The symptoms of VR motion sickness are very similar to the symptoms of travel sickness, only, in this case, it is caused by exposure to the Virtual Reality environment. Some of the most common symptoms are disorientation, headache, discomfort, nausea, abdominal pain, vomiting, fatigue, sweating, pale, apathetic, and drowsiness. Some other symptoms include vomiting and body posture instability
Causes of Drunk VR
There are two main theories about the possible causes of VR motion sickness:
1. Sensory conflict theory: This theory states that VR motion sickness occurs when there is a mismatch between what our eyes see and what our bodies actually do. So if you move in a virtual environment, these images you see induce the perception of self-motion. But you don't really move in the real world, so there are 'sensory conflicts' that might make you feel uncomfortable.
2. Postural instability theory: This theory claims that simulator disease is more caused by ignorance of virtual reality experiences and sensory conflicts. It does not deny the importance of sensory conflict and ensures that the disease is caused by the temporal inability to maintain proper posture control and this will end when the user has adapted to the VR environment.
Hardware Solution sparse
The best hardware solution for dealing with motion sickness VR is to use a device that can change movements in virtual reality into the physical world and a full-body motion tracking system. This device is already available on the market but is very expensive, complicated, and experimental.
But not all hardware solutions are intended to match physical movements and VR images perfectly. Some focus on improving the characteristics of the headset to improve the quality of the virtual experience, and thus, avoid getting drunk when using a VR device. Some hardware enhancement solutions include better screens and optics, better tracking sensors, higher performance computers, faster response times, higher resolution, wider field of view, eye tracking, and even lighter headsets and more comfortable.
Reliefband generates electricity that modulates the median nerve located at the bottom of your wrist, using a process called 'neuromodulation'. Electric pulses flow directly into the nausea center of the brain and then modulate the nerves that enter your stomach to restore your normal stomach rhythm. You activate this process by pressing the button on your Reliefband. Depending on how severe your nausea is, you can choose one of 5 different levels, from a very light pulse to a sensational sensation.
Not every solution is based on hardware alone, there are a large number of intelligent software solutions that overcome VR in various ways. The virtual reality industry has been created by thousands of software developers, they are experienced and aware of the implications of the virtual reality disease. Here are 8 ways in between.
1. Eliminating Body Visualization
Although virtual reality has proven useful in treating trauma in patients who have lost a part of their body, visualizing your body in a virtual environment can create perceptual conflicts that cause unpleasant feelings. Watching your body move in a VR environment and not moving in the physical world creates dissonance. This is why many developers do not visualize or animate certain parts of the body if they cannot be tracked by sensors in the physical world.
2. Identifying the Trajectory of Movement
People often feel comfortable if they can predict changes in the direction of their movements in a virtual environment and not too much movement is difficult. Watching the trajectory of movement helps the mind to better process and understand where the user is going, thereby reducing the effects of VR motion sickness. The most common example for this solution is a roller coaster, where you can see the rails, but also VR games where you can see your avatar from a distance.
3. Paying attention to the direction in which you are moving
Gamers more quickly adapt to sideways movements in VR or other movements that are not what you see. However, this is rather annoying for those who are not used to it. Most people who are new to VR tend to feel confused if they don't move in the same direction they are watching, and this causes VR motion sickness. Developers can avoid this kind of movement, but this is limited to situations and environments or situations that they want to create again in the virtual world
.4. Teleportation or Reduce Acceleration
Although a bit radical, this solution is quite effective, especially if you are trying to familiarize yourself with the VR experience. Sacrificing a little graphic subtlety, users can overcome the symptoms of their VR disease by eliminating the main cause: virtual motion. So, instead of moving like a real object, you will teleport in a virtual world, or ‘move through frames’.
5. Static Environment
This idea is based on the concept that virtual experiences will feel more comfortable if the environment is more predictable or static. This static environment will function as synchronization between the real world and the virtual environment. This is why many video games allow inserting a cockpit, helmet, car dashboard, or static environment to make users feel more comfortable. This feature is often optional.
6. Slow Motion
If camera movements and virtual environments are more predictable, users will feel less the effects of motion sickness VR. So fewer sharp camera movements, slower movements, less acceleration, camera shake, and blur effects might prove useful in avoiding VR disease. The better the user understands where he is at a particular time, the more comfortable he will experience a virtual experience.
7. Listen to pleasant music
A group of researchers at the Toronto Rehabilitation Institute tried to find out whether music really can reduce the symptoms of VR motion sickness, this is also known as Visual Suced Motion Sickness or VIMS. The team recruited 93 people who had difficulty riding bicycles in virtual reality. They are divided into groups, some of them listen to music and others don't. It turns out that people who listen to music during the trip feel better than those who don't, but only if they really like the music.
8. Locomotive System Software
Fantom Fathom's locomotive system, Hyper Dash, claims to be able to overcome VR motion sickness with software through matching players' real movements with their virtual avatar's movements. Users control their virtual motion by shifting their center of gravity. This will allow players to move with extreme speed and jump very high without experiencing a hangover because the Hyper Dash system matches their in-game movements with their sense of balance.