Motion Sickness In Virtual Reality
   HOME

TheInfoList



OR:

Virtual reality sickness (VR sickness) occurs when exposure to a
virtual environment A virtual environment is a networked application that allows a user to interact with both the computing environment and the work of other users. Email, chat, and web-based document sharing applications are all examples of virtual environments. Sim ...
causes symptoms that are similar to
motion sickness Motion sickness occurs due to a difference between actual and expected motion. Symptoms commonly include nausea, vomiting, cold sweat, headache, dizziness, tiredness, loss of appetite, and increased salivation. Complications may rarely include ...
symptoms. The most common symptoms are general discomfort, eye strain, headache, stomach awareness,
nausea Nausea is a diffuse sensation of unease and discomfort, sometimes perceived as an urge to vomit. It can be a debilitating symptom if prolonged and has been described as placing discomfort on the chest, abdomen, or back of the throat. Over 30 d ...
, vomiting, pallor, sweating, fatigue, drowsiness, disorientation, and apathy. Other symptoms include
postural instability A balance disorder is a disturbance that causes an individual to feel unsteady, for example when standing or walking. It may be accompanied by feelings of giddiness, or wooziness, or having a sensation of movement, spinning, or floating. Balance ...
and retching. Common causes are low
frame rate Frame rate, most commonly expressed in frame/s, or FPS, is typically the frequency (rate) at which consecutive images (Film frame, frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and moti ...
,
input lag In computers, lag is delay ( latency) between the action of the user (input) and the reaction of the server supporting the task, which has to be sent back to the client. The player's ability to tolerate lag depends on the type of game being pla ...
, and the vergence-accommodation-conflict. Virtual reality sickness is different from motion sickness in that it can be caused by the visually-induced perception of self-motion; real self-motion is not needed. It is also different from simulator sickness; non-virtual reality simulator sickness tends to be characterized by
oculomotor The oculomotor nerve, also known as the third cranial nerve, cranial nerve III, or simply CN III, is a cranial nerve that enters the orbit through the superior orbital fissure and innervates extraocular muscles that enable most movements of ...
disturbances, whereas virtual reality sickness tends to be characterized by disorientation.


Consequences

Virtual reality sickness may have undesirable consequences beyond the sickness itself. For example, Crowley (1987) argued that
flight simulator A flight simulator is a device that artificially re-creates aircraft flight and the environment in which it flies, for pilot training, design, or other purposes. It includes replicating the equations that govern how aircraft fly, how they rea ...
sickness could discourage pilots from using flight simulators, reduce the efficiency of training through distraction and the encouragement of adaptive behaviors that are unfavorable for performance, compromise ground safety or flight safety when sick and disoriented pilots leave the simulator. Similar consequences could be expected for virtual reality systems. Although the evidence for performance decrements due to virtual reality sickness is limited, research does suggest that virtual reality sickness is a major barrier to using virtual reality, indicating that virtual reality sickness may be a barrier to the effective use of training tools and rehabilitation tools in virtual reality. Estimates of the multi-study incidence and main symptoms of virtual reality sickness (also called cybersickness) have been made.


