To Reduce VR Sickness, Add a Virtual Nose
wired.com
wired.com
The first image's caption said "note the massive nose in the middle of the game's frame" and I started looking for noise in the middle of each of the screens, as in: comparing the two images and see if I could spot the noise.
"particularly because the participants playing with the virtual nose didn’t even notice it was there."
Yeah, that's me not finding the nose.
EDIT: Another such HN headline misreading was when I read "The contribution of Cheese to western civilization" as "The contribution of Chinese to western civilization" .
I wonder if it is related to optical illusions.
Have you ever read the paragraph where every word is misspelled but people tend to be able to read with very little reduction in speed?
I wonder if it's partly due to the proportional font... nose and noise look pretty distinct in a monospaced font because of the length difference.
Easy mix-up, everyone read it as "digital noise" and thought to themselves, "grainy screen? noise as in randomness of the input timing? that doesn't sound helpful."
I am a person that experiences motion sickness from most 3D environments if on a sufficiently large screen. The effect became noticeable once frame rates passed a certain level in the early 2000's and after that I was unable to play most FPS games.
Despite this I loved the Need for Speed franchise. Hot Pursuit on the PS3 ate up a lot of my free time. :) I could only use the game in one visual mode though... "Hood view", where the hood of the car remains visible at the bottom of the screen. That provided my brain with a fixed reference point and as a result I could spend hours in there.
When a following release of NFS for PS came out (I think it was Most Wanted 2012) they removed the hood view option. Five minutes into the game and I get a strong motion sickness headache. After searching a few other titles I found similar issues with all of them and gave up gaming.
I wrote EA and Criterion Games a couple times about this but never heard back. Unfortunately it was a deal breaker for me trying anything further in the franchise. I hope that game developers (especially with immersive VR now) take the time to find and test with someone like myself as tricks like this help a lot.
I hope more research is done on this, and some solutions are found, because I really want to finish playing Portal. :)
For some reason HL2 would give me headaches. Really, really bad headaches. I thought it might be the Engine, or me being tired. But I don't get headaches playing TF2 or Dystopia, both of which use the same engine. Surprisingly, Portal and Portal 2 didn't give me as bad headaches.
Later games are hit-and-miss. Bioshock I didn't suffer. Bioshock Infinite gave me headaches within 15 minutes.
And watching any Let's Play of a shooter gives me headaches within a minute.
I've chalked the majority of it up to getting older. My gaming binges used to also give me headaches, but only after several hours. So I've had to switch to strategy games instead. But still, something about certain ways things are rendered or the FoV or framerate is affecting me and I wish I knew what it is.
This is a little surprising to hear given that it it's usually low frame rates that are associated with motion sickness in VR. Indeed achieving sufficiently high frame rates to minimize motion sickness is currently one of the primary technical challenges of developing VR experiences.
How did you conclude that it was rising frame rates that led you to develop this reaction?
VR will most likely be hampered in a way to not allow motions that cause sickness, until this is all solved (if it ever is). This is going to hurt gaming, but it'll be good for other applications. I think motion sickness is really going to give AR companies a leg up. Projecting game elements into real space could be our only real solution here. I mean, we're about 20 years into the 3D gaming revolution and we still haven't solved this for 2D monitors, let alone headsets that make it a lot worse. Frankly, I'm not sure if the 3D headset revolution is actually going to happen. 2D screens are so convenient and you can remain social and aware of your world while using them. Even with motion sickness fixed, there are still so many liabilities.
Saying VR will be the standard tomorrow for viewing media, games, etc is a bit like saying 20 years ago every theater will be a giant IMAX. Sometimes the added experience isn't worth the hassle and I say that as someone with over 100 games on Steam.
I really want to try VR, but if this motion sickness is not fixed it's gonna be a deal(heart) breaker for me :(
When you view it with a head-mounted display, your eyes might just see it as blurry anyway...
Uhhh, that's not what change blindness is at all. It sounds more like vanilla sensory adaptation. Our visual system has adapted to the presence of our nose in our visual field (since it's always there), which is why we don't notice our noses in day to day life and don't notice a virtual nose placed at the same location.
You decreased sickess by 13.5% by covering up about that much of the screen.
Next study: repeat the study using a "nose" in the outside, or of varying sizes, and see if it helps.
This research is interesting, but it's not front-page interesting.
I wonder if a nose pincher would decrease motion sickness with VR.
I play games where using a VR headset is a competitive advantage. Racing sims and flight simulation, combat and aviation. I get quite bad motion sickness from VR (DK1, DK2, both are bad), so I know that within a few years I have no chance of making it in any online multiplayer games.
Funnily enough, the first sensations of motion sickness in a flight simulator have a resemblance to what I feel when I go flying in a small aircraft. However, in real life, I get used to it, VR just keeps on getting worse and worse.
