Introduction to Virtual Reality
Virtual reality (VR) is a technology that has been gaining popularity lately, with many corporations investing heavily in its development. However, a recent review of experimental research on VR, published within the journal Nature Human Behavior, suggests that the technology has its limits. According to Jeremy Bailenson, lead writer and director of Stanford’s Virtual Human Interaction Lab, "Virtual reality just isn’t for all the things."
The Limits of Virtual Reality
As a medium, VR may be very intense and may be overwhelming for users. It blocks out the actual world and may cause users to feel uncomfortable and even experience "simulator sickness," a form of motion sickness. The review’s findings show that VR is best used briefly doses, typically minutes fairly than hours, and just for certain forms of experiences. These experiences, known as "DICE" experiences, are those that will be dangerous, not possible, counterproductive, or expensive to do in the actual world.
What to Do in VR
The review identified several examples of what to do (and never do) in VR. These include:
- Traveling to awesome or personally difficult places, similar to the ruins of Pompeii or the Grand Canyon. The visceral nature of VR lends itself well to experiences where "being there" matters.
- Learning surgery or public speaking. VR is best used with learning skills which might be procedural, requiring one step after which one other, as is likely to be done in surgery or dissection situations.
- Trying on a brand new identity in VR, but ensuring it’s the proper fit. Self-perception changes how people behave, and users ought to be careful when selecting an avatar.
- Taking a VR fitness class. Athletic training is an amazing use for virtual reality, except in the case of precision movements.
- Being aware that even when an avatar masks a user’s identity, the thousands and thousands of movement data points routinely collected by the system can discover them.
What Not to Do in VR
On the opposite hand, there are several things that will not be well-suited for VR. These include:
- Solving basic math problems. VR doesn’t add much to abstract learning that may be taught well on a chalkboard.
- Attending run-of-the-mill meetings. The value of VR fades if the environment just isn’t dramatic.
- Learning learn how to throw a baseball or other precision movements. Users have a tough time judging distance within the virtual world.
- Expecting anonymity. People are easily identified by how they move their bodies, and the movement data points collected by the system can discover them.
Conclusion
In conclusion, while virtual reality has the potential to unravel some really hard problems, it just isn’t a one-size-fits-all solution. By understanding the boundaries of VR and using it thoughtfully, we will harness its power to create unique and effective experiences. As Bailenson notes, "What we have long showed within the lab is that VR is great when used sparingly and thoughtfully. Otherwise, the professionals typically don’t outweigh the cons." By being mindful of those limitations and using VR in a targeted and intentional way, we will unlock its full potential and create revolutionary solutions to complex problems.