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> believes the problem with most consumer-facing augmented headsets on the market is their bulky size Problem is the nausea, Virtual reality sickness to be acc
by Abishek_Muthian 8y ago
> believes the problem with most consumer-facing augmented headsets on the market is their bulky size
Problem is the nausea, Virtual reality sickness to be accurate.
Addressing the bulk alone wouldn't fix the issue of long term VR use. Audi showcased VR entertainment[1] for passengers, reporters who tried out said the moving vehicle didn't produce motion sickness. Though a moving vehicle for VR wouldn't be the scalable solution, I just want to point out that the motion sickness is a definite inhibitor.
[1]:https://www.youtube.com/watch?v=Rce5e7iBjiU https://www.youtube.com/watch?v=Rce5e7iBjiU
- Shorel 8y agoI do agree this is a real problem. Related to lag and sensor responsiveness. This is way more important than the external look of the device.
- hadsed 8y agoIs this a problem in AR (as opposed to VR)?
- Abishek_Muthian 8y agoI've seen instances of nausea reported with AR on media, but I haven't tried any AR goggles to having faced it unlike VR.
- v_lisivka 8y agoIf AR image is drawn over captured video — yes. If AR image is projected on transparent screen, like in Aryzon AR headset, — no.
- dmos62 8y agoI was under the impression that this is a fixed a problem. Don't have a source on hand, but US military, one of the first adopters, solved VR sickness by putting in a "virtual nose", i.e. a static nose model that simulates what the eye sees in real-life.
- glenneroo 8y agoI can't speak about fake noses, but from testing with lots of people, VR sickness is generally dependent on your subject and their brain's ability to handle being tossed around between realities. Personally, whenever there is no floor, I get sick fairly quickly. I assume because my mind expects a floor to be there when I look down. Not looking down when I know there is no floor usually helps. Worst case is when the floor is at the level of my knees/stomach, that's an instant VR ending for me. Oddly enough, there are rare exceptions, such as with Cosmic Sugar, I was able to "ignore" my sickness and play around for ~30 minutes, but returning to the normal world, I remained slightly dizzy and felt "off" for the next couple days. The worst offender is when objects fly into my body or head (or as happens with lots of the shitty shovelware indie games which launch you into walls/mountains). After such incidents, I usually need a break between 15 minutes and a full day before I can go back inside. I doubt adding a virtual nose would fix either of those issues i.e. where the mind isn't able to process what it is seeing.
- Abishek_Muthian 8y agoI agree on VR sickness being subjective & is not limited to just VR games. I cannot play FPS like DOOM for more than 60 minutes, but TPS games doesn't cause any problems.