In October 2014 Facebook finalized its $2 billion purchase of Oculus VR, a virtual reality headset maker. The purchase promises to usher in a new era for virtual reality-more immersive, lower cost and simply more usable than ever before.
In fact, even though the Oculus Rift and similar devices have not hit the market yet, companies are already using virtual reality for training, simulations, manufacturing prototypes and marketing. Insurer Travelers, for example, has developed a virtual warehouse using the Oculus Rift to teach workplace safety strategies. But virtual reality comes with its own set of risks that can have serious implications for compliance, information security and user behavior. By being aware of those risks early on, companies can make better choices when evaluating potential involvement in virtual environments.
Physical Risk
It might seem surprising that virtual reality would pose any physical risks to users, but it does. For example, the Oculus Rift is still an experimental device, so its head tracking has not been perfected yet. If the user wearing the device moves his or her head, that motion might not register as accurately or quickly as necessary inside the virtual environment. Any discrepancy between what the user sees and feels could lead to motion sickness.
As a result, the U.S. Army has deemed the Oculus Rift too risky. “I do not put anything in front of soldiers unless it is ready to go,” said Douglas Maxwell, science and technology manager at the U.S. Army Simulation and Training Technology Center. “If one of these devices makes me or my staff sick, there is no chance that I will put it in front of a solider.” Instead of using the $350 Oculus Rift development kits, the Army uses higher-end virtual reality gear, priced in the $8,000 to $12,000 range.