Chapter #4VR tech by: Yote The exact mechanics and spread of VR in everyday life is entirely open to the individual writer, but here's a general basis:
VR has advanced to the point where users are able to be experience full-sensory, convincing, computer-generated worlds. More advanced VR may come equipped with perception dilation technology, which essentially overclocks the brain, allowing hours of simulation
Many variant of VR technology exist, though they can loosely be divided into two groups: anchored and inserted. Anchored is where the user remains in their body, and a computer-brain interface is established, usually via a headset or implanted neural lattice, while the sensations of the artificial world is beamed directly into the brain. the alternative, insertion VR, downloads the mind of the user into the simulation itself. The user's body is left an empty shell, awaiting the mind to be replaced back in the body at the end of the simulation.
Both types come with inherent weaknesses. Anchored V has been known to cause brain damage under high perception dilation, in simulations featuring extremes of sensations, or if the user is unplugged unexpectedly. Though real world motor control is generally suppressed, users may still injure themselves accidentally. In semi-rare cases, the RL body may manifest injuries incurred in simulation.
Insertion VR avoids most of these problems by seperating the mind and body completely - this also allows much greater perception dilation than anchored VR without any risk of melting the brain. The most obvious downside is that the body is left totally vulnerable in the real world and any disruption of the brain-computer link may leave the downloaded user stuck in the simulation until a connection can be reestablished. To reduce these risks, the users body may be Installed with a Bodyguard program, a rudimentary AI that takes care of the users body in RL for the simulation duration.
Perhaps the biggest risk in VR with both types is of the user becoming unable to leave the simulated world. If this happens - usually through user or programming error - the user's body may be at risk of starvation, dehydration, and dying, particularly if perception dilation is not active. Alternatively, if it is active, the mind may experience years or even decades inside. They may even forgot that they are in a simulation and lose their identity completely.
To reduce the risk of this, most simulations have programmed safeguards and means of logging out. Should a timer not be set, many scenarios have an end goal, a mission or mission that when completed will end the game automatically. Should this fail, many simulations come with a carefully concealed 'exit', usually a door, often with a distinguishing feature, which when passed through will return the player to their body. Safety words can be set which end the simulation immediately. Finally, anybody accustomed to the programming language, may use the in-world console to end or at least modify the parameters.
Despite all the risks, virtual reality has become enmeshed in almost all aspects of life. Entertainment, gaming, education, Training sims, teleconferencing, even dating, all have capitalised on the new tech. The virtual sex industry is booming. As is, unfortunately, virtual identity theft.
VIA (Virtual Identity Assistance), the government agency that has come to oversee the use of the technology, lists the following safety guidelines on its website.
1. Users must be aged over 18, and be of robust physical and mental health
2. Never under any circumstances, remove or switch-off a VR headset that is currently in use.
3. Do not enter VR while under the effects of alcohol or other drugs.
4. Have friends keep watch over your body while under VR.
5. Take a fifteen minute break for every hour of play.
6. Do not use equipment calibrated for other users.
7. Do not use the log-in details and/or assumed identity of other users. Users found breaking this will face criminal prosecution under the Identity Protection Act of 2014.
Naturally nobody takes the slightest bit of notice of these guidelines. | Members who added to this interactive story also contributed to these: |
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