User:Zsengr410/sandbox

Trial Run 9/5: I will be editing the Health and Safety portion of the Virtual Reality Page I did a virtual reality game about a month ago and remember being warned about all kinds of things that aren't mentioned or elaborated on here.

Planned Edits: 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. As many as one in 4000 people may experience these symptoms, and they are more common among people under the age of 20, which is part of why most VR headsets advise against children using VR headsets. Other problems may occur in physical interactions with one's environment. While wearing VR headsets, people quickly lose spatial awareness of their surroundings and may become disoriented while using the headset.

Edits and Improvements 9/10: I plan to continue editing the Health and Safety Portion with more information on the effects of prolonged usage of VR headsets, since this information is not really discussed anywhere in the article.

Planned Additions: VR may cause eye fatigue, as does all screened technology, because people tend to blink less when watching screens, causing their eyes to become more dried out. There have been some concerns about VR headsets contributing to myopia, but although VR headsets sit close to the eyes, they may not necessarily contribute to nearsightedness if the focal length of the image being displayed is sufficiently far away.

These motion sickness symptoms are caused by a disconnect between what is being seen and what the rest of the body percieves. When the vestibular system, the body's internal balancing system, does not experience the motion that it expects from visual input through the eyes, the user may experience VR sickness. This can also happen if the VR system does not have a high enough frame rate, or if there is a lag between the body's movement and the onscreen visual reaction to it. Because approximately 25-40% of people experience some kind of VR sickness when using VR machines, companies are actively looking for ways to reduce VR sickness.