{"id":182064,"date":"2017-03-07T22:20:38","date_gmt":"2017-03-08T03:20:38","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality-has-a-motion-sickness-problem-science-news\/"},"modified":"2017-03-07T22:20:38","modified_gmt":"2017-03-08T03:20:38","slug":"virtual-reality-has-a-motion-sickness-problem-science-news","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-has-a-motion-sickness-problem-science-news\/","title":{"rendered":"Virtual reality has a motion sickness problem &#8211; Science News"},"content":{"rendered":"<p><p>    Tech evangelists predicted that    2016 would be the year of virtual reality. And in some ways    they were right. Several virtual reality headsets finally hit    the commercial market, and millions of people bought one. But    as people begin immersing themselves in new realities, a    growing number of worrisome reports have surfaced: VR systems    can make some users sick.  <\/p>\n<p>    Scientists are just beginning to    confirm that these new headsets do indeed cause a form of    motion sickness dubbed VR sickness. Headset makers and software    developers have worked hard to combat it, but people are still    getting sick. Many in the industry fear this will be a major    obstacle to mass adoption of virtual reality.  <\/p>\n<p>    A lot of VR, people today cannot    tolerate, says Kay Stanney, a human factors engineer with a    focus on VR at Design Interactive in Orlando, Fla. Search for    VR sickness on Twitter, she says, and youll see that people    are getting sick every day.  <\/p>\n<p>    Around 25 to 40 percent of people    suffer from motion sickness depending on the mode of transport,    scientists have estimated, and more women are susceptible than    men.  <\/p>\n<p>    Count me among those women. Im    highly prone to motion sickness. Cars, planes and boats can all    make me feel woozy. It can take me a day or more to fully shake    the nausea, headache and drowsiness. Certain that virtual    reality would also make me sick, Ive purposefully avoided    strapping on a headset. (Until this assignment came    along.)  <\/p>\n<p>        Women who got sick        playing a VR horror game      <\/p>\n<p>        Men who got sick        playing the game      <\/p>\n<p>    So far, avoiding VR hasnt been    much of a loss for me. A lot of the VR industry is focused on    video games, vying for a chunk of an estimated $100 billion    market. And most of the early adopters who are willing to pay    for one of the new premium headsets  $400 for Sonys    PlayStation VR or $800 for an Oculus Rift or HTC Vive  are    probably serious gamers or technophiles. I dont fit either    category.  <\/p>\n<p>    But, avoidance promises to become    harder as VR moves beyond games. The technology has already    begun creeping into other fields. Car companies, including    Audi, General Motors Co.and used-car seller Vroom, are building    VR showrooms where you can check out cars as if you were    actually on the lot. Architects are using VR to walk clients    through buildings that dont yet exist. Schools and learning    labs are taking students on virtual field trips to both    contemporary and historical sites.  <\/p>\n<p>    Facebook CEO Mark Zuckerberg sees    virtual reality as the next big social platform. In 2014,    Facebook bought Oculus VR, maker of the Rift headset, for    around $2 billion. This is really a new communication    platform, Zuckerberg wrote in the Oculus announcement.    Imagine sharing not just moments with your friends online, but    entire experiences and adventures. New VR sites where people    can socialize or play games together in virtual spaces, like    AltspaceVR and Rec Room, are springing up. And some tech    luminaries see a future in which VR is integrated into many    more aspects of our daily lives, from movies and entertainment    to work and health care.  <\/p>\n<p>    Nobody knows if the broader public    will embrace virtual reality. Sales of the expensive high-end    headsets have been underwhelming  the three premium systems    combined sold an estimated 1.5 million headsets in 2016. But    sales of cheaper mobile headsets were more impressive. For less    than $100, Samsung Gear VR, Google Daydream View, Google    Cardboard and others are powered by your mobile phone. But with    smaller screens and less computer power, they are far less    capable than the Rift or the Vive. Still, they are selling. In    January, Samsung reported that it had sold 5 million of the $99    Gear VR headset since its release in November 2015.  <\/p>\n<p>    But VR may never really catch on    if it makes people sick. And while VR companies and developers    are confident that theyll find solutions, many motion sickness    experts are pessimistic. My hunch is that [the solutions] are    extremely limited, says Steven Rauch, director of the    Vestibular Division at Massachusetts Eye and Ear in    Boston.  <\/p>\n<p>    In some ways, the very premise of    virtual reality makes it an ideal vehicle for motion    sickness.  <\/p>\n<p>    Motion sickness has probably been    with us as long as weve had boats. References to seasickness    date back to Greek mythology; the word nausea is derived from    the Greek naus, meaning ship. J.A. Irwin introduced    the term motion sickness in the scientific literature in 1881.    Since then, an extensive body of research has    accumulated.  <\/p>\n<p>    The most widely accepted theory to    emerge is that motion sickness is brought on by a mismatch    between two or more of the senses that help you keep your    balance. For example, when youre below deck on a ship at sea,    your eyes see a stationary room. But your vestibular system     the fluid-filled canals and specialized membranes in your inner    ear  senses the motion of the ship as it rolls over waves.    Youre getting conflicting information on different sensory    channels into the balance system, Rauch says. That is    believed to be the primary cause of motion sickness.  <\/p>\n<p>    In virtual reality, the mismatch    is there as well, says visual neuroscientist Bas Rokers of the    University of WisconsinMadison. But the sensory cues are    reversed: Your eyes see that you are moving through the virtual    world  in a virtual car or a virtual spaceship, or strolling    down a virtual path  but your vestibular system knows youre    not actually moving. That gives you a cue conflict, he    says.  <\/p>\n<p>    While most motion sickness experts    think sensory mismatch is to blame, some disagree.    Kinesiologist Thomas Stoffregen of the University of Minnesota    in Minneapolis, whos been studying motion sickness for 25    years, thinks instability is the culprit. On a ship, the    rolling motion puts you off balance, and that makes you sick,    he says. Motion sickness situations are ones in which the    control of your body is challenged somehow. If you dont rise    to that challenge, then the contents of your stomach may    rise.  <\/p>\n<p>    This idea, known as the postural    instability theory, can be applied to VR as well, Stoffregen    says. If your eyes convince your brain that youre in the    virtual world, your body will respond to it instead of the real    world you are physically in, which can throw your balance off.    Imagine sitting in a chair in the real world while riding in a    car in the virtual world. As the car approaches a turn, youll    want to lean into it, which could land you on the floor. The    more convincing the virtual world is, the more likely you are    to link the control of your body to what youre seeing,    Stoffregen says. And in a virtual car, that is a    mistake.  <\/p>\n<p>    While the postural instability    theory is outside the scientific mainstream, it offers an    explanation for another mystery of motion sickness: why more    women suffer than men.  <\/p>\n<p>    Stoffregen and colleagues have    shown repeatedly that its possible to predict who is likely to    get motion sick in various circumstances by measuring postural    sway  the small, subconscious movements people make to stay    balanced while standing still. By analyzing several aspects of    sway, including the distance, direction and timing of the    movements, the researchers have found that people who are    susceptible to motion sickness sway differently than those who    arent. And postural sway differs measurably between men and    women. The difference, Stoffregen says, can be attributed to    physical differences between the sexes, such as height and    center of balance.  <\/p>\n<p>    Stoffregens    research suggests    women are also more prone to VR sickness than men. In a    study published in December in Experimental Brain    Research, Stoffregen and colleagues measured the postural    sway of 72 college students before they were asked to play one    of two VR games for 15 minutes using an Oculus Rift DK2. The    first game made two of 18 men and six of 18 women feel motion    sick, not enough for a statistically significant    difference.  <\/p>\n<p>    But more than half of the students    who played the horror game Affected, using a handheld    controller to explore a dark, spooky building, reported feeling    sick. Of the 18 women playing that game, 14 felt sick. Thats    nearly 78 percent, compared with just over 33 percent of the    men. When the scientists compared those results against the    postural sway data, just as in their previous motion sickness    studies, they found a measurable difference in sway between    those who got sick and those who didnt (SN:    1\/21\/17, p. 7).  <\/p>\n<p>    Rokers has another explanation for    the gender difference that fits with the sensory mismatch    theory. In a study published in January 2016 in    Entertainment Computing, Rokers and colleagues        looked at how visual acuity might affect susceptibility to VR    sickness. Seventy-three people with either natural or    corrected 20\/20 vision completed a battery of visual tests and    then spent up to 20 minutes in an Oculus Rift DK1 headset    watching videos. The videos showed motion from different points    of view, such as a drone flying around a bridge or a passenger    in a car driving through mild traffic. Of the female    participants, 75 percent felt sick enough to stop watching    before the 20 minutes had passed, compared with 41 percent of    the men.  <\/p>\n<p>    People who were better at    perceiving 3-D motion in the visual tests were more likely to    feel sick. And on average, the women in the study performed    better on the 3-D motion perception tests than the men.  <\/p>\n<p>    Its not clear why women would    have better visual acuity for 3-D motion, but the results    suggest that the more sensitive you are to sensory cues, the    more likely you are to detect a mismatch, Rokers says. If you    can tell that your senses are providing you different    information, then you are more likely to get motion    sick.  <\/p>\n<p>    Just being a woman doesnt    necessarily mean youll be highly susceptible to motion    sickness like I am. Lots of other factors are likely at play.    Some research suggests Asians are more likely to suffer. People    who get migraines are also unusually prone to motion sickness.    Scientists at genetic-testing company 23andMe reported in    Human Molecular Genetics in 2015 that     they had found 35 genetic variants associated with car    sickness. Age is also a factor: Infants are generally    immune, susceptibility increases from age 2 to 15, and although    it hasnt been my experience, the problem subsides for many    people in adulthood.  <\/p>\n<p>    Everybodys brain has a different    capacity for processing motion, Rauch says. Just like some    people are good with languages and some people are good with    math, some people are good with motion processing, of doing    this complex sensory-integration task. The people who are good    at it become figure skaters and divers and gymnasts, he says.    But there are other people who throw up if they ride backwards    on the metro. That would be me.  <\/p>\n<p>    Under the right circumstances,    though, anyone with a functioning vestibular system can    experience motion sickness  nearly everyone stranded on a    lifeboat in choppy seas will get sick.  <\/p>\n<p>    Very little motion sickness    research has been done on the latest VR headsets available to    consumers. But Rauch says the very nature of VR, which is to    trick your eyes into telling your brain youre in another    world, is inviting a sensory conflict. Theres always going to    be some sensory conflict, and so the VR is going to be more    successful in people who can tolerate that, Rauch says. For    me, he was clear: Its always going to be torture.  <\/p>\n<p>    Story continues below    slideshow  <\/p>\n<p>    Some games, like theBlu:    Encounter(screenshot shown on first slide)and    Job Simulator (middle slide), are unlikely to cause    sickness because they require little movement around the    virtual world. The dinosaur-hunting game Island 359    (last slide)has a teleport option for more susceptible    players.  <\/p>\n<\/p>\n<\/p>\n<p>    The U.S. military was the first to    report, in 1957, that virtual environments could be    problematic: Flight simulators were making some pilots motion    sick. Since then, many studies have confirmed that simulator    sickness is a real problem.  <\/p>\n<p>    One of the biggest tech hurdles    for VR has been the inherent delay between when you move your    head and when the display updates to reflect that movement. If    the lag is too great, you can end up with a potentially    vomit-inducing sensory mismatch. Todays high-end systems have    capitalized on advances in displays, video rendering, motion    tracking and computing to cut down the lag to the neighborhood    of 20 milliseconds  low enough to avoid triggering motion    sickness. Theyve beaten most of the pure hardware problems,    says Steven LaValle, a computer scientist at the University of    Illinois at Urbana-Champaign and a former head scientist at    Oculus.  <\/p>\n<p>    But even with the best virtual    reality system, what you do in the virtual world matters. If    youre sitting or standing in one place in both the real world    and the virtual world, youre very unlikely to feel sick. And    as long as a step in the real world results in an equivalent    step in the virtual world, moving around is fine too. All three    of the premium headsets use external lasers to track the motion    of the headset within a limited space  up to 3.5 meters by 3.5    meters with the HTC Vive. But to explore further, youll need    to use handheld controllers with buttons, triggers and    directional touch pads to move your virtual self around, just    as in a regular 2-D video game. Thats where things can go    wrong.  <\/p>\n<p>    I like to joke that the    controller is like a sickness generator, says LaValle, who    worked on reducing motion sickness while at Oculus. Every time    you grab onto a controller, youre creating motions that are    not corresponding perfectly to the physical world. And when    thats being fed into your eyes and ears, then you have    trouble.  <\/p>\n<p>    The people creating the content    for VR systems are taking the problem seriously, says Steve    Bowler, cofounder of VR game company CloudGate Studio, based    outside of Chicago. Developers are really, really focused on    zero tolerance for user motion sickness.  <\/p>\n<p>        On its face, it makes no sense        that exposure to motion should bring on disabling nausea        and vomiting. But we share this seemingly odd connection        between our sense of balance and the gastrointestinal tract        with many nonhuman animals, including dogs, monkeys, sheep,        birds and even fish. The most often cited explanation is        an        evolutionary theory put forward by cognitive        psychologist Michel Treisman in Science in 1977.        Ingesting a poison can also mess with your balance system.        So the body interprets the motion reaction as a symptom of        poisoning and responds as it would with poison, by vomiting        to try to get rid of the harmful substance, he suggested.        Although its just an idea and has never been tested, it        has some intuitive appeal.      <\/p>\n<p>    One of the most successful    strategies developers have hit on is using teleportation to    take short skips around the virtual world. Basically you aim    the controller where you want to go and the screen fades to    black for a split second, sort of like the blink of an eye.    