Virtual reality headsets and 3D displays might be harmful to your eyes

neonix

Jedi Council Member
WARNING: 3D Video Hazardous to Your Health
by Wayde Robson — June 25, 2010

Nintendo unveils 3DS and quickly follows-up with a statement about dangers to children under 7 playing with the company’s new portable gamer. Samsung releases a line of 3D HDTVs then issues a warning about its potential health risk to certain viewers. What they haven’t told you is that these warnings come after years of industry spin and cover ups. The truth is that prolonged viewing of 3D video may be even more harmful than the consumer electronics industry wants you to know.

Before you bring a 3D HDTV into your house or let a child under seven play with a brand new Nintendo 3DS, you need to understand the fragile development of an aspect of human vision called stereopsis.

Stereopsis: Hunter See, Hunter do

Stereopsis, a result of the frontal placement of our eyes, is the process in visual perception that lets us see depth. Two slightly different projections of the world enter our retinas, which causes us to see in real-3D. Stereopsis made us humans into mighty hunters of prey, builders of civilization and crackers-open of the occasional bottle of beer – but this important process is being tricked every time we watch a 3D movie.

Stereoscopic vision begins developing when we first start using our eyes and is generally considered complete by the time we’re around six years old. That’s when the tiny nerves and muscles behind the eye are fully formed and have learned to work in conjunction with the brain to respond automatically to visual cues that provide seamless depth of vision.

Unfortunately there’s a malaise in children that can prevent full stereopsis from developing, called strabismus. This condition is also called lazy-eye but has nothing to do with laziness; it’s an abnormal alignment of the eyes in which the eyes don’t focus on the same object and depth perception is compromised.

There is treatment for strabismus that involves helping a child’s nervous system to learn stereopsis, causing it to eventually become a natural response. But the ability to re-learn has its limitations, and treatment has been met with limited success beyond a certain age.

In the 1960s, Nobel Prize winning research by Drs. Hubel and Weisel came up with a critical period during which the optic nerves learn stereopsis – the time up to 7 years old. Doctors thereafter used this critical period as the point-of-no-return for treatment of lazy eye. The old way of thinking was that lazy eye can’t be treated after 7 years old.

However, recent medical science indicates that the nervous system never stops learning and re-learning. Doctors today will tell you it’s never too late to try to treat strabismus – or re-teach the optic nerves the trick of binocular vision. The chances of success may be diminished beyond seven, but there’s still a chance.

So, if it’s never too late for the optic nerves to learn correct vision, one can surmise that it’s also never too late to learn bad habits that could create visual problems.

Escher and 3D Tricks

Anyone who learned the technique that allows them to peer into stereograms has taught themselves a temporary form of lazy-eye. Stereograms are those pictures that look like confetti but transform into three-dimensional images if you stare into them long enough. They’re popular with college kids experimenting with Escher.

The modern digital 3D effect using glasses makes this same effect effortless. Your eyes are invited or forced not to properly focus in order to get the full effect of eye-popping 3D.

Some people report being temporarily disoriented when walking out of a 3D movie. Walking into the light while your vision shifts back to active binocular depth perception can indeed be disorienting for anyone. The effect is described by virtual reality researcher and co-developer of VRML Mark Pesce as an effect similar to having sea legs.

When you take off the 3D glasses, Pesce says, “…it takes time to get your land legs back”. During that lag period where you’re re-learning binocular vision, your depth perception is compromised and you may lack the visual acuity required to perform tasks, such as driving.

What happened to 3D Virtual Reality?

Do you remember in the mid-90s when virtual reality headsets were going to be the next big thing? Do you wonder why the whole technology just sort of… went away?

VR pioneer Mark Pesce has spilled the goods. Audioholics was able to contact Mr. Pesce via Twitter where he answered a few questions for us regarding his work with Sega and the mysterious disappearance of its VR project.

Over 15 years ago, Mark Pesce worked with Sega on its VR Headset, which was intended to plug into the Sega set-top-box. The headset was going to provide gamers with a virtual reality 3D environment. Of course Sega wasn’t the only one developing a VR headset at the time, and we all expected to be running around in 3D environments when graphics evolved beyond chunky wireframes of the early VR visuals. We thought the technology was just around the corner.

