1. VR Headsets are Uncomfortable
One common misconception is that the VR headset itself is uncomfortable to wear. Didjet.com writes about how, for many users, these headsets are quite comfortable to wear and are constantly being modified for better fit. They are also super easy to adjust exactly to your face! The newest headset from Oculus for example weighs under 18 ounces and has an optional head strap for a more comfortable fit.
2. VR Discourages Physical Activity
Didjet.com also writes how some think that immersive tech like VR discourages people from physical activity. A lot of the time, VR actually helps people get active and there are even games to do this as well. With a portable VR headset, you can even walk around instead of simply sitting in front of a laptop. Examples of VR fitness games including classics like Beat Saber as well as multiple boxing titles.
3. VR is Only for Gamers
Stambol.com and Didjet.com highlight the misconception that VR is really only for gamers. For example, Foretell Reality demonstrates VR’s use for therapy and support, soft skills development, and business collaboration. Other Glimpse Group subsidiaries utilize VR as well. Pagoni VR uses VR technology to combine physical and virtual worlds and create video workflows, D6 VR uses virtual tools to take data analysis, data visualization, remote work, and collaboration to a whole new level, and the list goes on!
4. VR is Isolating
Another looming misconception that VR isolates you from other people. If anything, VR puts you in connection with even more people than you previously had access to. During a pandemic this is incredibly relevant and in the workplace it can be used to virtually interact with people without any chance of exposure. For example, Facebook, maker of the most popular VR headset available, is currently in Beta with Horizon which it describes as a “social experience where you can explore, play, and create in extraordinary ways.”
5. VR Will Make you Nauseous
With most new headsets offering 6 versus 3 degrees of freedom as well as evolving design practices, it is much less common for this to occur. VR games and applications are used by a wide range of audiences from as young as 12 years old to seniors, 100’s of whom have been using therapeutic applications without who reporting any feelings of nausea.
Foretell Reality is an enterprise VR solution for interpersonal communication and business collaboration. Learn more here.