ABSTRACT

Simulators and other virtual environments (VEs) utilize dynamic images and motion stimuli to produce the vicarious experience of immersion and presence for training and entertainment. However, these exposures often produce unwanted motion sickness-like side effects including balance disturbances, profound drowsiness, and coordination problems. Not everyone appears to be affected to the same extent, but such changes, when they occur, imply that the human nervous system has been temporarily recalibrated, or adapted, to the virtual world. This adaptation involves fundamental, signi˜cant changes in the basic function of an individual that may not be noticed when the individual exits the VE (see Chapters 24 through 27 and 32 through 33). As individuals subsequently perform routine tasks, unaware of any lingering effects of VE exposure, negative consequences in the form of accidents may occur; thus, these aftereffects may have implications for safety and health for both consumers of VE technology and persons and property surrounding those consumers. If a VE product occasions problems, the liability of VE developers could range from simple accountability (i.e., reporting what happened) to full legal liability (i.e., paying compensation for damages). In order to minimize their liability, manufacturers and corporate users of VE devices (i.e., companies) can proactively assess the potential risks associated with human factors by using a comprehensive systems safety approach. Human factors systems safety actions undertaken include the following: (1) systems should be properly designed; or (2) aftereffects should be removed, guarded against, or warned against; or (3) adaptation methods should be developed; or (4) users should be certi˜ed to be at their preexposure levels; or (5) users should be monitored and debriefed.