YouTube is a treasure trove for those who want to prove the “failure of virtual reality applications and games”, where many videos are broadcast, funny and entertaining at times, and often painful for users to stumble, wearing their 3D glasses used in the worlds of digital reality, Embarrassingly falling, crashing into walls or even the people around them.
These videos have sparked laughter from millions of viewers around the world, and they have also become an area of research and exploration for scientists. Read also Oculus unveils “Rift S”, an advanced version of the “Rift” virtual reality glasses Made of paper and plastic at a low price.. Virtual reality glasses for Switch Watch.. Using Virtual Reality to Document Climate Change Issues
In this context, researchers from the University of Copenhagen researched and investigated to learn more about the reasons for “virtual reality failure” and when and why things go wrong for users in virtual worlds, and how to improve the design of virtual reality experiences, training and games to avoid such laughable and sad incidents together, as Male site “Yurek Alert” (eurekalert) recently.
Virtual reality is not limited to electronic games
These researchers, who specialize in ways to improve the relationship between technology and humans, studied 233 previously posted YouTube videos of failures in virtual reality, and their findings were published on the CHI Conference Proceedings platform .
Many people think that virtual reality is limited to electronic video games, but in fact it has become widely spread in many applications such as education, medical or military training, marketing and the expertise industry, and tomorrow it is enjoying increasing popularity in many sectors
Virtual reality systems also use special devices that work in multiple environments to create realistic images, in addition to other effects that simulate the actual presence of the user in a virtual environment, and virtual reality tools allow the user to navigate the digital environment through his interaction with various virtual features or elements.
New and different environment
“Because virtual reality applications are becoming less expensive and more common and used among people now, we have noticed that this technology is being used in environments that were not considered during its design,” says Dr. Andrea Annamaria Morrisan from the Department of Computer Science at the University of Copenhagen and co-author of the study.
She explains, “For example, many virtual reality applications were originally designed for use in their own halls and centers, and were not designed to be used in homes and apartments crowded with people and pets, and pieces of furniture scattered here and there inside homes as is often done now These are the places where most of the traumatic crashes and falls we watch on YouTube take place.
The researchers created a special index of the types of accidents that occur based on the 233 videos that were studied, and the researchers found that the most frequent type of accidents is hitting walls or pieces of furniture, and in one case we saw a scene “tickle” a person wearing 3D glasses and perfectly harmonized in His imaginary reality, so it was only from that person that he slapped that interfering person in the face with a painful slap.
The caller and the disconnected
Morisan stresses that “fear is one of the most common causes of such incidents. The connected person inside the virtual reality is in a state of separation from the real reality surrounding him, and he is usually completely immersed in the events that take place in his supposed reality, especially if he is fully integrated in one Dangerous games or exercises that provoke fear and panic, where things fly inside that supposed reality, and the user is attacked in order to harm him within the experience or the game, and the fear is manifested in exaggerated reactions, which come in the form of screaming or uncontrolled wild movements that may end in falling or Hitting the walls of the room or falling from the highest steps of the house.”
The study concluded with a set of recommendations and suggestions for designers to take into consideration.
Morisan says that some applications, especially virtual reality games, are originally designed to instil fear and terror in players, and give them excessive doses of adrenaline, and this is part of the game in order to be more enjoyable, but this may often be harmful, and a kind of balance must be found between Fun and safety, where designers can change some elements of the game or application, for example, instead of equipping the player with a virtual sword that requires waving the use of hands within a wide area, it is possible instead of this sword within the game itself to use a small shield, which will change the player’s behavior.
The study concluded that designers must take into account the new variables to enter virtual reality applications for different environments such as homes and apartments so that this reality is re-designed, to take into account the public health and safety of immersed users, and the people surrounding them in actual reality, and users also take into account the surrounding environment. them while fully immersing themselves in their various experiences, exercises and games.