Causes

Virtual reality sickness is closely related to simulator and motion sickness. Sensory conflict theory provides a framework for understanding motion sickness; however, it can be applied to virtual reality sickness to better understand how it can occur, and is commonly used for that purpose. Sensory conflict theory posits that sickness will occur when a user's perception of self-motion is based on incongruent sensory inputs from the visual system,
vestibular system The vestibular system, in vertebrates, is a sensory system that creates the sense of balance and spatial orientation for the purpose of coordinating motor coordination, movement with balance. Together with the cochlea, a part of the auditory sys ...
, and non-vestibular
proprioceptors Proprioception ( ) is the sense of self-movement, force, and body position. Proprioception is mediated by proprioceptors, a type of sensory receptor, located within muscles, tendons, and joints. Most animals possess multiple subtypes of propri ...
, and particularly so when these inputs are at odds with the user's expectation based on prior experience. Applying this theory to virtual reality, sickness can be minimized when the sensory inputs inducing self-motion are in agreement with one another. A major trigger of virtual reality sickness is when there is disparity in apparent motion between the visual and vestibular stimuli. This disparity occurs if there is a disagreement between what the stimuli from the eyes and inner ear are sending to the brain. This is a fundamental cause of both simulator and motion sickness as well. In virtual reality, the eyes transmit that the person is running and jumping through a dimension, however, the ears transmit that no movement is occurring and that the body is sitting still. Since there is this discord between the eyes and the ears, a form of motion sickness can occur. The images projected from typical virtual reality headsets have a major impact on sickness. The
refresh rate The refresh rate, also known as vertical refresh rate, vertical scan rate or vertical frequency in reference to terminology originating with the cathode-ray tubes (CRTs), is the number of times per second that a raster-based display device displa ...
of on-screen images is often not high enough when VR sickness occurs. Because the refresh rate is slower than what the brain processes, it causes a disconnect between the processing rate and the refresh rate, which causes the user to perceive glitches on the screen. When these two components do not match up, it can cause the user to experience the same feelings as simulator and motion sickness which is mentioned below. The resolution on animation can also cause users to experience this phenomenon. When animations are poor, it causes another type of discord between what is expected and what is actually happening on the screen. When onscreen graphics do not keep the pace with the users' head movements, it can trigger a form of motion sickness. Not all scientists agree with sensory conflict theory. A second theory of motion sickness, which has also been used to explain virtual reality sickness, is the theory of postural instability. This theory holds that motion sickness and related sicknesses occur because of poor postural adaptations in response to unusual coupling between visual stimuli and motor coordination. Characteristic markers of postural instability occur prior to appearance of symptoms and predict the later development of symptoms. This theory can explain some otherwise surprising situations in which motion sickness did not occur in the presence of sensory conflict.


Technical aspects

There are various technical aspects of virtual reality that can induce sickness, such as mismatched motion, field of view, motion parallax, and viewing angle. Additionally, the amount of time spent in virtual reality can increase the presence of symptoms. Mismatched motion can be defined as a discrepancy between the motion of the simulation and the motion that the user expects. It is possible to induce motion sickness in virtual reality when the frequencies of mismatched motion are similar to those for motion sickness in reality, such as seasickness. These frequencies can be experimentally manipulated, but also have the propensity to arise from system errors. Generally, increasing the
field of view The field of view (FOV) is the angle, angular extent of the observable world that is visual perception, seen at any given moment. In the case of optical instruments or sensors, it is a solid angle through which a detector is sensitive to elec ...
increases incidence of simulator sickness symptoms. This relationship has been shown to be curvilinear, with symptoms approaching an asymptote for fields of view above 140°. Altering motion parallax distances to those less than the distance between the human eyes in large multiple-screen simulation setups can induce oculomotor distress, such as headaches,
eyestrain Eye strain, also medically termed as asthenopia (), is a common eye condition characterized by non-specific symptoms such as fatigue, pain in or around the eyes, blurred vision, headache, and occasional double vision. These symptoms tend to ...
, and blurred vision. There are fewer reports of oculomotor distress on smaller screens; however, most simulation setups with motion parallax effects can still induce eyestrain, fatigue, and general discomfort over time. Viewing angle has been shown to increase a user's sickness symptoms, especially at extreme angles. One example of such an extreme angle would be when a user must look downwards a short distance in front of their virtual feet. As opposed to a forward viewing angle, an extreme downward angle such as this has been shown to markedly increase sickness in virtual environments. Time spent immersed in a virtual environment contributes to sickness symptom presence due to the increasing effects of fatigue on the user. Oculomotor symptoms are the most common to occur due to immersion time, but the nature of the user's movements (e.g., whole-body vs. head-only) is suggested to be the primary cause of nausea or physical sickness.