With a working VR Headset almost ready for market, Sega had the product tested by a third party lab, the Stanford Research Institute (SRI) at Palo Alto California - the results weren’t pretty.

The lab at Stanford came back to Sega with dire warnings about the hazards of prolonged use of this technology. SRI warned Sega:

“You Cannot Give This To Kids!”

Pesce says that Sega took the test results and buried them. Fearing lawsuits and consumer backlash over health risks, the VR Headset never made it to market and neither did the truth about the dangers of prolonged exposure to 3D virtual environments - until now.

The results of SRI’s research have been published and there is an unclassified document from the defense department of Australia that says there are a variety of “…unintended psychophysiological side effects of participation in (3D) virtual environments.”

VR Headsets disappeared amid vague rumors of headaches and poor implementation of a technology just wasn’t ready. The Consumer Electronics industry was content to leave it at that and wait for a new implementation of the same visual effects. Now, virtual reality is back but instead of a headset, the same visual effect is being sold through LCD monitors and glasses.

Conclusion

Children under seven are at risk of strabismus – period.

Going to a 3D movie each month probably won’t hurt anyone’s vision, especially adults; however, if we introduce the 3D effect into the home, we dramatically increase our exposure. We could sit at home with our new 3D HDTV and watch non-stop 3D for days. Even 2D video that hasn’t been coded for the FHD3D format can be upconverted by consumer-grade 3D HDTV through 3D interpolation mode.

Now you’ve gone from tricking your optic nerves into self-imposed strabismus once or twice a month to potentially hours every day – and evidence already suggests this could be harmful to your vision.

Marathon video game sessions in 2D are already difficult on the eyes because you’ve had to focus intensely at a single depth for hours. How will you step away from a marathon video game session in 3D?

So far, the only real research we have on the effect of prolonged exposure to 3D virtual environments has concluded that the health risks are real. The only defense the Consumer Electronics industry has for the new line of 3D HDTV is that since the research is over fifteen years old, maybe there are new factors using the modern implementation of the technology. So, more research needs to be done before we can conclude that 3D HDTV is safe, even for adults.

The good news is that your new 3D HDTV is also very good at displaying 2D images. So, until we get more information, we advise protecting yourself and your family by using that new HDTV for standard 2D viewing a majority of your time.

VR for The People - Fact & Friction
https://www.youtube.com/watch?v=46B59P-omrI?t=10m30s
 
Thanks, neonix, for posting this article. Apparently 3D-headsets were one of the big sellers this christmas.
 
3D TVs are pretty much dead today: http://www.ibtimes.co.uk/3d-television-dead-samsung-lg-cut-back-3d-tv-production-1542580

I'm not sure about 3D VR. Maybe it will be more popular, but only for games.

AR like Microsoft's HoloLens will probably not have much success either.

What could? Only the real hologram would be interesting enough for the masses, I think. But we will not have that for many years in the future, maybe in second half of the next decade.
 
Thank you for sharing, neonix. In my experiences of 3D movies at theaters (just a couple of times), I did experience disorientation, and that my eyes were trying to do something they weren't supposed to. I also tried a headset last year, and again my eyes felt weird and I was uncomfortable. The thought of having all that light from our phones so close to our eyes also puts me on edge. Let alone all the waves emitted/received from our phones. Nowadays, I've broken the habit of keeping my phone on me, but rather on a table or some distance away from me, at least a few feet. I start to get on edge when I have my phone in my pocket for too long. The headsets for phones can be purchased for as little as $20 dollars nowadays, which is worrisome to say the least.
 
Interesting article, thanks for posting neonix. I personally haven't seen a film in 3D in years. Previously when I did watch 3D, I remember experiencing a tingling sensation in my eyes, which due to my young age at the time I assumed to be normal until a year or so later when I mentioned it to my family following which we have kept to watching in 2D.
 
