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3.7. The Implications of VR 39
3.7 The Implications of VR
Weiss [15] tells us that whilst there has been considerable speculation and
enthusiasm among possible users of VR technology regarding its potential,
much of it is still blue sky thinking rather than actual applications. So, as we
have seen, VR has considerable potential for many applications, but it may
not be appropriate or desirable in some cases. There are a number of reasons
for this. Primarily, VR is currently still very expensive as a development tool
and it may not be necessary. For designers, CAD (computer-aided design)
may deliver everything a designer needs without the complications of VR.
In addition, limited research has been done to prove that there is effective
transfer of skills developed in the virtual environment to the real world. It is
this issue that we would like to discuss in more detail.
Critical to using any VR simulator for training is being able to assess
how the skills leant in the virtual environment will be transferred to the real
world. Rose tells us that within the VR training literature, there is a wealth of
anecdotal evidence that transfer does occur. However, Rose also insists that
there have been relatively few attempts to investigate empirically the virtual to
real world transfer process with regards to what sort of training shows transfer,
in what conditions, to what extent, and how robust that transfer is [10].
Take for example the case where VR is used to desensitize people to fears
and phobias. The Virtual Reality Medical Center in California currently uses
VR exposure therapy in combination with physiological monitoring and feed-
back to treat panic and anxiety disorders. Social phobia is the most common
form of anxiety disorder, and the single greatest fear that seems to exist world-
wide is that of public speaking. We can overcome these fears by practicing
public speaking, and by utilizing a number of calming and breathing tech-
niques. VR is used in many instances to provide simulations for practicing
public speaking, and in essence the user becomes less sensitiv e to his fear or
phobia. This lessening of anxiety can be an important asset in enabling people
to maintain their cool under duress, but it may also lead to a loss of respect
for a real-life danger, particularly where the hazard is experienced in a game
format [15]. So if this suggests that practicing or training for certain situa-
tions invariably leaves us feeling less anxious about the real event then let’s
look at the bigger picture. Some researchers have been trying to determine
the effectiveness of transferring the idea of risk through VR [6]. For example,
Mitchell [6] believes that if the simulation is not entirely credible then the
user departs from her VR experience with a lower perception of the hazards
involved. This can be detrimental to the soldier training in a war game simu-