What makes it worse is that once you stop playing, the VR-induced motion sickness doesn't stop. It goes on for hours, bad balance and mild nausea. It gets worse if the lenses in the Rift are a bit off (they must be adjusted for every person), that leaves me incapable of reading or writing for the rest of the day.
So yes - it's really that big of a problem. If a 30 minute gaming session leaves a significant portion of the customers incapacitated for hours afterwards, there's no way you can call it a product and put it on the shelves.
BTW, I have high hopes for a competing product in development, the CastAR head mounted projector. It doesn't block your view of the real world so it might not cause as bad motion sickness. That also makes it viable for more serious flight simulation where the Oculus is useless because you can't see the flight controls (ie. your hands on the gaming controllers).
On my TODO list is building a DIY head tracker to be used with FreeTrack or other open source tracking solutions (forgot the names). I have an extra PS Eye waiting for that but I'd need to obtain some CCTV lenses (without IR filters) for that.
I don't think you have any chance of survival without a TrackIR or an Oculus in online combat flight simulators against guys who have one. Situational awareness is everything in dogfighting.
Definitely build yourself an IR tracker. Should cost you less than $10 in components and it works far better than face tracking. FWIW, the FaceTrackNoIR+point tracking plugin > FreeTrack (the latter hasn't been updated in years and the former plugin is based on FreeTrack's codebase).
Either way, that's good for you, embrace the future more easily than the rest of us :)
The usage of the term "off" was probably a poor choice of words, but I didn't detect any negativity in his tone despite "off". eg:
"Either way, that's good for you, embrace the future more easily than the rest of us :)"
(the last part of this post is also targeted towards jsprogrammer who suggested there was an air of superiority with the former post. Sometimes, it's entirely possibly you can read too much into another persons comment)Sure, one that ballpark-range around half of people get. Neither side is more standard. Is this different, does it affect 98% of people or something? I'm not suggesting negativity, I'm suggesting that perhaps Kiro is not at all an anomaly.
I think the brain/balance issue is very common if not the norm; much more than is accepted in the community. It will be a disaster if it's not solved before a commercial release.
In less than 10 seconds she ripped it off in a sick panic, and spent the rest of the afternoon looking green on the couch.
So yeah. People can get pretty wrecked.
But some people only see 2D, e.g. with only one eye or eye-problems.
So it is a serious problem, and VR won't fly in consumer space until this is fixed. Important is also the head-tracking, and a low input latency as well as a high display refresh rate. So VR might be a fade like 3D TV, and augmented reality displays like the former Google Glass could be the winner. But who knows.
But probably it's only because it's working as intended. Last session I tried a bunch of roller coaster sims, so maybe feeling sick just means it is working properly :)
For instance, when I tried DK1 for the first time, I was able to test many demos for like 45 minutes, and I didn't felt a lot of sickness. Meanwhile, a friend of mine held only 5 minutes.
This friend of mine (who owns a studio and he wanted to develop for virtual reality), started to train himself and his colleagues, using the Oculus every day till they felt sick. After 1 month, they were able to play Unreal Tournament with the DK1 for 15-20 minutes, and use normal demos for an hour or two.
I highly advise you to try this out too: you can just improve!
Once it's calibrated I can't play for more than 15-20 minutes without getting a slight headache.
shown to reduce the effects of simulator sickness by 13.5 percent.
How do you calculate such an exact value?And no, the framerate of Brigade makes it unlikely to work well with VR.
And as someone else said - you're crossing your eyes, when you should perhaps be doing the opposite - looking far into the distance until the images overlap.
I always wondered after seeing this a bit ago if the addition of a torso might also help. Part of the disorientation might be that it seems like your body is not there. A nose with a torso and eventually LeapMotion like hand controls/arms, may help reduce VR sickness.
As far as why it looked flat rather than inside out, I can only guess that that depth info conflicted with the other depth information you get from vision (parallax, known relative object sizes, perspective lines) and my brain ignored it.
EDIT: Actually, after trying the second view (the one with hands, not the roller coaster) cross-eyed, I saw the inside-out depth. It's most noticeable looking out the window.
You get it or you don't and there is nothing technology could do about it for a long period of time at least.
Well someone could take some medicine before playing VR, but that would be a little bit too much, wouldn't it?
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"participants with the nose were able to play the Tuscan villa game for 94.2 seconds longer than those playing without"
It seems dishonest to ignore the first half of a sentence while quoting the second half.
Funny what all gets filtered out. When I'm wearing my extremely old plastic glasses (real ones, not VR), I do not perceive the myriad of scratches on it either, though it certainly contributes to less resolution of what I see, but I'm not aware. Most people are shocked when they get new glasses/lenses/eyes about the increase in detail they weren't aware of.
Which is not to say that you wouldn't have gotten used to and started ignoring a scratch you could see, because you're right; you would have. But that's not what's actually going on.
I'm going to guess that the person you're replying to is sufficiently familiar with his glasses to know what he actually sees.