Sony's new PlayStation VR headset 'could lead to EYE DISEASE and VOMITING epidemic', doctor warns
By Sophie Curtis
09:36, 30 SEP 2016 (Updated 10:21, 13 OCT 2016)

Mirror Online
http://www.mirror.co.uk/tech/sonys-new-playstation-vr-headset-8940998

Virtual reality headsets like the PSVR could cause long-term eye damage, specialists claim

The PlayStation VR headset is due to hit UK stores on October 13, costing £350 and allowing gamers to immerse themselves in a stunning 3D world like never before.

With more than 40 million PS4s sold globally, many experts are tipping PSVR to finally make virtual reality truly mainstream.

Tech giant Sony is adding to the buzz by touring the hardware across Britain throughout September and October.

But while video enthusiasts are clamouring to get their hands on the new devices, experts have warned that they could lead to long-term eye damage - and could also have an unsettling effect on your stomach.

Leading laser eye surgeon Dr David Allamby, clinical director of London's Focus clinic, says VR could be setting up a generation of young adults for myopia and agonisingly-painful "dry eye".

"With virtual reality headsets about to experience a real boom, we are setting up the next generation of gamers for some potentially serious eye problems," he explains.

"Parents and younger people need to know the risks. With VR, we're going to potentially see more and more people suffering from a lack of exposure to daylight - something which affects the way our eyes naturally grow and which can lead to short-sightedness, or 'myopia'.

"And because VR prevents our eyes from naturally focusing at a far distance, this too can speed-up the progression of myopia."

Dr Allamby added that there are other optical issues that are specific to using VR headsets.

"Many VR users have complained about dry eye or eye strain from wearing headsets, a condition exacerbated by the fact that some wearers, when in a stressful situation and immersed in a 3D action environment, simply neglect to blink as often as they should be to really lubricate the eye," he said.

"And it’s not something to be taken lightly.

"Over a prolonged period of time, dry eye can lead to extreme pain, with sufferers sometimes describing it as being stabbed in their eyes."

Other experts have warned about how VR disrupts how our eyes naturally converge and diverge as we focus on objects at different distances - something known as "vergence-accommodation coupling".

Recent research from the University of California Los Angeles found that, when tested on rats, a virtual experience caused 60% of the brain cells in the Hippocampus region to "shut down".

That's the part of the brain which maps an individual's location in space, along with supporting other functions like memory, learning and dreaming.

But it's not just your eyes which could suffer after a VR session - your stomach could be affected too.

Earlier this year, at the E3 Electronic Entertainment Expo in Los Angeles, a select band of journalists road-tested the PSVR while playing upcoming horror-survival game Resident Evil 7 .

It turned into a PR nightmare for the title's makers Capcom, however, when a large number of writers began to suffer from "motion sickness".

Jessica Conditt, who works for the Engadget website, reported: "A third of the way through the demo, I suddenly felt feverish.

"The first wave of nausea crashed over me shortly after I climbed the stairs for the first time, my head tilted upward as I peered around a dark loft space occupied by a group of naked mannequins. I wondered if I was coming down with the flu.

"Two minutes later, I was barely paying attention to the game. My stomach churned and my skin steamed. Ten minutes into the demo, I knew that if I put the PS VR back on, I was going to puke all over Sony's media lounge.

"I was on the brink of vomiting for 10 minutes following the demo."

Meanwhile Dr Allamby says cases of juveniles suffering short-sightedness have already doubled over the past three decades in the UK, and that's before the effects of VR come into play.

He blames a boom in smartphones, along with the rise of digital "tablets" and an increase in young children failing to play outside in natural light.

"Parents are under huge pressure to buy their children smartphones and as sales continue to rise, so too will the number of children suffering from myopia," he said.

"Myopia used to stop developing in people's early 20s but now it is now seen progressing throughout the 20s, 30s, and even 40s.

"As recently as 10 years ago, children would have only been in front of a screen when watching television, but now they are moving from the TV screen to a tablet and now, increasingly, using a smartphone too - probably just a few inches from their eyes.

"The length of time children now spend in front of those screens will be doing them damage.

"What can help is spending more time in natural light. Dopamine is produced in the eye in response to sunlight, and acts in the retina as a neurotransmitter which helps different cells talk to each other.

"And dopamine is also important in deciding how the eye develops. In particular, dopamine is a vital aspect in how the eye grows, and if it develops refractive error.


