AR /VR and some challenges for the developers creating immersive experiences

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Harassment

Accessibility Issues

Consequences on behavior

  • Interactions with VR environments may lead to more fundamental changes, not only on a psychological but also on a biological level.
  • The comprehensive character of VR plus the potential for the global control of experiential content introduces opportunities for new and especially powerful forms of both mental and behavioral manipulation, especially when commercial, political, religious, or governmental interests are behind the creation and maintenance of the virtual worlds.
  • Virtual reality technology targets directly the mechanism by which human beings phenomenologically identify with the content of their self-model.
  • After an intense and emotional experience in virtual reality, you remove the headphones, and you are suddenly in a very different real world. We are not good at fast-setting the rule of behavior and emotion. Re-entry into the real world, especially after repeated exposure to virtual reality, could lead to disturbances of various kinds: cognitive (did something happen in XR or in real life?), Emotional (the cause of non-emotions is real?), for example, a fictional virtual character insulted his avatar), and behavior: for example, actions validated in XR cannot be socially validated in the real world).
  • Social isolation is the other outstanding delivery on paper. “It is possible that some people can use XR to such an extent that they lose face-to-face social contact with other people so that people withdraw from society
  • Some other installments they warn against were data privacy and the dangers of identity personification.
  • Believe repeated exposure to real-life and to entertainment violence could alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The study showed a relationship between real-life and media violence exposure and desensitization as reflected in related characteristics. One-hundred-fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger pro-violence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain the negative impact, though causality was not investigated in the present design.

Conclusion

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