Cracking the code of VR cybersickness. New study illuminates sensory responses behind discomfort
Cybersickness, a type of motion sickness that results from exposure to immersive VR applications and augmented reality, only occurs in some individuals. The reasons behind this have been detailed in an article published in the May edition of the "Virtual Reality" magazine.
11:48 AM EST, January 17, 2024
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Researchers from the University of Waterloo in Canada invited 31 people to participate in an experimental study. Each participant was subjected to a subjective visual vertical test before and after playing two different VR games: one game of high intensity and one of low. Based on eye movement, this test evaluates a person's capacity to align a vertical line parallel to the force of gravity without any other visual cues.
Interestingly, participants who did not suffer from cybersickness or experienced mild cases demonstrated significant changes in their subjective perception of verticality after exposure to VR, especially the high-intensity game. In contrast, the individuals who felt stronger symptoms of motion sickness were less likely to change their perception of vertical lines after wearing VR goggles. There were no observable differences detected between men and women, or between participants with varying degrees of gaming experience.
"Our findings suggest that how our senses adapt to the disparity between reality and virtual reality affects the level of cybersickness," says Prof. Michael Barnett-Cowan from the Faculty of Kinesiology and Health Sciences, the leading author of the publication. "This information can be crucial for programmers and VR experience designers in creating more comfortable and enjoyable environments for users."
"By understanding the relationship between sensory overload and susceptibility to cybersickness, we can potentially develop personalized strategies to alleviate unpleasant symptoms. Designing VR experiences that consider individual differences in sensory processing can reduce cybersickness occurrences," he added.
As virtual reality continues to revolutionise gaming, education, and social interaction, addressing prevalent issues of cybersickness – characterized by symptoms such as nausea, disorientation, eye strain, and general exhaustion – is essential for ensuring optimal user experience.