Techniques for reducing VR sickness

According to several studies, introducing a static frame of reference (''independent visual background'') may reduce simulation sickness. A technique called ''Nasum Virtualis'' shows a virtual nose as a fixed frame of reference for VR headsets. Other techniques for reducing nausea involve simulating ways of displacement that don't create or reduce discrepancies between the visual aspects and body movement, such as
room-scale Room-scale is a design paradigm for virtual reality (VR) experiences which allows users to freely walk around a play area, with their real-life motion reflected in the VR environment. Using 360 degree tracking equipment such as infrared sensors, th ...
VR, reducing rotational motions during navigation, dynamically reducing the
field of view The field of view (FOV) is the angle, angular extent of the observable world that is visual perception, seen at any given moment. In the case of optical instruments or sensors, it is a solid angle through which a detector is sensitive to elec ...
, teleportation, and movement in
zero gravity Weightlessness is the complete or near-complete absence of the sensation of weight, i.e., zero apparent weight. It is also termed zero g-force, or zero-g (named after the g-force) or, incorrectly, zero gravity. Weight is a measurement of the fo ...
. In January 2020, the French start-up
Boarding Ring Boarding may refer to: *Boarding, used in the sense of "room and board", i.e. lodging and meals as in a: **Boarding house **Boarding school *Boarding (horses) (also known as a livery yard, livery stable, or boarding stable), is a stable where hor ...
, known for their glasses against motion sickness, released an add-on device against virtual reality sickness. Using two small screens in the user's peripheral field of view, the device displays visual information consistent with vestibular inputs, avoiding the sensory conflict.
Galvanic vestibular stimulation Galvanic vestibular stimulation is the process of sending specific electric messages to a nerve in the ear that maintains balance. There are two main groups of receptors in the vestibular system: the three semi-circular canals, and the two oto ...
, which creates the illusion of motion by electric stimulation of the vestibular system, is another technique being explored for its potential to mitigate or eliminate the visual-vestibular mismatch. To alleviate these symptoms, methods such as gradual adaptation to VR, the use of natural remedies like
ginger Ginger (''Zingiber officinale'') is a flowering plant whose rhizome, ginger root or ginger, is widely used as a spice and a folk medicine. It is an herbaceous perennial that grows annual pseudostems (false stems made of the rolled bases of l ...
, and wearing acupressure bracelets are effective. Choosing VR games designed to minimize motion sickness can also reduce nausea and improve the user experience.


Newest technology

With the integration of virtual reality into the more commercial mainstream, issues have begun to arise in relation to VR sickness in head-mounted gaming devices. While research on head-mounted VR for gaming dates back to the early 1990s, the potential for mass usability has only become recently realized. Contemporary VR headsets appear to induce minimal to none VR sickness. While certain features are known to moderate VR sickness in head-mounted displays, such as playing from a seated position rather than standing, it has also been found that this merely puts off the onset of sickness, rather than completely preventing it. This inherently presents an issue, in that this type of interactive VR often involves standing or walking for a fully immersive experience. Gaming VR specialists argue that this unique brand of VR sickness is only a minor issue, claiming that it disappears with time spent (multiple days) using the head-mounted displays, relating it to "getting your sea legs". However, getting users interested in sickness for multiple days with the promise of "probably getting over it" is a struggle for developers of head-mounted gaming tech. Surveys have shown that a large percentage of people won't develop their "VR legs," in particular women. These same developers also argue that it has more to do with the individual game being played, and that certain gaming aspects are more likely to create issues, such as change in speed, walking up stairs, and jumping, which are all, unfortunately, fairly normal game functions in predominant genres.


