But I agree that wiggling is off putting. I think VR demos should low-pass filter the output to some degree to give a more realistic perception of what VR is like.
But I agree that wiggling is off putting. I think VR demos should low-pass filter the output to some degree to give a more realistic perception of what VR is like.
But I feel its mostly rotational motion that is perceptible in VR demos rather than translational motion. I suspect that's because a small rotational motion results in a large shift in perspective for objects in the world that are some distance away from the camera while small translational movements don't really result in a significant perspective shift.
Would be interested in seeing what research into human head motion while sitting/standing/walking/etc. shows though.
Yeah, both rotation and translation would be filtered in the idea I had, so that small wiggling motions aren't as visible.