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What Does Virtual Reality Do to Your Body and Mind?
Addtime: 2016.01.04        View:

By JACK NICAS and  DEEPA SEETHARAMAN

Updated Jan. 3, 2016 7:12 p.m. ET

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PALO ALTO, Calif.—Software worker Erin Bell inched across a wooden plank suspended over a deep, rusted pit. When a Stanford University researcher asked her to step off, she wouldn’t do it.


In reality Ms. Bell was walking on a carpet with a virtual-reality headset strapped to her face. “I knew I was in a virtual environment,” she said later, “but I was still afraid.”


The psychological impact of lifelike virtual experiences is just one of the challenges for virtual reality, a technology that might finally have its commercial moment in 2016—after decades of hype.


Samsung Electronics Co. and Google parent Alphabet Inc. recently have released virtual-reality headsets that use smartphones as the screen. And, in coming months, Sony Corp., HTC Corp. and Facebook Inc.’s Oculus unit plan to release higher-end headsets that promise to immerse users in experiences that seem to be all around them.


Meanwhile, tech companies and media titans such as Walt Disney Co. and 21st Century Fox are developing content for the headsets, including interactive short films, courtside views of pro-basketball games and popular videogames such as “Minecraft.” The technology also is expected to be one of the main draws this week at the Consumer Electronics Show in Las Vegas.


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Beyond the common issues facing new technologies, such as whether consumers will pony up hundreds of dollars for another device, virtual reality is grappling with questions about how it affects a user’s body and mind.


The experience can cause nausea, eyestrain and headaches. Headset makers don’t recommend their devices for children. Samsung and Oculus urge adults to take at least 10-minute breaks every half-hour, and they warn against driving, riding a bike or operating machinery if the user feels odd after a session.


Apart from the physical effects, Stanford University professor Jeremy Bailenson says his 15 years of research consistently have shown virtual reality can change how a user thinks and behaves, in part because it is so realistic.


“We shouldn’t fathom this as a media experience; we should fathom it as an experience,” said Prof. Bailenson, who also co-founded Strivr Labs Inc., which helps football players relive practice in virtual reality.


The psychological unknowns are prompting some backers to suggest setting standards for content. “We have to be very careful,” said Alex Schwartz, chief executive of maker Owlchemy Labs. “Scares in VR are borderline immoral.”


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Facebook and Samsung declined to comment on questions around virtual reality’s potential psychological effects. Said Richard Marks, a Sony lead virtual-reality engineer, “Just like any medium, [virtual reality] can have good effects and negative effects. I think people can get just as immersed in a book.”


HTC said that content makers have “a responsibility…to create experiences that are immersive and hitting their intended mark,” and that it aims for “experiences that are fun, educational, and inspiring.”


Still, investors and analysts say virtual reality has enormous potential beyond entertainment. It can allow students to visit historical places or practice surgery; prospective tenants can walk through apartments without visiting them; and people can meet face-to-face in virtual rooms.


“Over the short term, there are challenges. But over the long term, we think it’s going to change every industry on the planet,” said Macquarie Capital analyst Ben Schachter.


Boosters have long pitched virtual reality as the next medium after print, radio and television, but engineers struggled with the technology. Nintendo Co.’s Virtual Boy headset in 1995 was one of the company’s biggest flops.


More recently, advances in screens, computer chips and sensors have made virtual reality possible—and commercially viable.


In 2011, 18-year-old Palmer Luckey built a headset in his parents’ Long Beach, Calif., garage that made virtual reality possible with a relatively small and inexpensive device. In 2014, Facebook bought his company, Oculus VR, for $2 billion.


Facebook Chief Technology Officer Michael Schroepfer said virtual reality is now “the project I personally spend the most time on.”


The Oculus deal ignited a flurry of activity and investment in virtual reality and augmented reality, which displays digital objects in users’ view of the real world. There were 91 investments totaling $1.1 billion in those fields in the roughly 18 months after Facebook bought Oculus, compared with 50 investments of $316 million in the previous period, according to venture-data firm CB Insights.


The largest recipient of funding is Florida-based Magic Leap Inc., which is working on augmented-reality glasses.


Many consumers will be introduced to virtual reality via smartphone-based headsets, such as the Samsung and Google devices. The New York Times teamed with Google to send Google’s $20 cardboard headsets to more than one million subscribers in November. Later that month, Samsung’s $100 Gear VR quickly sold out on Amazon and Best Buy.

More advanced—and costly—headsets are coming. The headsets from Oculus and HTC plug into high-end computers, while Sony’s device connects to its PlayStation 4 game system. They use external cameras to track a user’s motion. Oculus has said its headset and the computer needed to run it will cost about $1,500, while Sony officials have said the roughly 30 million PlayStation 4 users can buy its headset for several hundred dollars.


Scientists believe the technology can cause nausea when users move their heads and the virtual images don’t keep up. Virtual experiences with a lot of movement, such as roller coasters and racing games, also can be unsettling because a user’s eyes suggest the body is moving while the inner ear disagrees. Of course, some of the concerns might prove to be overblown, much like early worries that microwaves could cause cancer or TV hurts eyesight.


To reduce motion sickness, headset makers say, they are improving motion tracking and showing more frames per second, while content makers are having users “teleport” to different places in virtual worlds, rather than run or fly there. But some experiences may never be comfortable.


“There’s going to be a lot of content that you’re only going to want to watch on a [two-dimensional] screen,” says Oculus Chief Executive Brendan Iribe. “You’re not going to want to be necessarily in a car chase in VR. That’s going to be too much motion.”


Content makers say virtual reality also might be too overwhelming for prolonged use. Disney’s Lucasfilm, which makes the “Star Wars” movies, said it is experimenting with 5- to 10-minute videos for virtual reality.


“We do have to have ethics conversations,” but “the technology will be successful no matter what,” said Mike Rothenberg, head of Rothenberg Ventures, which has invested in more than 30 virtual-reality startups. “Every technology has downsides; the only question is how do we handle it as a society.”


Corrections & Amplifications


In an earlier version of this article, the last name of Facebook Chief Technology Officer Michael Schroepfer was misspelled.

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