User:Ixf23/Virtual reality

VR Rough Draft

Privacy[edit]
The persistent tracking required by all VR systems makes the technology particularly useful for, and vulnerable to, mass surveillance. The expansion of VR will increase the potential and reduce the costs for information gathering of personal actions, movements and responses.

'''The rapid expansion of VR utilized within training and gaming has also posed risk to security breaches. Areas within the defense and aerospace sectors have utilized virtual reality in their training that contains confidential information that is to be hidden from the public. There is also the concern of data collection from everyday users of virtual reality for things such as gaming. Users input personal information and payment information to vendors that could be subject to breach from potential hackers'''

https://www.databreachtoday.com/interviews/virtual-reality-real-privacy-security-risks-i-3221 https://campuspress.yale.edu/tribune/vrar-privacy-concerns-emerging-with-the-fields-development/

In the engineering field, VR has proved very useful for both engineering educators and the students. A previously expensive cost in the educational department now being much more accessible due to lowered overall costs, has proven to be a very useful tool in educating future engineers. The most significant element lies in the ability for the students to be able to interact with 3-D models that accurately respond based on real world possibilities. This added tool of education provides many the immersion needed to grasp complex topics and be able to apply them. This also gives the ability for a simulated construction, allowing engineers to observe and improve processes, reducing overall construction costs. As noted, the future architects and engineers benefit greatly by being able to form understandings between spatial relationships and providing solutions based on real-world future applications.

'''Within the sport industry, virtual reality has been utilized in the production of sports equipment, as well as to measure and improve sports performance. VR has been utilized in sports equipment manufacturing to continuously increase performance of new products. VR also allows users to measure an athletes biomechanics or technique within this three dimensional world and observe areas for improvement in an athletes performance '''

Health and safety

There are many health and safety considerations of virtual reality. A number of unwanted symptoms have been caused by prolonged use of virtual reality, and these may have slowed proliferation of the technology. Most virtual reality systems come with consumer warnings, including: seizures; developmental issues in children; trip-and-fall and collision warnings; discomfort; repetitive stress injury; and interference with medical devices. Some users may experience twitches, seizures or blackouts while using VR headsets, even if they do not have a history of epilepsy and have never had blackouts or seizures before. One in 4,000 people, or .025%, may experience these symptoms. Since these symptoms are more common among people under the age of 20, children are advised against using VR headsets. Prolonged usage of virtual reality can lead to detrimental physical health issues such as gorilla arm syndrome, rotator cuff injuries, cervical spine strain, and neck strain . Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose awareness of their real-world surroundings and may injure themselves by tripping over, or colliding with real-world objects.