Virtual Nose Keeps Gamers From Feeling Sick

Simulator sickness often afflicts players of virtual reality games, but inserting a “virtual nose” into the picture may be a way to lessen the queasiness.
Virtual Nose Keeps Gamers From Feeling Sick
Inserting the image of a virtual human nose in the center of a display seems to ease simulator sickness, says David Whittinghill. "You are constantly seeing your own nose. You tune it out, but it's still there, perhaps giving you a frame of reference to help ground you." Sergey Galyonkin, CC BY-SA 2.0
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Simulator sickness—which often induces vertigo and even nausea—often afflicts players of virtual reality games, but inserting a “virtual nose” into the picture may be a way to lessen the queasiness.

Various physiological systems govern the onset of simulator sickness: an overall sense of touch and position, or the somatosensory system; liquid-filled tubes in the ear called the vestibular system; and the oculumotor system, or muscles that control eye movements.

“Simulator sickness is very common,” says David Whittinghill, assistant professor in the computer graphics technology department at Purdue University. “The problem is your perceptual system does not like it when the motion of your body and your visual system are out of synch.

“So if you see motion in your field of view you expect to be moving, and if you have motion in your eyes without motion in your vestibular system you get sick.”

Point of Reference

Anecdotal evidence has suggested simulator sickness is less intense when games contain fixed visual reference objects—such as a racecar’s dashboard or an airplane’s cockpit—located in the users field of vision.

"So if you see motion in your field of view you expect to be moving, and if you have motion in your eyes without motion in your vestibular system you get sick."
David Whittinghill
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