Copyright Ian Pearson,
BT Futurologist
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A possible
danger arises from making VR too lifelike and adding too much real world
information. It is possible that after a while in a sufficiently lifelike
immersive environment, a user may forget that it is not real and mental
response may be similar to real life. If the user is in a violent computer
game, then the effects of killing everything in sight may dull the userŐs
reactions to such acts in a similar way to doing it in reality. The current
dangers of this with computer games today are dubious, but when the experience
is indistinguishable from reality, real effects are much more feasible. It is
worrying that people may become numbed to violence by such means, and may lose
some of their natural aversion to it in real life. While this will probably not
make every schoolboy into a mugger, it may make the difference for those on the
margin. Although experiments are inconclusive as to whether TV achieves such a
reaction, VR could be much more real so any effects may be much greater than a
small TV screen could achieve. No-one knows for sure, but VR has already been
shown to cause some perception problems when the user surfaces, and has even
been blamed for a few traffic accidents.
Virtual rape in
lifelike computer games may also cause similarly harmful perceptual changes. We
may see such crimes increase in real life if these become commonplace
activities in cyberspace games, even though no such effects have been noted for
todayŐs screen based games. The effects on real world sexual response must also
be considered.
There have
already been instances of virtual rape and abuse in cyberspace. Various MUDS
have seen expert users taking control of other peopleŐs avatars and forcing
them to do things that their owners would not want. Verbal assault in chat
rooms is very frequent indeed. This can have a real psychological effect on
some users, even though nothing physical has happened to them. If we add to
this increased realism, perhaps with real video images of the people concerned,
then the damage could be expected to be even worse.
Star Trek has
already explored the idea of making a Holodeck replica of a real person to do things
that would not be permitted by that person in real life (normally sex, but it
could be anything). The required visual and behavioural information is gathered
without permission. This is not considered a crime on Star Trek, but certainly
a dubious activity. In real life, we already have digital video cameras (some
at 1mm size), software to extract simple 3d data from images, and VR to give 3D
display, so already have all the components to do this today, albeit in
embryonic form. It is only software holding it back. Both of these are short
term bottlenecks. Of course, images already gathered on camera or video tape
could be used by future applications as they become available. Few people are
aware of the danger that they may end up in someone elseŐs VR fantasy in a few
years time, but it is real. Real relationships may of course be damaged by such
cyber-abuse.
These are just
two possible dangers, there may be more. It is important that we research such
interactions between VR and real life perception, or we may find ourselves
trying to undo social problems which could have been avoided.