As virtual reality creeps closer to gaming reality, thereâs one major hurdle that may prevent user friendliness, and itâs not cost. People are worried VR headsets will turn them into a vomiting wreck.
Nausea brought about by virtual reality is a serious concern for game and hardware designers. And researchers arenât totally sure what causes it or if thereâs a way around it, other than to stick it out. People who get sick from VR seem to get over it after enough time in the immersive world, but itâs unclear if gamers will be willing to overcome this hurdle.
Designers are going to have to figure it out, though. Based on the atmosphere at the 2016 Game Developers Conference, VR is an inevitability in gaming. But the research into solving this problem of VR sicknessâcalled âsimulator sicknessâ in the scientific lexiconâis at least 30 or 40 years old, according to Kimberly Voll of Radial Games. Itâs been a particular focus with the military, she said, because simulator sickness can strike pilots-in-training during flight simulations.
Expectations vs. virtual reality
Researchers think the cause for VR sickness is primarily due to a disconnect between what we expect from reality and what we get in the virtual world. This can come through a disagreement in the senses, called âsensory conflict,â like when visual cues from the virtual world tell you that youâre walking through space, but your bodily cues tell you youâre sitting down. The other disconnect comes from a more abstract sense of unfamiliarity. Voll said that the secondary source of nausea has more to do with novel movements, such as flying, and how that general experience conflicts with sensations weâre used toâlike not flying.
Sensory conflict is a more familiar concept when it comes to sicknessâitâs the prevailing theory behind motion sickness as well. Voll explained that sensory conflict might make us sick due to its similarity to the effects of neurotoxins.
âPoison will make you feel dizzy and weird,â Voll said. The bodyâs reaction is to get nauseous and vomitâto try and expel the poison. âSensory conflict brings about a reaction akin to being exposed to toxins and things in the world, and our body responds appropriately.â
In order to function in the real world, our brain has to construct an idea of where our bodies are in space based on a number of senses. These senses include vision, as well as the vestibular âbalancingâ system in the inner ear, and signals from our limbs that form whatâs called proprioception. So if your inner ear and limbs are telling your brain that youâre sitting upright and still, but your eyes tell you that youâre moving through space, itâs going to be very disorienting and difficult for your brain to come up with a coherent sense of reality.
It can be just as disorienting if you expect there to be a desk in front of you, but your hands clip through it when you try to put something onto the desk. Other triggers can come from the frame rate, or the rate at which the VR headset projects images to your eyes. If that frame rate is below the rate at which your brain can process those images, it looks very eerie, causing some people to feel nauseous.
âEvery person reacts a little differently,â Voll said.
Fixes
To a certain degree, virtual reality sickness may go away on its own with enough time spent in a virtual world. But itâs hard to say if the prospect of having to tough out bouts of nauseaâcoupled with the steep price tag for VRâwill provide too great a hurdle to attract a viable market.
Voll said she hopes that VR designers wonât simply default to assuming users will get used to the strange sensations that come with virtual reality.
âWe want to be very measured in how we use that as a solution,â she said. âIf weâre always like, âOh well players will just get used to it,â that gets in the way of doing a more rigorous design.â
These designs include making sure the frame rate is high enough to not trigger nausea, while maintaining good graphics. Creating soundscapes that are congruent to the virtual environment are also important, Voll said. Currently, many of these technical demands donât come cheap, which is part of why VR rigs are so expensive. But there are other things that users can do that may help curb the nausea, such as deep breathing or simply not spending too much time in VR.
Voll thinks that allowing yourself to be totally immersed in VR can help, too. To a certain extent, trying out VR in a demo environment, like one might encounter at a gaming convention, can be a bit difficult.
âWe ask a lot of people. Put on this giant heavy mask, give into another world, while youâre surrounded by other people,â Voll said. âThatâs a massive trust question there.â
The awareness of other people standing near you, while the VR headset is telling you youâre alone in a big empty field, for instance, can bring up that cognitive dissonance and maybe bring up your lunch, too, Voll said. But in the comfort of your own home, where you may feel less self-conscious, it might be easier to allow yourself to be immersed.
Voll added that there is a lot of âdue diligenceâ designers need to do while asking themselves important questions.
âHow does this affect developing minds; what does this do to kids?â She asked. â[What happens with] long-term exposure? The systems in our bodies work because theyâve served us well. We should try to understand what that means.â
Photo via Leonid Mamchenkov/Flickr (CC BY 2.0) | Remix by Fernando Alfonso III