"It affects the size of the eye. And the length of the eye is the important determining factor in how the eye focuses light and what the prescription of the eye might be.

"So when it comes to ensuring your child is spending time outdoors, it really is a case of the earlier the better, and you should continue that into adolescence."

Sony's PSVR isn't the only virtual reality headset to launch in the UK.

The much-heralded Oculus Rift - for use with PCs and costing £550 - was released in Britain in September , though sales have so far been slow.

The HTC Vive also went on sale in the UK earlier this year, and recently picked up the award for Gadget of the Year at the T3 awards.

The Oculus Rift and HTC Vive have also both been accused of causing "eye strain" by some users.

The PSVR is Launching - Experts WARNING of Long Term Eye Damage from VR Headsets
https://www.youtube.com/watch?v=Ed6OQ9BMsSc


My comment (neonix): I noticed when I play a lot of computer games, I don't have dreams when I sleep.

Brain’s reaction to virtual reality should prompt further study, suggests new research by UCLA neuroscientists
Stuart Wolpert | November 24, 2014
http://brainblogger.com/2015/02/24/brains-arent-fooled-by-virtual-reality/

[...]
They also were shocked to find that although the rats’ hippocampal neurons were highly active in the real-world environment, more than half of those neurons shut down in the virtual space.

The virtual world used in the study was very similar to virtual reality environments used by humans, and neurons in a rat’s brain would be very hard to distinguish from neurons in the human brain, Mehta said.

His conclusion: “The neural pattern in virtual reality is substantially different from the activity pattern in the real world. We need to fully understand how virtual reality affects the brain.”

My comment (neonix): TV and computer games put our mind in comfort zone and make our brain lazy.
 
3D TV is finally, blessedly, mercifully, dead — will VR follow suit?

After years of hype (and several, more recent years of near-total invisibility), the 3D revolution is finally dead. LG and Sony were the last two companies backing the standard, and both have dropped all support for the format on modern televisions. Any 3D content you still own can be played back on any TV that supports it, of course. But none of the companies that were at CES 2017 are shipping it on any panels.

3D TVs debuted at a time when 3D was making broad inroads across computers and televisions alike. The high-profile success of multiple 3D movies made theaters salivate, thinking of the increased revenue from premium ticket sales — sales that, theoretically, would also drive increased sales of 3D movies on Blu-ray. Sony patched 3D support into the PlayStation 3, while Nvidia put a hefty push behind it on GeForce cards (AMD also had its own 3D implementation, but it mostly focused on pushing multi-monitor gaming during the same period).

3D TV was supposed to be the second coming. Instead, it fizzled. “3D capability was never really universally embraced in the industry for home use, and it’s just not a key buying factor when selecting a new TV,” LG’s Tim Alessi told CNET. “Purchase process research showed it’s not a top buying consideration, and anecdotal information indicated that actual usage was not high. We decided to drop 3D support for 2017 in order to focus our efforts on new capabilities such as HDR, which has much more universal appeal.”

Why 3D TV failed

There were a number of reasons why 3D TV failed in the market, and some cautionary lessons for VR fans (including myself). First and foremost, 3D content was gated to expensive equipment purchases. It wasn’t enough to have a Blu-ray player; you had to have a Blu-ray player with 3D support and a TV that offered the same. Many 3D TVs required you to either have a pair of glasses for each person or, in the case of TVs that didn’t require glasses, had limited viewing angles and distances.

A certain amount of living room finagling is nothing new to TV watching, but this was a larger problem than just rearranging a few chairs. It was difficult and expensive to rig a living room for multi-person 3D viewing, and you had to have enough 3D glasses to fit your entire audience.

Another major problem? Content. A handful of movies made for and shot in 3D, like Avatar, may have popularized the format, but few movies were filmed to take full advantage of it. Many limited themselves to using 3D in specific scenes and were filmed in 2D before being converted for 3D. It’s cheaper (or seems to be, based on how many people went this route) to convert films in post production than to film them in 3D from the beginning. It’s one thing to ask people to pay for The Next Big Thing, and something else entirely when they’re shucking out premium cash for a TV, a movie, and extra goggles, all while knowing that only 20-30 minutes of a film may be truly 3D in the first place.

