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Simulator sickness

1,652 bytes added, 19:19, 3 January 2017
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{{stub}}==Introduction==[[Simulator Sickness sickness]] of '''VR sickness''' is a type of visually induced motion sickness that occurs when using [[VR]] and [[AR]] devices. The [[#Symptoms|symptoms]] of simulator sickness include dizziness, headache, nausea, vomiting and other discomforts. Simulator Sickness occurs when the VR devices fails to completely fool our vestibular and proprioceptive systems, the sensory systems responsible for balance, spatial orientation and bodily positions. It is [[#Causes|caused]] by the discrepancies between the motion perceived from the screen of [[HMD]] and the actual motion of the user's head and body. In other words simulator sickness from VR is developed when what our eyes see does not match how our heads move. Even minute discrepancy can cause these unpleasant sensations. Simulator sickness is one of the major problems to the wide adoption of [[Virtual Reality]]. As hardware and software improve, [[VR Devices]] hope to reduce and eventually eliminate simulator sickness.
[[Gabe Newell]] from [[Valve]] has claimed that its [[HTC Vive]], unveiled in GDC 2015, is the first [[VR Device]] that has eliminated simulator sickness from its users. HTC Vive has [[Lighthouse Motion Tracking]] system that utilizes lasers to improve the accuracy of the head tracking to under 1/10 of a degree.
==Symptoms==
*Disorientation - ataxia, sense of disrupted balance<ref>https://www.twentymilliseconds.com/pdf/simulator_sickness_questionnaire.pdf</ref>
*Nausea - caused by [[vection]], illusory perception of self-motion
*Eye strain
==How to Reduce==
===Developer===
*Creating environments where there is a visual horizon will work especially well. You need some visual cue that not everything is moving to reduce the incidence of nausea. A STABLE horizon that the player can focus on while movement is taking place helps decrease nausea.
====Locomotion====
{{see also|Locomotion}}
*Reduce non-forward movements - Avoid movements that we do not do in real life like looking to the side while moving forward. The solution is to only allowing the user to walk toward where they are facing. While this reduces simulator sickness, it limits the game play.
*Add a static reference frame - By adding a static reference frame such as a cockpit or helmet, you can not only reduce simulator sickness but also increase [[immersion]]. Users feel the weight of the [[HMD]] and subconsciously associate the weight to the virtual helmet in game. This does not apply to all games.
 
*When the player is in motion, create a black border around the view able area. In essence you are making the viewable area a monitor Temporarily. One could adjust the size of the border, ranging from no border to making it appear as though you are looking at the game world through a window. Players can adjust the size of borders as they gain their [[VR legs]].
===User===
*The player must have something in their home that is stable for them to hold onto while experiencing motion in VR. A solid table, a door frame, a support beam in the house. The idea here is to hold it with your hand, and gain the proprioception that the item is NOT moving, despite what your vision is telling you.*Begin with seated experiences. Build up to artificial locomotion. First try something with a cockpit/car around you for artificial locomotion. The cockpit gives you a frame of reference to not get sick. (like how keeping an eye on the horizon can help against motion nausea in the car)*At the slightest hint of nausea close your eyes and keep closed until it passes or take of the HMD. Stop playing if it happens again. For real. Stop.*Never push through nausea. There's multiple reports of people being sick for the rest of day after trying that. We're talking lie down and having to hurl every now and then kinda sick.
==References==
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