by 0x0a05a8a135e3d1f035819dadb4484f74b104a346 (Crusty)
Should the following Tier 4: up to $60,000 USD, 6 months vesting (1 month cliff) grant in the Gaming category be approved?
NPACT (npact-village.com) focuses on community growth, research, and adaptation of Decentraland as our mission. With metaverses and gaming experiences evolving towards full Virtual Reality (VR) we investigate potential effects of this transition. Virtual reality and sports will continue to grow recreationally, professionally, and medically, however biomedical research has yet to evaluate the impact of this new VR technology, as ethical and health concerns arise. This grant provides a scientific investigation of potential dangers and benefits of VR integration into the metaverse. Our expert teams of Medical Practitioners, Researchers and Decentraland community members seek to answer these questions.
60,000 USD
0x0A05A8A135E3D1F035819daDb4484f74b104A346
We spend an increasing amount of our daily life in the digital environment. This is not a new thing, but the ability to meet social, work, educational, cultural, and even IRL maintenance without ever leaving your computer exploded in post-covid. With this explosion of work from home coupled with tradition gym closures and technologically leverage products like Peloton reaching mass adoption, the future partnership of exercise and the metaverse finally moved beyond its perpetually nascent phase.
To say it has reached full adoption, or is technically proficient as desired, would be taking great liberty with the truth. However, while the technology is lagging, the social structure of sports, includes its competitive nature, are taking subtle but significant steps. Beyond a traditional leader board displaying a name and temporary high score, individualized avatar athletes provide recognition, branding, and the under pinning of the tribal mentality associated with sports rivalries.
Digital uniforms and team names and identities which under tradition are regionally formed, with specialized equipment and sponsorship following, has been turned on its head. In contrast, factors including time zones, preferred equipment, technological compatibility and political affiliations are component parts of the whole. While not the focus of this project, these factors must be considered during any ethical design review process. As these factors could lead to over exertion and injury in any environment, we will endeavor to identify and isolate their direct impact on the metaverse based virtual gaming environment.
As discussed above, home exercise has moved leaps and bounds from aerobic types of yesteryear. Now, instead of being led by the recording, we are now recording the leader. However, that leader is not always human and classes give way for competition on a more regular basis. Without the unpredictability of inclement weather, cost of ravel, ongoing communication, and generally large time commitment associated with organized sporting events, more frequent and bespoke functions are possible.
Ranging from a group of friends virtually cycling together to an esports arena teaming with thousands, virtual reality and sports will continue to grow recreationally, professionally, and medically. Biomedical research and implementation while quite conspicuous with the Invictus games, the impact of tech many not be as obvious in character design and movement. For example, at one of the most simple designs, an underwater adventure game, while perfectly safe for the human behind the goggles, would spell destruction if replicated in the real world. While seemingly far-fetched and low-hanging fruit as an example, it speaks to a potentially increasing problem, realism in avatar function and design. Even the greatest suspension of reality would have difficulty reasonably finding a gamer trying to fly off a building as a dragon. But could the same be said for a human gamer trying to imitate a Tetris style climbing game in the real world if digitally designed? In light of the multiple injuries suffered each year in pursuit of social media challenges like the mild crate climb, these risks become increasingly foreseeable. Simply put, as the likeness to human increases in avatar, does the risk of injury though imitation on competition simply increase?
To what degree, if any, does an omnidirectional sporting device and combination with virtual reality increase the risk of injury to the participant?
It is our belief that game designers did not properly anticipate the incongruity of digital physical capabilities in design, resulting in participants mimicking unnatural actions or the avatar or game requirements resulting in new sports injuries patterns or occurrences.
Utilizing the Kat VR Omnidirectional system in conjunction with the Oculus Rift, our participants will engage in gaming and digital sports, captured on video. Following 10 sessions to allow familiarity and ease, our lead physician researcher will review the kinetics, identify the greatest points for risk of injury. This will be correlated with the gaming interaction for design review. Following processing and correlation of all data, the highest and most common risks will be identified for further study and to offer precautions to the community at large.
Dr Anand Panchal, DO
Dr Luca Arnaboldi, PhD
Ronald J Bogani, Esq
All information about this grant will be available to track on our website (npact-village.com) we will establish channels of communication to the community via Discord, and through information available on our Decentraland estate (36, 96).
Timeline: