5 ms·
"A small number of people feel dizzy." Reports of this from other similar chambers convinced me of the importance of audio in VR. I've noticed first-hand how
by corysama 9y ago
"A small number of people feel dizzy."
Reports of this from other similar chambers convinced me of the importance of audio in VR. I've noticed first-hand how it's possible to hear how close to a wall you are when walking down a large hallway. Apparently, we all hear walls, floors and ceilings all the time and it plays into our balance. Other chambers have reported people losing balance and falling over as a side effect of being in a room with no echoes.
- lb1lf 9y agoAye. While in university, I spent lots of time in the antenna lab (which doubled as an anechoic chamber.). Even hours and hours of exposure couldn't help me get my bearings; I became dizzy within seconds and, on some occasions, even felt like I was about to barf. Luckily I didn't fall over - 'our' chamber didn't have a wire floor like the Microsoft one - just a narrow walkway into the center of the room where there was a pod for installing whatever gear you were about to test. Falling onto those tiles would probably cost someone a fortune. (I've got no idea what anechoic tiles cost, but I know they are rather brittle. Don't ask me how I know.)
- Moru 9y agoI was working at the local uni for a while. There was a long, narrow corridor that had a large pinboard made of something very sound-absorbing material that was popular for a while. The other side was brick with doors here and there. Every time I walked past the pinboard, I felt like I was leaning towards it. Seems we have some similar skills like bats, we just don't realize we use it all the time until something changes.