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As someone who works in the research and<br />

development of realism in virtual reality, I often<br />

find myself always obsessing over the little visual<br />

features that make some something look real, be<br />

it the sharp yellow contrast of the sun hitting a<br />

carpet floor, or the small erosion on the corner<br />

of a bedside table. It’s important to me to notice<br />

the subtle things in reality that need to be<br />

brought over into the virtual world. The biggest<br />

thing that gives us the discomfort of the<br />

is the lack of these tiny features;<br />

perfection or symmetry, something that is too<br />

straight or too snappy. What makes the things<br />

in the virtual world seem more and more real<br />

are damage, age, wear – reality comes with<br />

imperfection.<br />

Virtual reality has reached a point where we<br />

are able to make environments feel real. I’ve<br />

seen people cry, cower in terror, receive<br />

education and even medical treatment in VR.<br />

The impact that can be had by experiencing as<br />

little as a realistic-looking room in virtual reality<br />

is already jetting the platform miles ahead of<br />

anything that we could have anticipated. In my<br />

own work, I’ve used VR for medical treatment<br />

studies, crime scene investigations, safety<br />

training – and that’s only a fraction of what<br />

global developers have been working on in VR.<br />

Many companies are using it to its full potential<br />

– not just for entertainment, but as tools for<br />

efficiency. However, as with every worldchanging<br />

technology, you must always stop to<br />

wonder when it will be that we cross the line.<br />

Developers can see the upcoming dilemmas,<br />

but perhaps shrugging it off is easy when you<br />

think it’s too far away to worry about. We<br />

haven’t been able, yet, to reach that level of<br />

intelligent realism that could create true harm<br />

– but one day, we may well reach that point. As<br />

players, developers, and those with a special<br />

interest, we all need to be aware of the harm,<br />

the cost, that nobody wants to talk about.<br />

Picture the scene in 2004 film Harry Potter and<br />

the Prisoner of Azkaban, where Professor Lupin<br />

whizzes his spider around the classroom with<br />

his wand. The students are laughing, but the<br />

atmosphere quickly turns cold. All of a sudden,<br />

they – and we – realise that the spider is<br />

struggling, hurting, and about to die. We are<br />

uncomfortably aware that there are<br />

consequences of manipulating this living thing.<br />

With realistic VR, sometimes the same<br />

consequences are in question. The closer<br />

artificial intelligence comes to real life, or an<br />

approximation of it, the closer our interactions<br />

become to the manipulation of life for the<br />

amusement of other people. It’s all well and<br />

good to make a perfectly realistic imitation of a<br />

chair. People can manipulate the chair, abuse it;<br />

what's the worst that can happen? But it may be<br />

different when you start bringing more<br />

intelligent subjects into high-end, photorealistic<br />

virtual reality worlds. It’s probably safe to<br />

assume that most readers haven’t tried this kind<br />

of VR, which requires a high-spec computer, a<br />

lot of room, and expensive virtual reality

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