The findings could be useful for VR and AR developers to create more enjoyable experiences for users
Cybersickness is a feeling of nausea and disorientation that can occur when using virtual reality (VR) or augmented reality (AR) technology.
A recent study led by researchers from the University of Waterloo has found that cybersickness is caused by a shift in an individual’s perception of vertical lines in their visual field, making them appear slanted or tilted.
The study involved 31 participants who played high and low-intensity VR games, and their perceptions of vertical lines were measured before and after the games.
The results showed that the severity of cybersickness is influenced by how an individual’s senses adjust to the conflict between reality and virtual reality.
The findings could be useful for VR and AR developers to create more enjoyable experiences for users.
The researchers hope that by understanding the relationship between sensory processing and cybersickness susceptibility, personalized mitigation strategies and VR experiences can be developed to reduce the occurrence of cybersickness.
The study was published in the journal Virtual Reality.
“By understanding the relationship between sensory reweighting and cybersickness susceptibility, we can potentially develop personalized cybersickness mitigation strategies and VR experiences that take into account individual differences in sensory processing and hopefully lower the occurrence of cybersickness,” said co-author William Chung.
As VR continues to revolutionize gaming, education and social interaction, addressing the pervasive issue of cybersickness – marked by symptoms such as nausea, disorientation, eye strain and fatigue – is viewed as critical for ensuring a positive user experience.
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