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Oculus Rift’s Revised Safety Guide Describes Real Dangers And Concerns Of Consumer VR

July 29, 2014 by Ryan Parreno

Many other commercially available products are potentially more dangerous. Oculus VR is in a strikingly important position.

Oculus Rift’s new SDK comes with a new Safety and Health Guide, and the details are interesting, to say the least. A renewed effort has been taken to explain in explicit detail the nature of virtual reality, and not just what we imagine it to be.

Note that this guide has been informed with feedback from users, legislation, and newly uncovered dangers and concerns. To be clear, we will be focusing on changes here, and we won’t go into too much detail on anything else. Some of this may seem obvious, but of course, the wording is there for a reason, and those reasons are not always litigation-related.

First off, the Oculus is described as producing an“immersive virtual reality experience”. As such, they make it a point to remind users not to use it near places or things that can be bumped or knocked into, such as stairs, balconies, windows, etc. Of course, you should not be handling sharp or dangerous objects at the same time.

Virtual reality is also described as an experience you ease into gradually. Oculus VR recommends you only use it a few minutes at a time, and then to increase the amount gradually.

Finally, Oculus VR explains a possible and dangerous aftereffect of VR exposure. Similar to dropping off a plane or disembarking a cruise ship, Oculus Rift users may experience disorientation, drowsiness, and similar symptoms. Their ability to operate heavy machinery or engage in physical activity can be impaired, even days after using the device.

If you are wondering, the minimum recommended age for the Oculus Rift is seven, which is relatively young, all things considered. Clearly, Oculus VR is confident that their product is safe enough for commercial production, but a lot of things can go wrong.

We can only hope, given the coming entry of this device to the public space, that these are the worst that we could see happening from use of VR. Oculus VR, Sony, and other VR companies are tasked with educating the world on how to use these devices safely. It's a scary task in some ways, but also an important one. 

 

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