Virtual
reality sickness (VR motion sickness) is the physical discomfort that
occurs when an end user's brain receives conflicting signals about
self-movement in a digital environment. While the exact number of people who
will be affected by VR motion sickness cannot be known in advance, software
engineers who develop VR and augmented reality (AR) environments typically assume
that 25% of viewers will experience VR motion sickness. This is the same
percentage of people who experience motion sickness on an airplane while
traveling through low altitude turbulence.
VR sickness is caused by conflicting signals sent to the brain
from the person's eyes, inner ear and body tissue sensory receptors. A
pronounced feeling of illness typically occurs when the viewer is watching a
digital representation of themselves appear to move quickly in a digital
environment while the person's physical body remains stationary. Like other
types of simulator sickness, the symptoms of VR motion sickness can include
nausea, dizziness/lack of balance, drowsiness, warmth, sweating, headaches,
disorientation, eye strain and vomiting. Studies have shown that participants
in a VR experience can feel ill up to several hours after taking off their VR
headsets.
Underlying causes of VR sickness
There are several theories about the root causes of VR motion
sickness and differences in how individuals use vision to maintain their
balance may be one contributing element. The biggest contributing factor,
however, is thought to be caused by the sensory conflicts that send confusing
messages to the brain. This is because even though the person's eyes may say
they are walking around a virtual world, their body will tell them that they
are actually sitting down and those conflicting sensory signals cause a feeling
of illness.
Current research indicates that gender and age may also play an
important role in determining who may fall victim to VR motion sickness. For
example, woman are more likely to be affected than men. While some researchers
believe this is because women lag behind men in the consumption of virtual
reality programming, other researchers believe that women are more likely to
get sick from VR because they have better peripheral vision than men and
require a larger field of view (FOV) to avoid motion sickness. Different ages
and stages in life may also determine if a user will be affected by VR
sickness. Genetics are also thought to play a role in determining who will be
affected by VR motion sickness. If a person's family exhibits migraines, inner
ear conditions, problems with sight, or past experiences with motion sickness,
then it is likely the offspring will be genetically predisposed to suffer in
the same way.
How VR developers can avoid making end users sick
The first fix software developers can make to avoid giving users
VR motion sickness is to adjust the frame per second (FPS) rate to reduce lag
time. VR engineers recommend that instead of focusing attention on using more
processing power to create a sharper picture, developers should focus on
increasing the speed at which each frame refreshes to at least 90 FPS. This
speed will help reduce delay or shaking in the images as they pass across the
screen.
Sensory conflict can be aggravated by latency. If a VR
participant looks to the right while wearing a VR helmet, for example, the
screen shifts left to ensure the viewer's digital environment matches their
physical actions. While this shift appears to be occurring in real time, it
actually occurs in near real-time. While the movement across the screen may
seem immediate to the viewer, the lag time still creates a mismatch between
what the person's eyes tell them and what their body's tissue sensors are
actually experiencing.
Perhaps the best way to avoid VR motion sickness, however, is to
test each shot while creating it and expose someone with high sensitivity to
frame rates and see how they react. This approach will inform developers if
their shots are smooth and clean enough to leave users unaffected. Other
proposed fixes include using headsets that are placed further from the user's
face and using mixed reality (MR) instead of virtual reality to provide the
viewer with a fixed horizon or visual reference point.
Unlike virtual reality which immerses the end user in a
completely digital environment, or augmented reality which layers digital
content on top of a physical environment, mixed reality blends digital and real
world settings. Digital cinematographers have had good success preventing VR
sickness by simply adding a virtual representation of the viewer's nose or hand
to the MR screen. Unfortunately, many current VR locomotion solutions have
negative outcomes along with the positive. For example, the extremely helpful
fix of using mixed reality takes away the immersive experience that VR users
are paying for.
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