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by paperwasp42
1321 days ago
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Another requirement that seems to get ignored is that you need to have the overwhelming majority of the public not feel sick when you use it. I recently had a friend bring a VR headset to a party for people to try out. About 15% of the people who tried it felt dizzy or nauseous after using it. (I did not try it because I know from experience I'll have a headache and be dizzy for hours afterward.) Interestingly, similar to seasickness, the women who tried it seemed waaaaay more likely to be negatively impacted. Which opens up an entire other can of worms, such as: could an office get away with mandating the use of VR tech for meetings, when it has disproportionately negative impacts on women? (As a woman, I certainly hope they would not even try this!) And as far as voluntary public adoption, having ~15% of your friend group unable to use a product is a fantastic way to kill network efforts. I doubt TikTok would be popular if 15% of the population got horrible headaches and nausea after watching a video on the platform. Shockingly, no one seems to be talking about this aspect of VR. Which seems to be a really big red flag. |
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I think the hope was that some combination of hardware and software would solve the problem.