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About the Author: Disrupt

26 Comments

  1. I like that you're one of the few channels that really reports on this kind of stuff, but every time I hear one of your predictions, of how long it will take for a technology to become reality, I almost cringe at how much you end up underestimating the speed of human innovation. As an example, you said in this video we skipped 20 year into the future only to see this tech, that is here right now, only having advanced slightly. I'm fairly certain that, with the right amount of time, money, and effort, this contact lens screen tech will be fully commercial within 5-10 years maximum. That time span is the same for my prediction for Neural Link, but only because it's headed by Elon Musk, who is known for doing crazy shit in a fairly short amount of time.

  2. In the future it would be hard to get away from full immersion vr as every one has it and they would be readly available. If you wanted to cure someone of it You should go back to Nature the world's first full immersion game.

  3. In a youtube video by 'The Modern Rogue', they used electric pulses hooked up to their head to try to increase their reaction time. When they put it on high, they saw a flash of white light in their eye. That could be a first step to making our eyes see something which isn't there.

  4. "What are some ways we may reduce full-immersion VR addiction?"

    The danger in addition is abuse of over use. And everyone will have a slightly different line they draw where that happens. If you full-dive to the point of sacrificing your health, most would agree that is bad.

    I would suggest we let our biological nature be the counter balance against over use. If we were to not suppress the biological signals of hunger, thirst, and the need to relieve one’s self, I believe most people would listen to those signals and log out forcing them to have some kind of balance with their real world body.

    That doesn’t stop a dedicated junkie. They would always find a work around or find a “dealer” to give them what they crave. But even junkies will find themselves back in the real world once their money runs out.

    This is human nature. Some boundaries are healthy, but there will always be those that ignore such boundaries. If you could somehow remove that entirely, well they wouldn’t be quite as human anymore would they?

  5. I think that we can reduce the amount of people getting addicted to full immersion vr by not giving a place that is in every way better than the real world, as they will want to only be in those worlds and not in this world. Also the tiny batteries would probably limit play time and there should be an automatic turn off if played for too long

  6. Thanks for featuring my comment!

    As for this week's question, perhaps a timer on how long you can play per day, or only being able to play in a special pod like with the story you started with, which you'd need to rent out like a sensory deprivation tank. Although there's also the chance the future will end up more or less like Ready Player One, where everything is done in VR, and addiction won't be considered an issue because why would you want to experience boring, depressing reality?

  7. Disrupt, Mark my words, I am going to singlehandedly revolutionize VR treadmill technology! Remember me, Dante Demerath.

    I’ve got some tech in the works that could greatly reduce costs of treadmills, allowing them to reach the average consumer, and making it compatible with every headset 🙂

  8. VR addiction might occur from the attraction that the virtual worlds are more appealling than reality.

    To prevent this I think reality should be agumented with quality of life improvements and conviences with say AR, so the whiplash between real and virtual becomes minimal.

    Edit: If reality can be 'gamefied' with AR, then addicts may invest more time into it. After all it's another reality with game like elemnets.

  9. "what are some ways we may reduce full-immersion VR addiction?"
    since it was stated that people would have to go to a certain building to play FIVR, everyone should have a "recent played days" list that gets checked by "FIVR employees" and when you first sign up to use full-immersion VR you have free roam of when you can play, but if they see you are addicted to FIVR you would be locked to play shorter times/ on fewer days, what could help too is using those brain scanners to see if someone is using FIVR to escape reality (no pun intended) or other "bad" emotional reasons to play FIVR

  10. one way to reduce full-immersion VR addiction is to have a virtual watch on your wrist. Oculus home already has an option to do this which is very useful as a visual check to see if you've been in VR too long. The problem is that any time you play a game the virtual watch no longer becomes visible

  11. "What are some ways we may reduce full-immersion VR addiction?"

    I think the only options are to improve the real world to a point that limitations of VR make it a worse place to stay in. If someone where to put restrictions on the expierence like no multiplayer or a auto kick timer VR technology that works around this would simply destroy the competition or people would go to unregulated "VR havens". Let's hope that full immersion vr simulates with your brain's processing power (as your brain does in dreams or simulating reality with inputs from eyes etc) so that it's more like a lucid dream with imperfections which remind people reality is better.

  12. "What are some ways we may reduce full-immersion VR addiction?"

    I think a way to incite players to play less is to give them in-game rewards for achieving certain milestones in real life. For example, taking 10,000 steps IRL would reward you with some gold in-game. Another way to get people to be more productive would be to add a time limit that changes depending on how productive you are IRL. Let's say you worked overtime the other day, you could increase your time limit that way you can curb addiction while still having productive people.

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