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Motion sickness in virtual reality: how to avoid it?, smart health device review

Avoiding motion sickness in virtual reality: the myths

While VR sickness is one of the most common problems developers face, its effects can be minimized with some software modifications. Many developers therefore use certain adaptations:

Reason 1: Slow motion

There is an illusion, called “vection”. It is essentially the illusion of a movement of self in the absence of real physical movement. “Vection” can be reduced using many techniques which include reducing the player’s speed of movement and reducing the complexity of textures.

Reason 2: Changing visual patterns

Usually, the visual patterns that fall into peripheral vision define movement, and the brain responds to it. Dizziness, nausea and headache may occur. Some developers claim that eliminating these patterns can prevent motion sickness.

Reason 3: Reduced acceleration

Accelerations should be reduced. The inner ear detects different changes in acceleration, but it does not detect a constant speed.

Developers therefore avoid adding elliptical movements and modifying speed. They think that traveling at a constant speed on a relatively straight line can reduce the effects of motion sickness. In addition, camera shakes, called "shoelaces", are related to acceleration. The lace signifies movement along a vertical axis. An example is the rotation of the nose of an airplane. It’s one of the fastest ways to make people sick in VR. Control of the yaw of a game must be linked to the movement of the head. If smart health connected to a stick, it can cause feelings of discomfort.

Reason 4: Visualize the trajectory of movements

Using a viewer is a suitable solution for games that incorporate spontaneous and unpredictable movements. For example, on a roller coaster, the rails indicate the direction of movement. Thus, the brain becomes more predictable and the symptoms of motion sickness in VR are reduced.

Another way to visualize the movement trajectory is to use an avatar. When the avatar first moves away in the necessary direction, and this action is followed by the movement of the user's camera in the same direction, then the symptoms of motion sickness are reduced.

Reason 5: Use of a “cockpit / cabin”

The main objective of this concept is to surround the player with a static environment so that he can focus on it during the movement. In addition, in some cases, this static frame of reference increases immersion. This method can be implemented at the level of a graphical user interface. For example, there may be lines around the player; the best option is the zigzag. This will give the player something to focus on during the move.

Another variant to be implemented consists in using a spaceship cockpit, a car dashboard, the helmet of a space suit, a virtual nose in the field of vision or certain elements of a jetpack. These static elements are also called visual “anchors”. They help reduce feelings of discomfort, and there is synchronization between the player sitting in a real world and their static avatar in the virtual "cockpit".

Reason 6: Teleportation and movement to the “point of view”

Teleportation is a locomotion mechanism that helps prevent motion sickness in VR. If you get rid of the visualization of movements, you will avoid motion sickness.

In addition, the method of movement to the “point of view” is used. Since disorientation is caused by lateral movements, and any movement perpendicular to the direction of the player's view, movement in the direction the user is looking can reduce symptoms of motion sickness.

Reason 7: Train gradually

This is one of the possible ways to overcome motion sickness. All the user has to do is go slowly and train a lot. It is advisable to limit the playing sessions to a few minutes and to gradually increase the playing time. The more the person plays in VR, the more his brain will get used to this disorder and the player will have less and less nausea.

Note that when motion sickness in virtual reality appears, it is strongly recommended to remove the headset immediately so as not to amplify the phenomenon.