Long-Term Adverse Effects of Virtual Reality Debated - VR Life

Long-Term Adverse Effects of Virtual Reality Debated

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Should virtual reality headsets carry warning labels?

That was the suggestion made at FMX, the animation and effects conference that opened Tuesday in Stuttgart, Germany by one of the participants. Michael Madary, who is a post-doctoral researcher specializing in virtual reality ethics at Johannes Gutenberg University Mainz, called for research into the impact of both VR and augmented reality.

Madary argued that some types of content should be a concern. He said: “Extreme violence and sex would raise a red flag,” when asked about ethical issues. “Apart from those obvious examples, we’ll be able to create avatars. I think people should be very careful in interacting with dead relatives. And body swapping.”

He pointed out the need for open dialog between content creators and researchers, whilst urging the VR industry to at least warn the public of potential risk. “We should clearly notify users that we don’t yet know the impact of long-term viewing,” he said, “and I think we need guidelines for safe usage.”

Other Challenges

Other participants at the conference were more concerned about more immediate challenges, such as the lack of original content and the proliferation of competing headsets.

Jon Peddie of Jon Peddie Research noted that those looking at VR from the perspective of a new business should start seeing positive results in two or three years. “Virtual reality is hot topic, but it’s not yet a hot market,” Peddie said. “The obstacle is going to be the content. Unless there’s something to show, it’s going to be a ‘who cares.’ And the equipment is expensive. [So I predict] good, but not phenomenal growth.”

That, however, presents a chicken and egg problem, as speakers on another panel noted that there needs to be a quantifiable audience first, before content creators can monetize their work.

“How do we build the audience so that we can talk about content monetization?” asked Andrew Cochrane, of Guillermo del Toro’s Mirada Studios. “If you want eyeballs, use [Google] Cardboard. … Nobody initially predicted Cardboard [would take off] but there are big wild cards. And things are gong to change. I think you’re going to see millions, but not tens of millions [of headsets in the market] until the 2020s.”


Cochrane also warned that even though VR headsets such as Oculus Rift are already shipping, the technology is still developing and there are no standards yet. “We have let the consumers in way too soon,” he said. “We are still bootstrapping everything. There’s so much to figure out on the hardware and software side.”

Peddie, who said he has counted 67 headset manufacturers added, “That can’t exist, especially in this nascent industry. The number of suppliers will shrink, then standards will develop.”

Content creators currently see VR as the Wild West, where they can try anything as they are still inventing the language. For the time being, however, the budgets for content creation are primarily coming from marketing departments that want VR content to promote existing IP. “Right now, really only marketing departments are seeing a return on their investment,” Cochrane admitted. “But with marketing content, there’s opportunities for filmmakers to expand on the worlds they have built and narratives that they couldn’t wedge into their films.”

Keith Miller, who is the VFX supervisor at Weta Digital, recently completed a VR experience featuring Disney’s The Jungle Book’s King Louie from. He observed that at this early stage, “The only paid content is games and adult content, but I think live-streaming for concerts and sports will take off quickly as the streaming technology develops.”

Others are of the opinion that VR will become social with users connecting with avatars of friends in different locations, and others talked about the potential of augmented reality, which merges the real world with the virtual.

“AR is not a market yet,” according to VR director Daffy, who started VR/AR firm Daffy London after years in the VFX business, “but I’m trying to prepare myself so that the minute it hits, I’m ready. I don’t want to wait.”

Cochrane seemed not to be as enthusiastic. In his view of AR. “I might be having a conversation, but I might also be reading my Twitter feed or Googling something. I’m not here. That does scare me.”

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