In addition, 3D is also prone to giving some people headaches and motion sickness, which again, can make it harder to watch a film or 3D content. The third time Grandpa runs for the bathroom or your kid decides to paint the 3D glasses black because it makes them look cool, you’ll wind up wishing you’d saved money and just bought the regular TV and Blu-ray instead.

What does this mean for VR?

The story of 3D’s rise and fall is a cautionary tale for the VR industry as well. I love VR and would like to see it shape the future of gaming, but many of the issues that doomed 3D TV and 3D content could also kneecap VR adoption. Like 3D, it requires expensive, personal peripherals. Like 3D, games need to be designed explicitly for VR in order to showcase the technology to best effectiveness. Like 3D, VR can cause nausea and headaches. Like 3D, working in VR has an entirely new set of best practices, some of which aren’t intuitive to people who spent their careers working on conventional design.

There are two major differences between VR and 3D. First, VR is a stronger, more immersive experience. I hate to fall back on the “But it’s really cool, man” defense, but it’s honestly true. If 3D was more immersive than 2D by virtue of having things leap “out” at you, VR is more immersive by virtue of making you feel like you’re actually there.

Second, VR is debuting as a gaming peripheral, and gaming is still much more of a solo activity than TV watching (and PSVR even tries to solve this issue by allowing output to a second screen). That alone may make the difference, provided the gaming industry can push content that takes advantage of virtual reality quickly enough for people to want to buy it. But either way, it’s worth remembering that many of the forces that killed 3D TV could wind up killing VR as well. If game developers want to avoid this problem, treat 3D as a cautionary tale of a new technology whose promise and potential never justified the cost and headache in the eyes of the general public.

https://www.extremetech.com/electronics/243280-3d-tv-finally-blessedly-mercifully-dead-will-vr-follow-suit

I think this comment describes the situation very well:

3D TV died because the content was never worth the hassles. You want me to wear special glasses to watch TV so that every once in a while I can experience some contrived scene where someone waves a pool cue around? No thanks. VR has the same problem but instead of needing content that is good enough to make it worth wearing glasses, it has to be good enough to make it worth wearing a damn shoe box on your head. That is one hell of a high hill to climb. I have trouble imagining content cool enough to make it worth wearing that thing on my head. I'm waiting for the Holo-Deck.

I'm also waiting for the Holo-Deck. :D
 
I read an interview the other day with a journalist who experiments with documentaries in Virtual Reality. And she said something that really frightened me even though it's kind of the elephant in the room, I just never thought about it. She said "we shouldn't leave this technology to the porn industry". Jesus! Of course! What will happen when (not if) VR porn becomes the new "norm"? People will plug themselves into these systems and stimulate their pleasure centers non-stop - porn addiction on a whole new level! It's like in these dystopian movies where people plug some device directly into their brains to get the ultimate stimulation... Zombie apocalypse! Of course, all this will probably increase the demand for bizarre abuse scenarios and all these disgusting things going on due to porn demand and total nihilism... God!
 
luc said:
I read an interview the other day with a journalist who experiments with documentaries in Virtual Reality. And she said something that really frightened me even though it's kind of the elephant in the room, I just never thought about it. She said "we shouldn't leave this technology to the porn industry". Jesus! Of course! What will happen when (not if) VR porn becomes the new "norm"? People will plug themselves into these systems and stimulate their pleasure centers non-stop - porn addiction on a whole new level! It's like in these dystopian movies where people plug some device directly into their brains to get the ultimate stimulation... Zombie apocalypse! Of course, all this will probably increase the demand for bizarre abuse scenarios and all these disgusting things going on due to porn demand and total nihilism... God!

There was a short movie UNCANNY VALLEY on YT that I saw a few months ago dealing with exactly that - it's only about 8 min long, the story of VR junkies having completely abandoned normal life for an existence in an artifical world. Scary!

_https://www.youtube.com/watch?v=UXX0TRtg5Vk&sns=em
 
thanks for sharing Neonix,

i wasn't aware Sega had tested such things in the 90's. And just think of how much they are pumping this stuff out at the moment!!
 
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