Very diverse applications
Virtual reality (VR) and augmented reality (AR) are used in many fields, especially professional ones: health and therapeutic care, formation for airplane pilots for example, or in the field military. These technologies are also used by real estate agencies to offer apartment tours without leaving home, in some museums or at home through video games or smartphone apps.
Different media can be used: helmets, glasses or even smartphones integrated into boxes to be placed in front of the eyes. To better interact with the virtual environment, other objects, such as suits, are gradually developed.
Better understand the exposure of populations
As very few exposure data are available, in 2019 ANSES carried out a survey to better understand the exposure of the French population to virtual and augmented reality. The following points emerge:
- the average duration of a session is over an hour ;
- at the adults, users are more often men (57%) with an average age of 40, from higher socio-professional categories (43%) and with a good command of technological tools. THE smartphone is the first medium to which they have recourse;
- at the children, a slight predominance of boys is observed (55%), and the average age is 12-13 years. Virtual reality is mainly associated with video games and the game consoles are the first supports used;
- in the framework of professional, both technologies are used, mainly for training, health and inventory management. The computer, video headsets or screens are the most used media.
Short-term, reversible and limited effects
Exposure to virtual reality can disturb the sensory system and lead to symptoms such as nausea, dizziness, sweating, pallor, loss of balance… grouped together under the name of ” cyberkinetosis “. In people who are sensitive to it, these symptoms may appear from the first minutes of use.
Following a session, virtual reality can also induce a temporary modification of sensory, motor and perceptual abilities and thus alter manual skill or the ability to orient one’s body.
Moreover, ” AR/VR devices uses LED screens potentially rich in blue light which, when viewed in the evening or at night, can disrupt our biological rhythm (delay in falling asleep, sleep disturbance, etc.)” recalls Dina Attia, scientific coordinator of this expert appraisal at ANSES.
Finally, exposure to the temporal modulation of the light emitted by these LED screens – flashing of light sometimes imperceptible to the eye – can trigger epileptic seizures in people with favorable conditions.
Adopt a few good practices to limit health effects
To avoid the occurrence of these effects, ANSES recommends that users:
- to stop using AR/VR devices as soon as symptoms appear such as nausea, dizziness, sweating, pallor, etc.;
- to observe a break one to two hours following using AR/VR devices. ” The body makes a significant effort to adapt to the virtual world with which it interacts, which can cause some fatigue. It is therefore important to plan a rest period of an hour or two before resuming an activity requiring high concentration such as driving your car for example. explains Dina Attia;
- to avoid any exposure to screens two hours before bedtime, in particular for children and adolescents, who are more sensitive to blue light;
- to avoid the use of these technologies for people epileptic or people identified as sensitive: pregnant women, people suffering from motion sickness, with balance disorders or prone to migraines, etc.
The Agency recommendsinform users potential health effects and good usage practices to prevent them, through dedicated media for professionals, and specific communication to the general public.
Continue research to find out the possible long-term effects
Given the variety of fields of application of VR/AR, the evolution of uses should be documented by integrating exposure to these technologies into the various studies on living and working conditions.
Cyberkinetosis remains the best documented effect. Very few data are currently available on the possible neurological consequences or effects on development long-term, these deserve to be further investigated.
Beyond VR/AR, and to supplement its work on the health impact of new technologies, ANSES has undertaken expert appraisal work on the effects of digital tools on the health of children and adolescents. Published in 2022, this study aims to identify ways to prevent possible health impacts and better regulate their use.