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11 December 2016

Virtual Reality Projects Explore Psychosis, Anorexia, and Authority

Our comment: We find this development troubling. While use of digital tech is stifling the feeling of empathy, one university is designing "an immersive and interactive virtual environment that evokes empathy in a meaningful way," using virtual reality consoles, [all the time, exposing users to harmful radiofrequency radiation].

Virtual reality projects explore psychosis, anorexia, and authority
by Ashley Wadhwani - BC Local News,
10 December 2016

Virtual reality consoles are trending as top tech gifts this Christmas, becoming a more mainstream curiosity to many.

Beyond the world of video games, students at Simon Fraser University are using virtual reality technology to try taking a walk in someone else's shoes.

The students are in an immersive environments course in the School of Interactive Arts and Technology department at SFU's Surrey campus.

On Friday, an exhibit filled with a dozen demonstrations showcased the classes final projects for the year.

Their goal: to design an immersive and interactive virtual environment that evoked empathy in a meaningful way.

Projects included Ascend, where the user enters a fantasy land and is guided by a king like "a pawn in a chess world." The idea is to show oppression by high authority figures; something youth often feel from their parents or society, explained group member Dennis Wong.

In another project called 151 Calories, the focus is on the life of an anorexic. By putting on a set of virtual reality headgear, the user becomes a female character battling with her body weight.

Through the headset, the user hears the internal thoughts or "self-talking" of their character, a practice often used by those struggling with anorexia, group member Emily Zhang said.

As students demonstrated their projects to passersby, they were graded by teacher's assistant and PhD student Alex Kitson, and professor Bernhard Riecke.

Projects ranged from creating empathy for those battling with an eating disorder, to those living without a home, "to empathy for creatures living in polluted oceans," Kitson said.

The goal is "bringing awareness and also adding another layer or component to an issue of something that's happening and here's a way to get a better sense of it and a better understanding."

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1 comment:

  1. We are, frankly, disgusted with the people and companies posting comments here trying to sell wireless tech like virtual reality without taking heed of the risks to health. These radiate radiofrequency waves directly into the brains and eyes of the user and are particularly a danger to children. We doubt that parents heed the instructions that Oculus Rift VR or Gear VR for example, is only for kids from age 13. It would be so easy for a sibling to pass it to younger family members.