Individual differences in susceptibility

Individuals vary widely in their susceptibility to simulator and virtual reality sickness. Some of the factors in virtual reality sickness are listed below: * Age: Susceptibility to motion sickness is highest between the ages of 2 and 12. It then decreases rapidly until about age 21, and continues to decrease more slowly after that. It has been suggested that virtual reality sickness might follow a similar pattern, but more recent research has suggested that adults over the age of 50 are more susceptible than younger adults to virtual reality sickness. * Postural stability: Postural instability has been found to increase susceptibility to visually-induced motion sickness. It is also associated with increased susceptibility to nausea and disorientation symptoms of virtual reality sickness. * Flicker fusion frequency threshold: Because flicker in the display has been associated with increased risk of virtual reality sickness, people with a low threshold for detecting flicker may be more susceptible to virtual reality sickness. * Ethnicity: Asian people may be more susceptible to virtual reality sickness. Chinese women appear to be more susceptible to virtual reality sickness than European-American and African-American women; research suggests that they are more susceptible to vision-based motion sickness. Tibetans and Northeast Indians also appear to be more susceptible to motion sickness than Caucasian people, suggesting that they would also be more susceptible to virtual reality sickness, since susceptibility to motion sickness predicts susceptibility to a wide range of motion-sickness related disturbances. * Experience with the system: Users seem to become less likely to develop virtual reality sickness as they develop familiarity with a virtual reality system. Adaptation may occur as quickly as the second exposure to the virtual reality system. * Gender: Women are more susceptible than men to virtual reality sickness. This may be due to hormonal differences, it may be because women have a wider field of view than men, or gender differences in depth cue recognition. Women are most susceptible to virtual reality sickness during ovulation and a wider field of view is also associated with an increase in virtual reality sickness. In more recent research, there is some disagreement as to whether gender or sex is a clear factor in susceptibility to virtual reality sickness. * Health: Susceptibility to virtual reality sickness appears to increase in people who are not at their usual level of health, suggesting that virtual reality may not be appropriate for people who are in ill health. This includes people who are fatigued; have not had enough sleep; are nauseated; or have an upper respiratory illness, ear trouble, or influenza. *
Mental rotation Mental rotation is the ability to rotate mental representations of two-dimensional and three-dimensional objects as it is related to the visual representation of such rotation within the human mind. There is a relationship between areas of the b ...
ability: Better mental rotation ability appears to reduce susceptibility to virtual reality sickness, suggesting that training users in mental rotation may reduce the incidence of virtual reality sickness. *
Field dependence Field dependence is a concept in the field of cognitive styles. It is a one-dimensional model of variation in cognitive style. The concept was first proposed by American psychologist Herman Witkin in 1962. Field dependence/independence was the e ...
/independence: Field dependence/independence is a measure of perceptual style. Those with strong field dependence exhibit a strong influence of surrounding environment on their perception of an object, whereas people with strong field independence show a smaller influence of surrounding environment on their perception of the object. While the relationship between field dependence/independence and virtual reality sickness is complex, it appears that, in general, people without a strong tendency towards one extreme or the other are most susceptible to virtual reality sickness. * Motion sickness sensitivity: Those who are more sensitive to motion sickness in reality are also more sensitive to virtual reality sickness.


Measurement

The subjective sickness questionnaire (SSQ) is the most widely used for measuring the subjective level of cybersickness. It consists of sixteen items associated with cybersickness and employs a straightforward scoring approach to evaluate the severity of discomfort.


See also

*
Immersion (virtual reality) In virtual reality (VR), immersion is the perception of being physically Presence (telepresence), present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other Stimulation, stimuli t ...
*
Screen-door effect The screen-door effect (SDE) is a visual artifact of displays, where the fine lines separating pixels (or subpixels) become visible in the displayed image. This effect can be seen in digital projector images and regular displays under magnifi ...
*
Vestibulo-ocular reflex The vestibulo-ocular reflex (VOR) is a reflex that acts to stabilize Gaze (physiology), gaze during head movement, with eye movement due to activation of the vestibular system, it is also known as the cervico-ocular reflex. The reflex acts to im ...


References

{{Motion sickness Virtual reality Motion sickness