Terminology analysis: simulation sickness about VR

  Along with the development of the VR industry, there are more and more new terms that consumers do not understand. Simulated motion sickness is undoubtedly one of them. Here we bring an introduction to simulated motion sickness, hoping to help users have a deeper understanding of simulated motion sickness. The content of this article is based on the speeches and articles of the game user researcher and psychology doctor Ben.

What is Simulation Sickness?

Some of the symptoms that some people may have when interacting with a virtual environment.

What are the symptoms?

Balance problem (unstable), sweating, loss of direction, dizziness, loss of color vision, nausea (visual fatigue and headache), vomiting

In fact, simulation sickness is not just a VR problem, it can also be generated using a user interface such as a mobile phone tablet. It’s just that what happens in a virtual environment is more common, especially when you’re in the first-person perspective.

Why is it happening?

In fact, there is no affirmative theory to explain why this kind of sick will happen, but Ben said that Ben is a psychology doctor. Here he mentioned that there are many theoretical basis, mainly three:

A cue co nflict theory expects to receive one input input and receive another. For example, you are running in the VR with the first perspective, but you are actually sitting on the sofa.

  • The reality of an activity is easier for experts in VR activities because he has stronger sensory expectations, but VR provides the wrong.

  • Extra added exercise may help ease, but the added movement must be precise. This academic circle is still controversial.

  • Long-term use can slow down the sick. This is why you may return to the real world instead of generating a sick.

术语解析:关于VR的模拟晕动症simulation sickness

术语解析:关于VR的模拟晕动症simulation sickness

Postal instability theory is a theory of partial ecology that has nothing to do with expectations. The information needed for balance is missing or wrong. Our body has been making small adjustments to prevent ourselves from falling, which requires precise sensory input.

  • Balance problems and dizziness can cause other illnesses.

  • Help explain why the simulation sickness disappears with time, especially when the body adapts.

Counter-evidence:

  • The problem of unstable posture does not always occur in the simulation sickness.

  • As with the cue conflict theory, the expected value is too low.

Poison theory feels unstable or has a sense of conflict = poisoning = to spit it out!

  • When someone is sick, they will fall down...

Counter-evidence:

  • Low predictive value. The story of evolution sounds good, but it is not reliable and can't be used to predict who will sick under what conditions.

  • Why are children not simulating sickness? They are more susceptible to poisoning, why is resistance stronger?

  • I can't stand it, so I often use it to explain the other two theories.

For the human body, there are these factors that control Equilibrioception:

It is mainly controlled by vision, and the second is controlled by the vestibular system (inner ear) and proprioception (muscle). This also leads to experimental videos from academia long ago. In a mobile lab that can be moved, the experimenter moved the floor and the toddler was falling. Also put an adult into it, they will not fall when moving the floor, even if they are standing on a wooden pole, they will not fall. But if you let them stand on the wooden pole, close your eyes. In a few minutes, the adults lost their balance and fell. So visual is very important for the balance of adults.

Why is it bad in VR?

1. Because the head of the VR screen is close to the eyes, you can see the movement of things around, it will produce the illusion of relative motion, and there will be immersion in it, and your eyes will be adaptively adjusted, which may need You repeatedly move your eyes to observe the surrounding environment, but the way the VR world observes the surrounding environment is different from the real world. You need to shake your head to have a larger perspective.

2. Another reason is the subtle delay between delay, head movement and screen update. This kind of delay makes you feel very uncomfortable if it is too late.

3. Is the head set too heavy? Or is it pressure on the head that makes people feel hot? These physical factors may also be causing discomfort in the VR experience.

术语解析:关于VR的模拟晕动症simulation sickness

How to alleviate this situation?

As with all the requirements at the beginning of the design. "Design for your platform and design for its strengths and weaknesses"

1. Study the parameters of your equipment platform.

Its specific performance: refresh rate, latency, tracking (real and predictive), distortion, and design guidelines.

2. Frame rate and latency are important, important, and important! ! !

  • Keep high frame rates and low latency.

  • Frame rate = or > screen refresh rate. The specific values ​​are wide enough to check the developer documentation for oculus or vive.

  • The delay between head motion and screen image update is less than 20 milliseconds and predictive tracking techniques are used.

(Extended reading: Refresh rate refers to the number of times the electron beam repeatedly scans the image on the screen. The higher the refresh rate, the better the stability of the displayed image (picture). The refresh rate will directly determine its price. However, since both the refresh rate and the resolution are mutually constrained, only a display that achieves a high refresh rate at a high resolution can be said to be excellent in performance.)

3. Avoid flickering and blurring of the picture.

The flickering and blurring of the surrounding environment, especially the blurring and blurring at the edge of the visual is usually a kind of motion cues. In VR , it is necessary to be wary of such flickering and ambiguous content, and many people feel uncomfortable with it.

4. Field of view

In non-VR games, the vision is designed to be configurable because different people may sit at different distances, play games with different screens, and have different thresholds. In VR games , you can also design the view to be configurable, but think about the process is much more complicated, so this is not a good method. It is common to cut the field of view given in the VR, such as using a cab frame outside of you. But this method of cutting the field of view can also lead to excessive turning. If people do too much turning movements, they may also feel uncomfortable, so you need to make a trade-off for this design. Here Ben tells a data, if the field of view is less than 30 degrees, it may be more effective to reduce the discomfort.

