https://nwn.blogs.com/nwn/2024/04/vr-nausea-study-iowa-nsf.h...
https://nwn.blogs.com/nwn/2024/04/vr-nausea-study-iowa-nsf.h...
Granted, these are still not a silver bullet for motion sickness. A lot more research needs to be done in this field.
It's mind-boggling that the industry just generally isn't interested in looking into this. I asked five top ex-Meta folks about this for my book and they shrugged or didn't answer. You can't say VR is the Next Big Thing if it tends to make half the population literally want to spew chunks.
If so, what kind of solutions do you imagine would be in order? The only things I can think of would be improvements to optics, resolution, frame rate, reduction of latency, better motion tracking, maybe reduce headset weight... which seem like the kinds of improvements that this company is working towards?
And having the most high fidelity headset you can get. But its improvements are marginal at best compared to what really needs to be done to figure out motion sickness if you want it to actually catch on.
Very early on I realized that turning with the stick gives me nausea, but not moving back and forth. So I use the stick to move back and forth, and my own human body to rotate. Can play for hours with zero issues.
> As for Danah Boyd’s speculation that the gender difference in VR nausea may have a hormonal component, he says there’s not enough data to answer that question, but there are some intriguing findings:
> “I do not know of any good studies on cybersickness and hormones,” as he puts it. “There has been some research on motion sickness and hormones, and sometimes we extrapolate (cautiously) from the motion sickness literature to cybersickness. For example, Golding, Kadzere, and Gresty (2005) reported that motion sickness is related to hormonal fluctuations during the menstrual cycle. However, they also note that the effect of hormonal fluctuations was much smaller than the gender effect itself, so it is not likely to be the primary explanation.”
> He believes any gender difference might be related to social differences, and less central to the overall challenge of overcoming VR nausea:
> “[S]ome of my research on the gender effect indicates that 1) the effect is relatively small, and 2) the effect is partially explained by differences in prior experience of visually-induced sickness (e.g., screen-based games, movies). It's certainly a topic worth investigating, but it's worth a reminder that there are vast individual differences in cybersickness susceptibility even within a given gender.”
People don’t get sick for real