The Solution to Virtual Reality’s Motion Sickness Problem?

“Surprisingly, subjects did not notice the [virtual nose] while they were playing the games, and they were incredulous when its presence was revealed to them later in debriefings,” said David Whittinghill, a professor at Purdue’s Department of Computer Graphics Technology.
The Solution to Virtual Reality’s Motion Sickness Problem?
A woman wearing 3D glasses tests a Cave Automatic Virtual Environment (CAVE) virtual reality theatre during its presentation at the Industrial Centre for Virtual Reality in Saint-Nazaire on December 1, 2014. Georges Gobet/AFP/Getty Images
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Virtual reality has a motion sickness problem. The complaints are almost universal among disgruntled trial users and reporters, and even the CEO of Oculus VR once said that it makes him feel that way “every time” he uses his own product.

The visual distortion easily created in simulating a 3D world on a 2D plane is a primary cause of what has been dubbed “simulation sickness” when using VR headsets. Another is the disjunction between what’s seen by your eyes and what’s felt by your inner ear canals—which are responsible for your sense of spatial balance—due to the frequent lags in the headset’s motion sensor.

The VR has been gradually scaling back these problems with more distortion calibrations and faster motion senors, but researchers are experimenting with a cheap and easy solution that could dramatically reduce motion sickness—just insert a virtual nose on the screen.

Jonathan Zhou
Jonathan Zhou
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Jonathan Zhou is a tech reporter who has written about drones, artificial intelligence, and space exploration.
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