Can Virtual Reality Kill You?
Motion-sensing VR systems like the Oculus Rift, HTC Vive and PlayStation VR involve being upright, dropping down, moving your arms, and also walking, all with a chunk of metal on your head that eliminates your sense of sound and sight.
HTC Vive does utilize a pass through camera that lets it see around you, and due to its sensors, will tell you when you are approaching a wall, however, the camera features aren’t automatically on. Some people practically smash their Vive motion controllers into various inanimate objects with camera sensing turned off, not even realizing it was there or probably forgetting to even turn it on due to being over excited about delving into the VR world. And to others, it’s already a guarantee that it happened or will happen in the near future. It could even end up being an awful real world injury. Or what about an object where you didn’t draw the boundary properly it’s bound to happen to novice product users, and suddenly you end up kung-fooing your hand into very real walls or vases?
Or what if you also end up swinging a controller unknowingly into someone or even a family pet that wandered into the wrong area of the house? People have been hit by wandering into someone’s “VR zone” as well. Another potential injury occurs when users come close to knocking themselves in the face when they forget their own body’s limits and capacity.
Oculus warns to keep the Rift “out of reach from children and pets,” and to “move objects or people out of your Rift space.” Would you trust your capability to play VR games in a room with more than two people in it, unless you’re sitting? Am I saying that you should have your own VR room? Yes, I am, if you’re considering on moving around and you have kids or pets in the house as it’s hard to even remember to keep an eye on where the end tables are. Definitely keep toddlers at least 20 yards away from someone who’s incapacitated by VR.
Parents can’t trust themselves to not fall over something or someone.
The newest segment of advanced VR systems have yet another new drawback: wires. The Vive, Oculus Rift and PlayStation VR still yet to come later this year all are connected by thick clunky bunches of wires attaching to the back of your PC or gaming system. The Vive and Rift also need to have long extension cords, and these cables are hooked into a unique breakout styled box where the cords can break away in case someone pulls on them hard enough.
Still after trying these products in self-contained demos and in-work settings, people seem to manage to get tied-up. Full-room VR like the Vive means actually walking around with an attached cable trailing behind you and spreading it across the floor, all the while not being able to see it while we are in the VR world. The cable will eventually coil around your legs or even under your feet.
As soon as wires start to run between you and something else on the other side of the room, and your vision is altered, complications are bound to happen.