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E-VR, along with its subsidiaries, “E-VR.co.uk” "Apogee VR Ltd" or in this case “we”, has adopted a set of Privacy Principles applicable to all UK-based companies.
E-VR is a general audience website, and does not knowingly collect such publocally identifiable information from children under 14 years of age. We revise our policy regulalry to reflect industry initiatives or changes in the law, our information collection and use practices, the features of E-VR, or technology.
If we make revisions that change the way we collect or use your publically identifiable information, those changes will be posted in this Policy and the effective date will be noted at the beginning of this Policy.
Therefore, you should review this page periodically so that you are up to date on our most current policies and practices. If we materially change our practices regarding the use of your information, your information will continue to be governed by the Policy under which it was collected unless you have been provided notice of, and have not objected to, the change.
Collection of such publically identifiable information by E-VR
E-VR collects information in order to create or activate our relationship with customers and users of its VR Incubator. When we collect such information from you it is because you are voluntarily submitting the information to us in order to participate in certain activities including (i) registration for use of our services (ii) registration for participation in communications, such as email updates and newsletters; (iii) VR Incubator registration; (iv) purchase products or services from or through E-VR; (v) user surveys; (vi) events, contests or promotions; and (vii) registration for online multi- or single-player gaming.
E-VR’s Use of Personally Identifiable Information
All of E-VR’s policy is delivered in accordance with UK law. The collection of publically identifiable information and the responsibilities of internet companies serving our website or the authorities, state, government, 'The Man', NSA, GCHQ collecting such data may differ in countries not governed by UK law, and may be occurring unknown to you and ourselves, and these are actions for which E-VR cannot be accountable.
When you book a session at E-VR through our booking page however, while your name, email and phone number may be stored by us, it will not at any point in the future be used to contact you for anything other than information pertaining to your booking, and this includes passing this data to third parties, which we her undertake not to do.
HEALTH AND SAFETY NOTES
Virtual reality is new to most of us and although games and technology companies have conducted research into the potential health hazards that may arise from the use and over-use of VR headsets, there has yet to emerge a focussed set of warnings and policies reagrding this equipment.
At E-VR we are monitoring this situation closely and although we have yet to hear of any harm being caused, we are remaining cautious about the health impact of VR devices.
Virtual reality involves complete immersion in a fully re-created environment, very much in the style of a 360-degree vision video game. So far the following effects have been reported in a very small minority of users:
Some people experience stress or anxiety after wearing a full VR headset for more than a few minutes.
Other negative physical side effects might include eyestrain, nausea and motion sickness.
Also, people who are connected to these fully occluded devices cannot see anything around them, from which arises obvious physical dangers, such as tripping or walking into things. This is why we use VR Pods, in which there are no obstacles. In these pods, users are visible to E-VR staff, and so they will remain safe from contact with others and from harm.
In using VR equipment our eyes must strain to focus on a pixelated screen that uses a refractive optic element that inadequately addresses the optic issues with near-to-eye devices, and older headsets quickly become uncomfortable after a few minutes. HTC Vive headsets are light and are adjustable, so if you experience discomfort, please let a member of E-VR staff know and they will help. We also have padding and a variety of more comfortable strappings.
Humans have a stereoscopic field of view of 200 degrees, involving 140 degrees of binocular vision for depth perception, and 60 degrees for peripheral vision. This depth of vision arises from a combination of images, one from each eye and research has shown that diminishing this field of view reduces a VR headset user's sense of presence.
At 35 degrees field of view, the user will have the experience of merely watching the VR content, and at 60 degrees or more, most users will feel completely immersed in the experience, and because the conent feels completely experiential, as if it is really happening to you, some people can get significantly excited or emotional.
In terms of usage, we do not allow anybody to use a virtual reality headset at E-VR for more than three hours at once, and advise that at least a ten minute break be taken for every hour of use.
HTC Vive headsets have a unique front mounted camera which offers what is know as translucency to the real world. What this offers is a mode of use whereby users can switch between the VR content and a representaion of the real world they are in. This allows users to switch quickly out of virtual reality without removing the headest. Thus they can converse with people, take a short break, or take a drink etc. This is also useful for combatting motion sickness, which a very few people experience with headsets. This is one reason why we like the HTC Vive, because it has a capability to see the real world while viewing overlaid virtual images.
In terms of natural eye optics our VR headsets mimic how human vision works, and the headset makers have succesfully addressed this problem, known as the "accommodation/convergence conflict," and thus have eliminated eye strain.
It is not unusual for people playing energeitc games to accidentally damage handsets on walls, or for the handsets to leave their hands when engaged in something virtual tennis, swordplay etc. This poses no risk for users.
All eyes are different and the monitors ion the headsets are therefore adjustable to match each user's personal comfort.
At E-VR we are conscious of the fact that although virtual reality is new its goal is still an immersion which will connect our brains at a highly emotional level to the content.
Therefore a comfortable experience depends on the human-machine interface, and how humans actually sense and process information.