sickness” effects.

- Threat of hitting in the real world when moving in the virtual one .
Some games offer owners of a VR helmet full body tracking with transfer of movements into virtual space. Bumping into corners or hitting anything in the room won't be a problem if your eyes can see nothing but the headset's displays. Manufacturers equip their systems with warning software so that this doesn't happen. But this may not work with a child.

- The brain needs time to return to real world and adapt .
Simplified rules and the maximum effect of deceiving the brain through the visual and auditory organs forces a person to immediately immerse a third of his nervous system in the virtual world. After one active game, coordination and postural stability are impaired. For example, driving or operating complex machinery is not recommended, as stated in the operating instructions.

Children can use a VR headset, but be very careful

You cannot ban a virtual reality headset for children - there is no direct threat. But there are many indirect dangers that can arise without adult supervision. Starting from the likelihood of a fatal blow to the corner of the table and ending psychological dependence from VR games.

However, the same can be applied, for example, to a smartphone. A child can look at its screen and fall through a hatch, or experience acute neurosis when losing a phone, right? So, the manufacturers simply protected themselves at the legal level, so that if a child under 12 years of age got into trouble due to the use of a VR helmet, then the parents who allowed this to happen would find it difficult to sue the manufacturer for anything.