Virtual Reality Data Practices

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Virtual Reality (VR) is a fully immersive software-generated, artificial, digital environment. VR is a simulation of three-dimensional images, experienced by users via special electronic equipment, such as a Head Mounted Display (HMD). VR can create or enhance characteristics such as presence, embodiment, and agency.[1]. VR technologies are a collection of sensors and displays that work to create an immersive experience for the user of the technology. VR technologies create the illusion of virtual elements in three-dimensional physical space. These technologies require certain basic user-provided information as a starting point, and then a constant stream of new feedback data that users generate while interacting with their virtual environments. This baseline and ongoing feedback information could include biographical, demographic, location, and movement data, as well as biometrics. Advanced functions, such as gaze-tracking and even brain-computer interface (BCI) technologies that interpret neural signals, continue to introduce new consumer data collection practices largely unique to VR devices and applications.[2]

VR Device Categories

Standalone devices have all necessary components to provide virtual reality experiences integrated into the headset. Mainstream standalone VR platforms include Oculus Mobile SDK, developed by Oculus VR for its own standalone headsets, and the Samsung Gear VR.[3]

Tethered headsets act as a display device to another device, like a PC or a video game console, to provide a virtual reality experience. Mainstream tethered VR platforms include: SteamVR, part of the Steam service by Valve. Oculus PC SDK for Oculus Rift and Oculus Rift S. Windows Mixed Reality (also referred to as "Windows MR" or "WMR"), developed by Microsoft Corporation for Windows 10 PCs. PlayStation VR, developed by Sony Computer Entertainment for use with PlayStation 4 home video game console. Open Source Virtual Reality (also referred to as "OSVR"). The list of supported games is here.[4]

Other -Mobile headsets, which combine a smartphone with a mount, and hybrid solutions like the Oculus Quest with the Oculus Link feature that allows the standalone device to also serve as a tethered headset.[5]

See also

References

  1. “The XRSI Definitions of Extended Reality (XR) - XRSI – XR Safety Initiative.” XRSI, XR Safety Initiative, 3 May 2021, https://xrsi.org/publication/the-xrsi-definitions-of-extended-reality-xr.
  2. Dick, Ellysse. “Balancing User Privacy and Innovation in Augmented and Virtual Reality.” Balancing User Privacy and Innovation in Augmented and Virtual Reality, Information Technology and Innovation Foundation, 4 Mar. 2021, https://itif.org/publications/2021/03/04/balancing-user-privacy-and-innovation-augmented-and-virtual-reality.
  3. “Comparison of Virtual Reality Headsets.” Wikipedia, Wikimedia Foundation, 6 Jan. 2022, https://en.wikipedia.org/wiki/Comparison_of_virtual_reality_headsets.
  4. “Comparison of Virtual Reality Headsets.” Wikipedia, Wikimedia Foundation, 6 Jan. 2022, https://en.wikipedia.org/wiki/Comparison_of_virtual_reality_headsets.
  5. “Comparison of Virtual Reality Headsets.” Wikipedia, Wikimedia Foundation, 6 Jan. 2022, https://en.wikipedia.org/wiki/Comparison_of_virtual_reality_headsets.