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AFTER ALICE LEAVES WONDERLAND

A transcript of a podcast discussing the risks in using augmented & virtual realities.

Written by VINCENT YAP

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In 1965, Ivan Sutherland envisioned what he called the “Ultimate Display,” an idea that generated a realistic yet virtual render of objects and humans, appearing as if they were really present in real life, in real time. He described it as a display programmed to take us into a semi-real semi-virtual world, much like “the Wonderland into which Alice walked.” (Virtual Reality Society, 2017).

While the continuous development of AR/ VR devices certainly brings about new opportunities in different fields, it also raises questions about its negative effects on privacy, health, and safety. I am Vincent Yap, and here are my thoughts on the risks of AR/ VR in our society.

Ellysa Dick notes that these devices pose additional privacy concerns due to the diversity of technologies involved, the amount they acquire, and the fact that the data is what allows the devices to operate. AR/VR systems capture a large amount of biometric data, which may be used to identify people and infer further information.

Physical and mental health are also concerns regarding the advancement and reliance of people on AR/VR. The heavy headset puts a strain on neck and shoulder muscles as said by Oregon State University. Forbes brings up the use of AR/VR technology and an escape from legitimate reality. Apart from physical strain, the attachments that people develop to the internet devices—such as AR face filters— can distort their perception of their own appearances.

Popular VR games such as Pokemon Go also started being acknowledged for the dangers of AR/VR inventions. Roy cites examples of people being too immersed in the experience that they lose sense of actual reality. Researchers in Tippecanoe County, Indiana, linked the game to 134 vehicle accidents, two of which were deadly. While unintentional, the nature of immersive experiences does contribute to the lack of awareness of our surroundings

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