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Go anywhere! But don’t leave your chair

Ryan, M. (1993, March 21). Go anywhere! But don’t leave your chair. Parade Magazine, 18-19.

OVERVIEW

It is the next level of video games; it has quickly enhanced computer technology and science: it is virtual reality, the "technology that gives the user the impression of being in a lifelike environment that is computer-generated." As one scientist describes, "Television is like a window. Virtual reality is like a door you can walk through."

Considering the vast numbers of children and teenagers "addicted" to Nintendo and Sega Genesis video games, this technology is a bit frightening. Both of these companies have virtual reality games and equipment marketable to the public. Yet, amidst the fanfare and excitement of virtual reality, an important question deserves response: is it healthy to allow children (and adults) to enjoy this type of entertainment? Perhaps it is alright, but one should proceed with caution.

What does virtual reality entail? At this point, in most systems, the participant (or viewer) wears a helmet ("head-mounted display") that "blocks his vision of the outside world." The helmet is connected directly to a computer which is running a program that "intricately describes a virtual universe." When a viewer wears the helmet, the image which is generated by the computer program is directed onto screens in front of the eyes; the "real world is completely blocked out."

The article not only defines this technology, but it also presents a positive view of this technology, exploring the benefits of its development. Specific examples are provided from science (exploration of Antarctica and NASA’s study of Mars) and medicine (cancer treatment and pregnancy examinations). In these fields, there are amazing benefits of virtual reality; this technology has great potential to help mankind. Still, the article also notes that some scholars maintain that this technology, as it grows more popular and commonplace, may have "profound effects on the way we live and think. Virtual reality, after all, is far more encompassing than film, TV or video games—and possibly even more addictive." As one professor notes, "In virtual reality, the person and machine are connected, and the boundaries begin to break down." Such concerns are usually minimized by the scientific community.

Though no guarantees exist, most researchers view a "rosy vision" for virtual reality. What might be seen in the future of virtual reality? One idea is that virtual reality sensors may added to normal eyeglasses; this would enable people to use them as "computers, diagnostic tools, learning devices, even word processors." Because it is already a "wonderful" game, virtual reality seems to promise great advances in many areas of life, from scientific research to medicine to engineering—it could become a powerful tool.

QUESTIONS FOR REFLECTION AND DISCUSSION

  1. America is fascinated with video games. Is virtual reality a positive technological advance?
  2. As mentioned in the article, there are benefits of virtual reality. What are some potential detriments?
  3. How, in a positive way, can virtual reality be incorporated into a youth program? Is it even possible?

IMPLICATIONS

  1. When learning about advances like virtual reality, it is normal to think that it should quickly be enmeshed into society. But it is good to stop and consider if this technology is moving too fast.
  2. While the effects of virtual reality cannot be clearly foreseen, some questions need to be raised. How will it affect people? What will it do for children? Do the benefits outweigh the disadvantages?
  3. The advance of technology ushers both positive and negative effects; youth workers should critique and present it with the proper mindset.
Richard Noble cCYS


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