Simulator sickness: Difference between revisions
Appearance
Shadowdawn (talk | contribs) No edit summary |
Shadowdawn (talk | contribs) No edit summary |
||
Line 24: | Line 24: | ||
==How to Avoid== | ==How to Avoid== | ||
===Developers=== | ===Developers=== | ||
*Avoid large acceleration (linear or angular), especially if the acceleration occurs frequently or over a prolonged period of time. | *Avoid large acceleration and deceleration (linear or angular), especially if the acceleration occurs frequently or over a prolonged period of time. Use constant velocity if needed. | ||
*Always maintain head tracking. Never stop head tracking even for a short period of time. | *Always maintain head tracking. Never stop head tracking even for a short period of time. | ||
Line 47: | Line 47: | ||
*Do not allow the screen to freeze, even for a short time. Fade to black while maintaining audio if needed. | *Do not allow the screen to freeze, even for a short time. Fade to black while maintaining audio if needed. | ||
*If you are creating a seated VR experience, you can place the user in a stationary environment such as virtual chair or cockpit. This can reduce simulator sickness by explaining why they are stationary in real life while moving in VR.<ref name="cardboard_physical_considerations">http://www.google.com/design/spec-vr/designing-for-google-cardboard/physiological-considerations.html</ref> | |||
*Avoid sudden changes in brightness such as going from a dark room to sunny outdoors. | |||
* | * |