Did the prototypes of VR actually cause nausea? Not sure if I remember reading about this or if it was just a hoax
austinapatel
If you are interested in the human eye fixation points, I suggest investigating the Vieth-Muller circle which is a circle of focus. https://www.ncbi.nlm.nih.gov/books/NBK11545/figure/ch29space_perceptio.F8/
kkoujah
Yes, it's true that some of the early prototypes of VR headsets did cause nausea and other motion sickness symptoms for some users. This was mainly due to a phenomenon called "simulator sickness," which occurs when the motion and visual cues that the brain receives are mismatched. In VR, this can happen when the user's head movements do not match the motion of the virtual environment, leading to a feeling of disorientation and nausea.
madssnake
This has also been dubbed "virtual reality sickness." I wonder if people who are more sensitive to other situations of sensory mismatch (car/sea sickness) will have more drastic symptoms when using VR too.
alvin-xu-5745
One possible solution to this conflict used in real systems is to track the eye's movement in order to adjust the accommodation so that it does not conflict with the vergence (to help reduce the discrepancy).
ess3ncez
As mentioned above, there are other types of VR sickness besides accommodation-vergence conflict like motion sickness. Motion sickness always occurs when there is a mismatch between the visual perception of motion and the actual sensed motion. In VR, this situation often arises when users experience acceleration within the virtual environment. As a result, VR game design usually substitutes players' acceleration with approximated constant speed movements to prevent motion sickness. If you know of any other VR design techniques that help reduce accommodation-vergence conflict, please tell me.
SeanW0823
Why can’t light field displays be scaled to higher resolution? Are there other devices or designs that we can use to solve the accommodation - vergence conflict?
Did the prototypes of VR actually cause nausea? Not sure if I remember reading about this or if it was just a hoax
If you are interested in the human eye fixation points, I suggest investigating the Vieth-Muller circle which is a circle of focus. https://www.ncbi.nlm.nih.gov/books/NBK11545/figure/ch29space_perceptio.F8/
Yes, it's true that some of the early prototypes of VR headsets did cause nausea and other motion sickness symptoms for some users. This was mainly due to a phenomenon called "simulator sickness," which occurs when the motion and visual cues that the brain receives are mismatched. In VR, this can happen when the user's head movements do not match the motion of the virtual environment, leading to a feeling of disorientation and nausea.
This has also been dubbed "virtual reality sickness." I wonder if people who are more sensitive to other situations of sensory mismatch (car/sea sickness) will have more drastic symptoms when using VR too.
One possible solution to this conflict used in real systems is to track the eye's movement in order to adjust the accommodation so that it does not conflict with the vergence (to help reduce the discrepancy).
As mentioned above, there are other types of VR sickness besides accommodation-vergence conflict like motion sickness. Motion sickness always occurs when there is a mismatch between the visual perception of motion and the actual sensed motion. In VR, this situation often arises when users experience acceleration within the virtual environment. As a result, VR game design usually substitutes players' acceleration with approximated constant speed movements to prevent motion sickness. If you know of any other VR design techniques that help reduce accommodation-vergence conflict, please tell me.
Why can’t light field displays be scaled to higher resolution? Are there other devices or designs that we can use to solve the accommodation - vergence conflict?