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Bridging Real and Virtual: A Spiritual Challenge |
167www.jrfm.eu
2017, 3/1, 159–181
• Do not use the Gear Vr if you have symptoms of squint, amblyopia,20 or aniso-
metropia.21 Using the Gear Vr may aggravate these symptoms.
• Anyone who previously has had a seizure, loss of awareness, or other symp-
tom linked to an epileptic condition should see a doctor before using the
headset.
• this product should not be used by children under the age of 13, as the headset
is not sized for children and improper sizing can lead to discomfort or health
effects, and younger children are in a critical period in visual development.
• the Gear Vr should not be used by children under the age of 13. Watching
videos or playing games with the Gear VR may affect the visual development
of children.
• When children, age 13 or older, use the Gear Vr, adults should limit their usage
time and ensure they take frequent breaks. Adults should monitor children
closely after using the Gear Vr if children feel discomfort.
these cautionary statements from samsung and Oculus are not inconsistent
with the K&L concerns about escapism and body amnesia, but the K&L con-
cerns go beyond Western medicine. the K&L concerns are holistic and not
measurable by clinical instruments. the K&L concerns go deeper than the bal-
ance of left eye with right eye (necessary for stereoscopy). they reach down
into the balance-of-life issue. A holistic lifestyle balance is not objectively meas-
urable, although an imbalance certainly can be felt. Additionally, balance of life
will differ depending on the type of virtuality involved.
each implementation of virtuality, whether real-estate tour or remote birth
by telepresence, has its own ratio of real-to-virtual. Depending on the goal of
the medium, Vr can run from hyper-real photography to various shades of Ar.
Ar can sprinkle industrial or anatomical information over a lens on the real
world; telepresence surgeons can view a Skype-like capture of a patient during
a remote operation. each application shades the degree of virtuality. yet, aside
from telepresence and photographic realism, virtuality can share certain other
built-in features of the real world. What does any virtual building share with the
real world? here is where understanding the world-hood of any world can gen-
erate practical methods for balancing real with virtual. Architectural handles
available across real and virtual worlds might allow users to adjust to changes
and modify the holistic experience of world shifting. Are such handles available?
20 from the National eye institute: Amblyopia is the medical term used when the vision in one of the
eyes is reduced because the eye and the brain are not working together properly. the eye itself looks
normal, but it is not being used normally because the brain is favoring the other eye. this condition is
also sometimes called lazy eye.
21 from the American Association for Pediatric Ophthalmology: Anisometropia means that the two eyes
have a different refractive power, so there is unequal focus between the two eyes. This is often due to
one eye having a slightly different shape from the other, causing asymmetric astigmatism, asymmetric
far-sightedness (hyperopia), or asymmetric near-sightedness (myopia).
JRFM
Journal Religion Film Media, Band 03/01
- Titel
- JRFM
- Untertitel
- Journal Religion Film Media
- Band
- 03/01
- Autoren
- Christian Wessely
- Daria Pezzoli-Olgiati
- Herausgeber
- Uni-Graz
- Verlag
- Schüren Verlag GmbH
- Ort
- Graz
- Datum
- 2017
- Sprache
- englisch
- Lizenz
- CC BY-NC 4.0
- Abmessungen
- 14.8 x 21.0 cm
- Seiten
- 214
- Kategorien
- Zeitschriften JRFM