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Simulator sickness: Difference between revisions

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==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 (linear or angular), especially if the acceleration occurs frequently or over a prolonged period of time.  


Avoid unexpected camera movements outside of the users' control. During cutscenes avoid moving the forcing the user to move his or her gaze. Instead, provide examples or suggestions to allow the user to look at the intended target him or herself. Foreshadowing and guiding impending camera movements can help alleviate simulator sickness.
*Avoid unexpected camera movements outside of the users' control. During cutscenes avoid moving the forcing the user to move his or her gaze. Instead, provide examples or suggestions to allow the user to look at the intended target him or herself. Foreshadowing and guiding impending camera movements can help alleviate simulator sickness.


Allow or suggest users to take periodic breaks.  
*Allow or suggest users to take periodic breaks.  


Height of user's point of view matters. The lower a user's POV is, the faster ground plane changes and fills the user's FOV. It creates a more intense visual flow and can cause discomfort similar to moving up stairs.  
*Height of user's point of view matters. The lower a user's POV is, the faster ground plane changes and fills the user's FOV. It creates a more intense visual flow and can cause discomfort similar to moving up stairs.  


Binocular display ???
*Binocular display ???


Wide [[field of view#Display FOV|display field of view]] can cause simulator sickness. Humans are more sensitive to the motion and imageries in the periphery. Optic flow and subtle flicker in peripheral regions can have a greater effect. Larger FOV also means greater overall visual input which can cause greater vestibular and proprioceptive conflict. Changing [[field of view#Camera FOV|camera field of view]] can lead to unnatural movement of the virtual environment in response to head movements.<ref name="oculus_best_practices>https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/</ref>
*Wide [[field of view#Display FOV|display field of view]] can cause simulator sickness. Humans are more sensitive to the motion and imageries in the periphery. Optic flow and subtle flicker in peripheral regions can have a greater effect. Larger FOV also means greater overall visual input which can cause greater vestibular and proprioceptive conflict. Changing [[field of view#Camera FOV|camera field of view]] can lead to unnatural movement of the virtual environment in response to head movements.<ref name="oculus_best_practices>https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/</ref>


Make sure your app does not lag or drop frames on systems that meet the minimum system requirements. Minimize [[Motion-to-photon latency]]. Any latency between the movement of the user's head and the change of the display of VR device can cause discomfort.
*Make sure your app does not lag or drop frames on systems that meet the minimum system requirements. Minimize [[Motion-to-photon latency]]. Any latency between the movement of the user's head and the change of the display of VR device can cause discomfort.


*Follow the [[Oculus SDK]]'s guidelines to correct the distortion caused by the lenses. Incorrect distortion correction can appear normal but still cause discomfort.
*Avoid content with a lot of flickering especially high contrast flashing. Rapid flashing in 1-30Hz range can cause seizure in people with photosensitive epilepsy.


===Users===
===Users===
*More experience you have with VR the less susceptible you are to simulator sickness.
*Take breaks between VR sessions.
*


==References==
==References==