Virtual reality

Article 1: Are virtual reality headsets sate for kids ?


By 
Virtual-reality headsets are likely to be at the top of many kids' wish lists this holiday season, but with many VR devices coming with age restrictions, is the technology safe for youngsters?
The Oculus Rift and Samsung's Gear VR headsets are recommended for ages 13+, while Sony's recommendation for its PlayStation VR is ages 12 and up. HTC's Vive is not designed for children, according to the company, and HTC said young children shouldn't be allowed to use the headset at all. And Google said its relatively low-tech Cardboard headset should be used by kids only under adult supervision.
Companies have offered little explanation for these age recommendations. So what does the science say? According to Marientina Gotsis, director of the Creative Media & Behavioral Health Center at the University of Southern California School of Cinematic Arts, not a lot. 
"We do not have enough data on the safety of current VR technology for children," she told Live Science. "So, the sparsity of research data and what we know about neuroplasticity [the brain's ability to reorganize itself] and children does not make me comfortable to recommend what is available now as is."
In a 2014 study in rats, researchers at the University of California found that the neurons in a brain region associated with spatial learning behaved completely differently in virtual environments compared to in real ones, with more than half of the neurons shutting down while in VR. What this means for humans is unclear, but the scientists said it highlighted the need for more research on the long-term effects of VR.
Gotsis said VR could have an even bigger impact on the developing brains of children. Her center uses entertainment technology, including VR, for mental and behavioral health research. She has worked on VR applications for children, but only in highly controlled situations.
"The brain is very plastic in young ages, and prolonged exposure with improperly fitted devices could incur damage," she said. "Children also may not understand how to communicate eyestrain and may lack reflexes to remove the devices if they find them uncomfortable."
Still, this does not necessarily mean that VR is unsafe for children and never can be, she said, adding that VR's safety varies according to the device, type of content and time spent using it, as well as on the individual child using it. [11 Facts Every Parent Should Know About Their Baby's Brain]
One of the biggest concerns is the impact VR tech could have on kids' eyes. Parents have long told children that staring at a screen will make their eyes go square, but the American Academy of Ophthalmology says there is no evidence that long exposure to screens can cause permanent damage.
But another issue with VR is the so-called vergence-accommodation conflict. When you view the world normally, your eye first points the eyeballs — vergence — and then focuses the lenses — accommodation — on an object, and then these two processes are coupled to create a coherent picture.
Modern VR headsets achieve the illusion of depth by presenting each eye with a slightly different image on a flat screen. This means that, no matter how far away an object appears, the eyes remain focused on a fixed point, but they converge on something in the virtual distance.
"Some scientists believe this is the reason some people experience symptoms when viewing 3D stimuli — TV and cinema, as well as headsets," said Peter Howarth, an optometrist and senior lecturer in visual ergonomics at Loughborough University in the United Kingdom.
However, Howarth said there is good evidence to suggest that only those with already weak eye movement and control are likely to experience adverse effects such as headaches and eyestrain. For children, these symptoms are good indicators that these kids need to get their eyes checked, so VR headsets may actually help catch existing problems, he added.
Howarth said that, as far as he knows, no academic studies have been done to investigate the effects of VR on children's eyes, though it's possible that VR headset manufacturers have done research in this area. "My guess is that they're simply covering their backs so that if a child develops a squint, they will not be held responsible," he told Live Science.
Michael Madary, a postdoctoral research assistant at the University of Mainz in Germany, who in February co-authored the first code of ethics on the use of VR, said the dearth of research on VR's effects on children is unlikely to improve.
"For obvious ethical reasons, it's very difficult to do research using children as subjects," he told Live Science. Madary studies the ethics of emerging technologies, incorporating results from psychology and neuroscience, and he thinks the biggest concern with VR is its effect on children's psychological development.
"Children, at a young age, have difficulty distinguishing reality from fiction or fantasy," Madary said. "You could imagine putting them in VR — that inability to distinguish could be exaggerated."
For instance, content that could be traumatic when seen in the cinema is likely to have an even bigger impact in VR. And the negative effects of advertising and unsavory role models on TV could be exacerbated considerably by VR, Madary added.
"In VR, you have an entire environment designed by someone who may want to manipulate you, whether it's for advertising, for political reasons, for religious reasons," he said. "If you have a child spending a long time immersed in a VR environment where manipulation is going on, it could be seen as a threat to their autonomy and what kind of adult they become."
And though VR holds great potential, including for educational and therapeutic uses, Madary said manufacturers need to team up with scientists to investigate the long-term implications of the technology. Until then, he recommends erring on the side of caution.
"I suspect that if parents are doing a good job as parents, that's pretty much the most important factor," he said. "It's just exercising extreme caution and knowing that the experiments have not been done, so you're experimenting on your kids."



