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When Working in Virtual Reality Makes You Sick (medium.com)

Virtual reality is a modern-day beacon of escapism -- a way to fully immerse yourself in other worlds -- and it's seeing unprecedented applications. The market, no surprise, is exploding, with some industry groups estimating a $60 billion global market by 2022. As business booms, however, people who are using the tech are reporting a growing number of physical side effects -- like VR arm, but worse: eye strain, dizziness, headaches, nausea, and even dissociative experiences. From a report: VR companies recommend that people take frequent breaks and moderate their VR time when they're first starting out. "As you become accustomed to the virtual reality experience, you can begin increasing the amount of time you use Daydream View," reads one line of the health and safety information included with Google's VR platform. But what happens when it's your job to build these escapist technologies? The potential health risks for everyday consumers are compounded for those who make VR products for a living.

When VR bigwig Jeremy Bailenson founded Stanford University's Virtual Human Interaction Lab, in 2003, two items were even more important than the VR equipment he was using: "We had to keep a bucket in the lab and a mop nearby," Bailenson says. Today, he institutes a strict 20-minute limit on headset time for people in his lab. These health effects produce unique challenges for VR developers. "We have to understand not just the good but also the downsides of this technology. There a lot of questions we need to answer," Bailenson says. "The whole point of VR is it takes you out of your space, but you can't be doing that for many hours a day."

[...] Suddenly rotating around a virtual environment using handled controllers or quickly looking left and right in the VR space without any concomitant physical movement in the real world tend to physically affect Jonathan Yomayuza, VR technical director at the Emblematic Group, a creative firm based in Southern California. [...] The feeling Yomayuza describes is common among people who work with or use VR.

2 of 73 comments (clear)

  1. Re:Design, design, design by Dracolytch · · Score: 3, Informative

    For many genres of experiences, teleportation is a very viable way to go. For anything that focuses on locomotion (such as shooters, walking simulators, or non-archery sports games), it's a big problem.

    To be honest, I'm not satisfied with any software-only solutions, and I've seen quite a few. Frankly I've been doing this long enough that I'm skeptical a software-only solution could exists. The industry is seeing a lot of growth in the location-based entertainment and industrial sectors, because their solution is "Get a bigger room"... Which is a rather unsatisfying answer for home use. Some of the passive optical sensors (Windows MR headsets) have promise in terms of tracking volume, but homes have lots of obstructions and other dangers (stove tops, stairs) which would need to be designed around.

    Even the hardware solutions I've seen are almost all either insanely expensive, or very gimmicky. Omnidirectional treadmills are a technology still in their infancy, but there's a lot of promise there. Things like the Virtuix Omni treadmill (which is NOT a treadmill) aren't enough, it will likely take something akin to the Infinadeck to actually solve the problem.

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    This sig has been enciphered with a one-time pad. It could say almost anything.
  2. Causes and solutions of VR sickness by hoover11 · · Score: 5, Informative

    At VirZOOM we make exercise games that move you around in VR from your pedaling and leaning on a bike. Solving VR sickness has been our top goal, so anyone in a gym can step up and feel exhilarated by VR rather than the opposite. Sorry for the long post but hope to benefit other VR devs and show non-devs all that's involved.

    Virtual reality is experienced through a headset which draws two images of the game, from the precise location of each of your eyes to create a stereo effect, in the direction your head is facing. VR has been around for a long time, but the release of the Oculus DK1 marked the first time it was performant enough for a mass audience.

    VR before Oculus was released could cause sickness because of insufficient framerate to draw two wide-field images fast and sharp enough, and the latency of measuring your head direction and position. Since Oculus was released these have been solved by having more powerful computers, VR-optimized graphics drivers and rendering techniques, low-persistence LED screens, and better and faster sensors.

    Quality VR requires updating and rendering two 100 degree images at least 60 fps, ideally 90 fps, on a screen that flashes its pixels quickly on/off at 1:3 ratio to not look blurry or flickery from the short distance to your eyeballs, with less than 15 ms of sensor latency combined with reprojection that mostly hides the game rendering time. And it has to account for lens distortion which is different for the red, green, and blue components of each pixel, and be antialiased because different jaggies between eyes will make you crazy.

    This all takes up to 10x the horsepower of regular videogames, which are single image, usually 30 fps, and undistorted with a smaller FOV. This is why most VR games look a generation or two old. Fortunately GPU and engine makers have been hard at work optimizing drivers and techniques to leverage commonality between eyes and fact that you perceive the most resolution in the center of your field of view, to bring that multiplier down to 2-3x.

    Even with the best hardware and rendering, VR can still cause sickness if games move your virtual head much differently from your real head. The difference between the acceleration your inner ears feel and the acceleration your eyes see is the cause of VR sickness. It turns out the pretty much every 3D game requires your virtual head to move around, which is why existing games have been astoundingly difficult to bring to VR.

    From all our playtesting and feedback, we believe people have different levels of sensitivity which can trigger their simulation sickness, and they will only feel it 10 minutes after a game has crossed that threshold. Most people will incorrectly attribute their feeling to whatever they are doing at that moment rather than 10 minutes ago. This delay time is also why it's difficult for someone to "discover their limit" and "auto-tune" a game for it. It's true that repeated VR experience can acclimate users, but the amount and degree is again unpredictable, and a mass market product can't rely solely on that.

    So games have to be redesigned with VR motion in mind. The most successful but also most limiting way to do this is "room-scale", whereby your virtual head moves the exact same way as your real head. In these games you are only allowed to play from a single location or in a little area, as far as the VR position tracking and your furniture allows.

    One common way to allow you to move in virtual space is to put you in a "cockpit" where you can only see out windows. This approach evolved from the idea that you don't generally get sick playing 3D games on your home TV, because your brain can perceive your whole room which is not moving, and accepts that the TV portion is just an image. But that is also what makes this approach less good and immersive for VR. Because VR images aren't as wide as your real eye (100 vs 180 degrees), you have to draw the cockpit right in front of the user, and to the extent that its works make