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It appears that the most effective way to combat virtual
reality motion sickness is to introduce a cue from the
real
world into the virtual environment. Adding a virtual
nose
is one such idea. (link)
Progressive Reality is a knob that lets users adjust how
many cues from the real world
bleed over to the virtual
world.
There are several ways to implement this:
- Adjustable transparency that overlays real world and
virtual world. That way you are inside the virtual world,
but you see ghosts of the real world to combat motion
sickness. The transparency would be graduated with
periphery being fully real and center of your vision
virtual.
- Handle bar with adjustable visibility. This bar would
be
rendered inside the VR world, but it would move
according
to your real world movements. That way your brain can
grab onto it to avoid motion sickness.
- On one extreme the VR world will
be
what is essentially augmented reality with the only thing
truly virtual being a small 10" screen with the virtual
world
within it. As you turn the knob, the 10" screen grows in
size to fill more of your vision with only the edge of the
screen feeding you cues about the real world. On the
full
setting, even the edge will disappear and you will be
fully
emersed.
You could turn this knob according to how motion sick
you
were feeling at the moment. Also, you can use it to
train
your body against VR motion sickness and eventually just
go native.
Virtual nose to combat VR motion sickness
http://www.express....ss-Virtual-CGI-Nose [ixnaum, Apr 07 2016]
Archived Quasonama page
https://wayback.arc...tp://nured.info/qm/ just submitted [notexactly, Apr 12 2016]
Alternative Quasonama archive
https://archive.is/SZ9aU this one's appearance is less than perfect [notexactly, Apr 12 2016]
[link]
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The two biggest factors are lag and unintended/unexpected
camera motion. The first one is practically a non-factor with
release candidate hardware for both the Vive and Oculus.
The second one is much harder -- depends on the VR
experiences' control scheme. |
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Funny - I began reading the comment and knew it was yours immediately. |
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I thought the problem was when the VR world
moves but your inner ear tells you it's not
moving. This idea might help, but only by
reducing the 'R' of the VR |
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the worst is actually the reverse, [hippo] -- if the
experience lags, such that the picture is suddenly frozen
to
the camera as your heads moves -- I've been doing this for
4
years and it still gets me, VR legs and all -- it feels
exactly as if your "head is spinning" |
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One of the best things about the Vive is that you can walk
naturally within the holodeck, so you don't incur any
issues especially if the experience is not laggy. However,
you still face a dilemma if you're experiencing say, a walk
on the beach. As you took the 3 or 4 steps that comprise
your holodeck, you're standing near a physical wall. Now
what? Some are experimenting with a special mode
where a dimmed version of the scene is rotated in VR so
you can turn (physically) but keep walking in the same
direction (virtually) -- we've found that simply teleporting
your point of view is simpler, and reducing any
inconsistencies in the angle of view is the best option to
reduce side effects |
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A buddy of mine is working on an omnidirectional
treadmill -- actually I know the makers of several
different ones -- that's a great option if you have the
space. They're early but they're getting a lot better |
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Maybe just a wide-open field, like a soccer field, and a VR
world that subtly limits you into that range? |
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I think reading the local environment point cloud is
and adjusting in game architecture is probably
doable within a couple of years |
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HoloLens does a little bit of that already. |
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HoloLens would be a great platform to implement this idea
on, actually. Have you seen the Minecraft demo? |
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