Article 2: The best VR headsets: the top virtual reality devices to go and buy now.


By Paul Lamkin





Virtual reality is here – 2016 is the year that the likes of Oculus Rift, PlayStation VR, Samsung Gear VR and the HTC Vive have taken the medium mainstream.

For the uninitiated, VR is an immersive experience in which your head movements are tracked in a three-dimensional world, making it ideally suited to games and even movies.

Explained: How does VR actually work?

While VR was a non-starter back in the 90s, developers are now creating mind-blowing experiences that look set to revolutionise gaming and entertainment.

But what are the best VR headsets and which one should you go and buy? We've put together the definitive selection of the most gob-smackingly awesome devices just waiting to be strapped to your face.






The HTC Vive is made in collaboration with PC games giant Valve; the makers of legendary gaming series Half-Life and the gaming platform Steam.

The HTC Vive plugs into PCs and work with Valve's mammoth gaming ecosystem. It packs in 70 sensors to offer 360-degree head-tracking as well as a 90Hz refresh rate; the stat that's key to keeping down latency, which is the technical term for the effect that causes motion sickness. Thankfully, that wasn't an issue in our review time.


However, the key to the HTC Vive's success is the Lighthouse room tracking that enables you to move around with the headset on. It means mounting some sensors in your home, but the effect is next level. Check out our HTC Vive review to see why we think it's the most awesome VR experience.





Oculus Rift is the headset that started the current hysteria. Developed by Palmer Luckey, funded via Kickstarter and snapped up by Facebook for a cool $2 billion, the Rift plugs into your computer's DVI and USB ports and tracks your head movements to provide 3D imagery on its stereo screens.

The consumer edition Rift uses a 2160 x 1200 resolution, working at 233 million pixels per second, with a 90Hz refresh rate. It's high-tech stuff, which matches the HTC Vive for refresh rate, but lags behind PlayStation VR on this front. However, given its access to the power of latest PCs, it's pushing a lot more pixels than Sony's headset.


The Oculus Touch controllers are slated to arrive later in the year, so you'll have to settle for an Xbox One controller in the box for now. Be sure to read our definitive Oculus Rift review for more details.







The new Samsung Gear VR doesn't look much different to its predecessor but it has several upgrades that make it totally worth it. Gone is the hugely annoying lens fog thanks to new vents and more space inside the headset.

Of course, the visual experience of using Gear VR will depend on which Samsung smartphone you use, like the large and sharp Note 7 screen.

But there are some improvements to the actual headset no matter which Sammie handset you've got – specifically Samsung has widened the viewing angle to 101 degrees (from 96 degrees) and darkened the colour tint to reduce glare and reflections.

The price of the new Gear VR hasn't gone up at all either - you'll just need one of the following compatible devices to plug in: Galaxy Note 7, S7, S7 Edge, Note 5, S6, S6 Edge and S6 Edge+.




Resume:
Virtual reality is more and more present in the world today. The problem today is the adaptation of virtual reality for children. For some of them this technology is omnipresent and can have adverse effects. As the article says one, the fact of being too exposed to this reality can affect the brain development of children. The biggest problem of this technology for children is their inability to separate fiction from real life. This is why major companies like Google to impose ages limits for its use.
As shown in section two, there are plenty of new accessories that are on the market today. This technology will be increasingly present in the coming years. So be careful not to expose children too early but also teenagers. Prolonged use can affect the long-term view so these items should not be accessible to everyone.








Commentaires

Posts les plus consultés de ce blog

Connected bracelets

Wearable Tech