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Humans use multiple sensors together at one. Your inner ear is a great example. If you see a picture doing one thing, but your inner ear feels another, this is
by verelo 8y ago
Humans use multiple sensors together at one. Your inner ear is a great example. If you see a picture doing one thing, but your inner ear feels another, this is the senstation that causes motion sickness. I cannot find the source right now, but i recall being taught that research dating back to US airforce simulation training suggested that this might be a built in evolutionary function that is designed to make us throw up. The basic narrative being "I'm seeing something I'm not feeling, i must have eaten something that's poisoned me, i should throw up so i don't die".
Edit: As a side note, this is why I'm extremely skeptical of things like VR technology in general (as a person that owns a HTC Vive). I'm not sure we're going to be able to easily convince the human brain it's OK for different sensors to feel different things, and not result in us feeling sick.
- freehunter 8y agoRe: your side note That's why even though I'm a relatively avid gamer with plenty of disposable income, I've never bought on to the VR stuff. It's not about the cost, or the rapidly improving technology, it's that I don't believe (long term) that I'm going to really enjoy many VR games. I have a racing wheel because I like to play racing games, but most of the time I end up using my controller anyway. Why? Because it doesn't feel real. The wheel ends up feeling farcical because yeah I'm cornering at 1.5G, but I don't feel a thing. In real life you're less likely to corner too fast because you can feel that you're going too fast. You're being shoved around, you're being moved side to side, you're sliding forward as you brake and backwards as you accelerate. In a video game you get none of that, and you become detached. I think there will be plenty of valid VR experiences, once we figure out what's the right fit. Windows Mobile took the desktop and put it on a phone, it wasn't until Android and iOS came out that we figured that smartphones are really actually quite cool, provided you build the right interface. We now know there are just things you can't (or shouldn't) do on a mobile device compared to a desktop, and we build around that. I don't know if playing an FPS in VR is ever going to feel "right" because you're entering the uncanny valley of "I'm walking up the stairs but I'm not actually". At least on Counter Strike you're just pushing buttons on a keyboard and looking at a small rectangle, so your brain knows it's not actually supposed to be happening.
- verelo 8y agoI think you and I are in a similar thought pattern here. I only see a path forward for VR if those crazy treadmill / fan type setups become super mainstream and perfectly reliable. Even then, falling will never work! It's kind of crazy we want to simulate reality so badly when we're already in it.