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Dynamic FOV Reduction: Difference between revisions

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[[FOV Reduction]], also sometimes referred to as '''Blinders''', '''Blinkers''', or '''Vignetting''', is a user interface feature some VR creators offer in their VR content. In an effort to reduce potential motion sickness, when the user performs certain in-game motion actions, such as turning, running, jumping, falling, driving, etc, their [[Field of view|FOV]] is automatically temporarily reduced. This may help reduce or prevent motion sickness.
'''Dynamic FOV Reduction''', also sometimes referred to as '''Blinders''', '''Blinkers''', or '''Vignetting''', is a user interface feature some VR creators offer in their VR content. In an effort to reduce potential motion sickness, when the user performs certain in-game motion actions, such as turning, running, jumping, falling, driving, etc, their [[Field of view|FOV]] is automatically temporarily reduced. This may help reduce or prevent motion sickness.


The user's view might be restricted to a small circle, or have black borders on the left and right, or the screen may be briefly blacked-out entirely.
The user's view might be restricted to a small circle, or have black borders on the left and right, or the screen may be briefly blacked-out entirely.


In some VR content, this is a feature that can be turned on or off, or adjusted when or how often it occurs, and how significantly the [[FOV]] is altered. Setting a FOV Reduction setting to a "strong" setting would mean that the user's FOV is significantly reduced when the reduction is triggered.
In some VR content, this is a feature that can be turned on or off, or adjusted as to when or how often it will occur, and how significantly the [[FOV]] will be altered. Setting a FOV Reduction setting to a "strong" setting would mean that the user's FOV is significantly reduced when the reduction is triggered.
 
==References==
* Ajoy S Fernandes and Steven K. Feiner, [http://www.cs.columbia.edu/2016/combating-vr-sickness/images/combating-vr-sickness.pdf Combating VR Sickness through Subtle Dynamic Field-Of-View Modification]; IEEE Symposium on 3D User Interfaces 2016


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