术语解析:关于VR的模拟晕动症simulation sickness

In addition, Ben also gave a good example of design. In the game Chair in a Room, the designer used a flashlight to illuminate the player's field of vision, which is still very clever. When I talked about this, I also remembered a "horror" game that I experienced as a VR zombie (not really scary). The same is true, all of them are through the flashlight to limit the field of vision, but also avoid meaningless turning.

术语解析:关于VR的模拟晕动症simulation sickness

5. Use proper exercise.

  • The movement must conform to the sensory expectation: the head is like a head to turn, and the person moves like a normal person.

In many non-VR games, especially in the first-view game, some sports are not in line with human routine sports, such as walking backwards or sideways. If you put them in a VR game, it is easy to cause discomfort.

  • Limit/avoid some specific movements: fast tilt, spin and bounce. For example, head shaking, excessive gun shaking, climbing stairs up and down, and so on.

术语解析:关于VR的模拟晕动症simulation sickness

  • Limit/avoid uncontrolled movement: especially tilting, rotating or flipping, avoiding fast, unanticipated and uncontrollable scene transitions. For example, the high angle of the first angle of view falls to the ground, the tilt or shaking of the camera, or the switching between the scenes, and the like.

  • Limitations are blunt in acceleration, sudden changes/accelerations and expectations cannot match. Avoid long and slow changes during acceleration: Stable speeds may be more comfortable.

  • Avoid camera movement too close to a ratio of 1:1, put too much to consider the height of the camera and the proximity of the object. The closer the camera is to the ground, the more the ground fills the player's eyes, and the things in front of them change as the lens position changes. This will enhance the feeling of movement and make the user feel uncomfortable. The higher the camera, the slower the person feels.

术语解析:关于VR的模拟晕动症simulation sickness

  • Use a scene to limit movement. This is to say that the user is in an optimized perspective, rather than saying no restrictions. For example, let the user in the car, or hide in something to shoot and so on. Such restrictions may also limit the design of the game, but it is also a trade-off. Now in many VR games, there are restrictions on this design.

6. Create a dependable environment that matches the user's expectations and supports their perception system.

For example, walking is difficult and driving is easier.

Give the user feedback and typical image symbols or movements. For example, if the user is bowed, he should be able to see his image incarnation in the game.

In addition, you need to add UI elements, not just the UI that you can see before, which also includes all the UI elements must have a stable and clear focus or background that the user can refer to.

7. Allow and support short-term use.

To be concerned about card nodes and save, game design, as well as pause and restart. This design allows the user to not have to go through long-term use, and can save and exit after passing a level or some content. You can continue from the saved place the next time you play, so you can make progress soon.

Here is another topic, reality sickness, the reality of the sickness, that is, when I mentioned the beginning of the article, I was sick. After immersing in the virtual world for a long time, returning to the real world, some people will feel the sick. This feeling is very much like when you stay on the boat for a long time and then return to the land, you will feel the ground still shaking.

8. Create a new surreal experience.

Created a new sporty surreal experience = no expectations will be violated. In the Vive and Oculus guides, it is mentioned that the remote transmission teleportation is used to switch the scene instantaneously. This reminds me of a VR game I played. This is the teleportation of the most popular tower defense game in the boss's store. Can you think of how these two scenarios are seamlessly switched? From the scientist's laboratory to the city wall archery to prevent villains.

术语解析:关于VR的模拟晕动症simulation sickness

术语解析:关于VR的模拟晕动症simulation sickness

But also be careful not to break other design specifications.

9. Follow the standards. Standard = user's expectations. Here we must abide by visual perception and other industry standards.

10. Provide options. Adjustments/options are available at any time, such as the slide bar of the field of view, the switch for motion blur, and more.

11. Provide configuration. Players can configure the device according to their physical condition, but this is not completely reliable.

术语解析:关于VR的模拟晕动症simulation sickness

12. Try the test. Find some other people, even unconventional players to do the test. People who are looking for simple simulation sick can find some or use a large sample size to achieve good results.

13. Expected problems. If you anticipate that there may be simulation sickness, or if you are told that it is possible, you are more likely to have it. So should people be warned? Warnings are ok, but you should pay attention to the wording. For example, if you are very specific to others, if you feel dizzy, sick, and vomit, tell me. But if you say that if you feel uncomfortable, you will tell me. This more general reference may make people feel less uncomfortable.

In fact, think carefully about the more comprehensive considerations you have before designing. The more comprehensive the technical, physiological, psychological, and design perspectives, the more usable the content you design, at least not uncomfortable. The design of VR is generally followed by some truth. Anyway, it’s almost like sharing this with everyone. Later, maybe when sei ran to do VR design, it might be useful.



Double 10inch Party Speaker

Party Sound System,Big Party Speakers,Best Party Speakers,Cheap Party Speakers

Newmax Electronics Co.,LTD , https://www.fspeaker.com