Virtual Reality / AR / MR

Virtual, augmented and mixed reality activities immerse participants and alter their perception of their surroundings. This creates two types of risk: 

  • Environmental risk: trips, collisions and physical contact with objects, other people or stand structures, as participants cannot fully see their real surroundings. 
  • Health risk: motion sickness, nausea, dizziness, disorientation, loss of balance, seizures and other adverse reactions triggered by the immersive experience. 

Rules

The activity area must be free of objects, walls, furniture or other items that participants could bump into or knock down while wearing a headset. 

A trained operator must be present throughout the activity to supervise participants and intervene when needed. 

Participants must not handle sharp or otherwise dangerous objects during the experience. 

Screens used for VR, AR or MR must not be placed on or adjacent to aisles, to avoid congestion in the gangways. 

Any queue or gathering generated by the activity must be contained within the stand footprint. 

Exhibitors must display visible safety signs warning attendees of the potential health effects of the experience. 

When the Special Activity Form is required 

A Special Activity Form is required when the activity involves any of the following: 

  • Free movement of the participant beyond a fixed standing or seated position, such as walking, stepping, jumping or lunging. 
  • Use of props such as a bat, racket or similar object. 
  • Participant rotation of 180–360 degrees. 
  • Simulator rides or chairs with moving parts. 

Note: A simulator or chair with mechanically moving parts is admitted only through this form, and must include a restraint where applicable and an accessible emergency stop, with no moving part able to strike or trap the participant or bystanders. 

See also