Gamers are becoming more concerned about AR-related health risks as new gaming hardware and software become available. Virtual and Augmented Reality games are very involved and keep players hooked for extended periods of time, which can lead to problems including anxiety, eye strain, obesity, and loss of attention. Due to the immersive nature of AR technology, prolonged use of the AR headset may cause anxiety or stress. Users of AR gadgets are also exposed to dangerous electromagnetic frequency radiation, which can lead to disease in addition to stress. Mice were used in experiments by researchers from the National Toxicology Program (NTP), an interagency federal programme run by the National Health Institutes (US). People who were exposed to electromagnetic radiation may be more susceptible to developing cancer. As a result, using Virtual and Augmented Reality gadgets too often can have negative health effects, which will slow the development of virtual and augmented reality. Regarding the educational usage for technicians and other employees in enterprises, enterprise Virtual and Augmented Reality has other significant applications. Workers will be able to perform more effectively with the aid of head-up displays and smart helmets that can comprehend blueprints and instructions and offer real-time data. For instance, Unilever, a large maker of consumer goods, estimated that the retirement of the company's ageing employees would cause it to lose roughly 330 years of domain experience in one of its European plants. Its manufacturing facility would have lost its domain expertise as a result, and there would have been expensive downtime. Customers' biggest problem is that these technologies are only available in high-end desktops, laptops, mobile phones, and computers. This makes them less accessible to average users, deprives them of newer technical experiences, and makes them deprived. In order to concentrate on the growth, it is important to solve the issue of these augmented reality technologies' limited reach. The hardware and the majority of augmented reality software apps are only enabled on high-end devices, even if the programmes can be used on mid-range devices as well. There is a lot of discussion about "augmented reality" and "virtual reality." The Oculus Quest and Valve Index are two popular VR headsets, and AR apps and games like Pokemon Go are still widely used. They have similar sounds, and as the technology advance, they overlap somewhat. However, these are two quite distinct ideas with features that make it easy to tell one from the other. Both Virtual and Augmented Reality use simulations of real-world environments to either enhance or completely replace them. Using the camera on a smartphone, augmented reality (AR) typically enhances your surroundings by adding digital features to a live view. Virtual reality (VR) is an entirely immersive experience that substitutes a virtual environment for the actual world. In addition, Virtual and Augmented Reality technologies can be used for data visualisation, industrial design in architecture and urban planning, as well as, obviously, for enjoyment; the gaming sector has huge promise in this area (Brey, 1999, 2008; Wassom, 2014). Furthermore, having a conversation with someone who is physically somewhere else but whose virtual representation is in that location in a virtual (VR) or real (AR) setting is already frequent, which could potentially eliminate the need to travel for meetings. Despite all the advantages, readers should be aware that XR technology also introduces a number of intriguing and crucial ethical issues. The ability to interact with virtual characters through XR, for example, raises the question of whether the golden rule of reciprocity should be applied to fictional virtual characters and, with the development of tools that enable more realism, whether this should also apply to virtual representations of real people.
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