When it fades back in, youre at the new location. This, Bowler    says, eliminates motion sickness even for the most susceptible    people he knows. But that comfort comes at a cost: The whole    point of VR is to convince you that youre physically in this    other world; if youre magically teleporting here and there,    its not going to feel as real, he says.  <\/p>\n<p>    Bowler favors a technique known as    sprint or dash that aims to reduce the effects of    acceleration. Instead of gradually ramping your speed up and    back down, a sprint bumps you up to speed almost    instantaneously, maintains that speed until you reach your    target and then drops you quickly back down to a    standstill.  <\/p>\n<p>    While sprinting doesnt    approximate natural movement very well, it does let you see the    motion, unlike teleportation. And Bowler says hes had about a    thousand people at various events try sprinting in a    dinosaur-hunting game his group built called Island    359 with almost no reports of motion sickness. Anyone who    feels uncomfortable can switch to chasing dinosaurs using a    teleportation option instead.  <\/p>\n<p>    Oculus seems to have accepted that    VR sickness cant be eliminated from all VR experiences at the    moment, so most Oculus-approved games come with comfort    ratings to let users know if a game or experience is more or    less likely to make them sick. Those assessments might help    people like me avoid the most nauseating games.  <\/p>\n<p>    Bowler considers himself an    ambassador for virtual reality. After almost an hour of very    patiently and enthusiastically explaining how VR works, he    somehow convinced me to try it. A few days later I was at    UploadVR in San Francisco strapping on the HTC Vive with Bowler    looking on via Skype from his office in the Chicago    suburbs.  <\/p>\n<p>    The headset was heavy and awkward,    but I otherwise felt fine while creating a virtual 3-D painting    or walking around on the deck of a shipwreck as an enormous    blue whale swam by ogling me. I even shot at drones while    dodging virtual bullets, with no hint of motion sickness. I    decided I was ready to hunt dinosaurs.  <\/p>\n<p>    First I tried teleportation mode    in Bowlers game, and as he promised, no nausea. Though the    splatters of blood and guts when I slashed some attacking mini    dinosaurs was almost enough to make me gag, the strangeness of    teleportation made me feel more like I was inside a 2-D video    game than on a dinosaur-infested island. I decided to see if I    could handle sprint mode. I wanted to know if it would feel    more real.  <\/p>\n<p>    That was a mistake. I could only    manage about a half dozen sprints before I felt the first hints    of nausea. I had to quit. Once the headset was off I felt    better. But soon, a lingering nausea and drowsiness hit, like I    sometimes experience after a turbulent flight. I didnt    entirely recover until the following evening. Im glad Bowler    convinced me to give it a try, and the parts I could handle    were pretty fun. But I wont be going back for more anytime    soon.  <\/p>\n<p>    Virtual reality still has lots of    room for improvement, but whether it will ever reach the point    of being comfortable for everyone is an open question. The VR    industry is moving at a pace science cant match, forging ahead    with its own grand experiment as millions of users test its    products. Much of what we learn about how VR affects people    will show up first in living rooms and on Twitter rather than    in scientific labs and journals. And though the results of    those experiments are still coming in, tech luminaries havent    hesitated to declare 2017 as the real year of virtual    reality.  <\/p>\n<p>      A slew of possible solutions for      VR sickness  most with very little research behind them       have been suggested by scientists, developers, companies,      entrepreneurs and users.    <\/p>\n<p>      Here are just a few:    <\/p>\n<p>    This article appears in the    March 18, 2017, issue of Science News with the    headline, \"Real sick: The immersive experience of the virtual    world is not for everyone.\"  <\/p>\n<p><!-- Auto Generated --><\/p>\n<p>Excerpt from:<\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"https:\/\/www.sciencenews.org\/article\/virtual-reality-has-motion-sickness-problem\" title=\"Virtual reality has a motion sickness problem - Science News\">Virtual reality has a motion sickness problem - Science News<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Tech evangelists predicted that 2016 would be the year of virtual reality. And in some ways they were right <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/virtual-reality\/virtual-reality-has-a-motion-sickness-problem-science-news\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187744],"tags":[],"class_list":["post-182064","post","type-post","status-publish","format-standard","hentry","category-virtual-reality"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182064"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=182064"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/182064\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=182064"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=182064"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=182064"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}