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> Couldn't it just as likely be the inherent conflict between proprioceptual cues and visual cues causing sickness? Sure, that's the general concept. OP's two
by Yen 11y ago
> Couldn't it just as likely be the inherent conflict between proprioceptual cues and visual cues causing sickness?
Sure, that's the general concept. OP's two points are specific examples of the causes of mismatch - examples which are well known, and can be mitigated.
a) When a program's framerate is high enough, moving your head causes a corresponding change in visual cue. When the framerate is too slow, the visual cue update is delayed from the motion. A mismatch.
b) When a game allows you to walk forward in a virtual world, your eyes get visual cues that you're walking forward, even though your body knows you're not. VR applications that instead simulate you sitting in place, and give you visual cues to that effect, limit that mismatch.
- wyldfire 11y agoYeah, I was talking solely about b), which seems impractical/impossible to mitigate.
- Yen 11y agoFirst off, I'd definitely recommend reading http://gamasutra.com/blogs/JesseSchell/20150626/247113/Making_Great_VR_Six_Lessons_Learned_From_I_Expect_You_To_Die.php http://gamasutra.com/blogs/JesseSchell/20150626/247113/Makin.... VR-wise, b) can definitely be mitigated. There seem to be two current strategies - either you design the experience to be primarily stationary, or you set up a room that people can actually, physically walk in. stationary-only experiences might seem like a tight constraint, but constraints breed creativity :). Rooms to walk around in have also been done, but they're obviously more effort to set up and maintain, and are typically done by larger institutions.
- gfodor 11y agoAnother way to mitigate it is to simply teleport the user around, or perform transitions that do not give the user a sense of motion. See: https://www.youtube.com/watch?v=fOFgAfuTtyo https://www.youtube.com/watch?v=fOFgAfuTtyo