Immersion Injuries. Some physiological side affects include :Visual Issues ,imulator Sickness Symptoms , emulator Sickness Symptom Theories.
Other health issues include:
Immersion Injury
In using VR systems one must consider the surroundings in which the system is used. Any physical trauma occurring during VR use is termed an immersion injury. Users may become so involved and engrossed in their virtual world that they become unaware and even possibly disoriented with their immediate surroundings. Users might attempt unsafe acts while wearing a device such as an HMD. Such acts could include running or even jumping.
Transmittable Disease
Much of the equipment used in VR are potential fomites. A fomite is an object, that is not in itself harmful, but is able to harbor pathogenic organisms and thus may serve as an agent of transmission of an infection(2). VR applications are potential fomites because the equipment is used by multiple individuals. Airborne pathogens and skin flora thrive in environments similar to those of head mounted devices (HMD) and hand controllers. Airborne agents are typically polymicrobic including: Streptococcus species, Hemophilus influenza, and multiple viruses. Specific skin flora include Group A Streptococcus and Staphylococcus aureus which are likely present on virtually all surfaces with which users have had recent contact(3). Phthirus species (pediculosis) is also of concern for VR equipment contacting body surfaces.Cybersickness
Cybersickness has been described as a variant form of common motion sickness(4) which has adverse effects upon the visual, neural, and psychological status. Symptoms include: drowsiness, general discomfort, apathy, headache, stomach awareness, disorientation, fatigue, and incapacitation(5). The physiologic signs of cybersickness are changes in cardiovascular (increased heart rate and increased blood pressure), respiratory (increased rate), gastrointestinal ('dumping'), biochemical (mild alkalosis), and temperature regulation (hyperthermia) systems.
Research into the side effects of VR use is a However research does show that some symptoms occur whilst using VR tools and that these effects (such as nausea) can be quite debilitating in the short term. Whether or not there is a long term effect is difficult to determine, partly due to the fact that VR techniques are relatively new and are constantly evolving.
Neural Effects
The eyes are not alone at risk when using VR. The Central Nervous System (CNS) has the possibility of being affected by VR use. One such effect is the impact that an electromagnetic field (EMF) has upon the body. An EMF of intense magnitude could cause cellular damage with cellular and genetic material in the brain as well as other tissues. Although the exact levels of EMF are not known, research is ongoing and hopefully results are forthcoming. An additional problem that occurs in the CNS is "flicker vertigo." This is a condition in which individuals suffer from a seizure when a flickering light is observed(6). The resulting seizure manifests itself as nothing more than a brief loss of attention. Flicker vertigo is very uncommon and occurs usually on a flicker frequency of 8 to 12 Hz.
Research into the side effects of VR use is a complex and difficult and it is clear that concerns do remain about the effects of using these systems. Research does show that some symptoms occur whilst using VR tools, and that these effects (such as nausea) can be quite weakening in the short term. Whether or not there is a long term effect is hard to determine, because of the fsct that VR are relatively new technology and continuously evolving. That is why we need to increase public awarness so that they could understand the damages before finding out the hard way.