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Progressive Reality to Combat VR Motion Sickness

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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.

ixnaum, Apr 07 2016

Virtual nose to combat VR motion sickness http://www.express....ss-Virtual-CGI-Nose
[ixnaum, Apr 07 2016]

Quasonama, by Ian Tindale http://u0421793.github.io/quasonama/
I’ve moved the Quasonama site to github, where it is more appropriate [Ian Tindale, Apr 08 2016, last modified Apr 29 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]

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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.
theircompetitor, Apr 07 2016
  

       Funny - I began reading the comment and knew it was yours immediately.
normzone, Apr 08 2016
  

       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
hippo, Apr 08 2016
  

       The nose is also an audio point of reference (as well as a convergence cue for vision). The sonic difference as sound crosses it contributes to some of the HRTF we use to perceive spatiality. In my Quasonama format for VR audio, the inboard emitters are directed quite close together, giving a higher granularity or resolution of spatial discrimination at that front area.
Ian Tindale, Apr 08 2016
  

       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"   

       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   

       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
theircompetitor, Apr 08 2016
  

       Maybe just a wide-open field, like a soccer field, and a VR world that subtly limits you into that range?
RayfordSteele, Apr 08 2016
  

       I think reading the local environment point cloud is and adjusting in game architecture is probably doable within a couple of years
theircompetitor, Apr 13 2016
  

       HoloLens does a little bit of that already.   

       HoloLens would be a great platform to implement this idea on, actually. Have you seen the Minecraft demo?
notexactly, Apr 13 2016
  


 

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