Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!dali.cs.montana.edu!milton!LHETTINGER@FALCON.AAMRL.WPAFB.AF.MIL From: LHETTINGER@FALCON.AAMRL.WPAFB.AF.MIL Newsgroups: sci.virtual-worlds Subject: Re: Motion Sickness and VR Message-ID: <14994@milton.u.washington.edu> Date: 23 Jan 91 19:21:00 GMT Sender: hlab@milton.u.washington.edu Lines: 30 Approved: cyberoid@milton.u.washington.edu >NASA has developed drugs for combating space sickness. Some of >these might be useful for VR motion sickness. NASA has also had some success with Biofeedback techniques - Dr. Patricia Cowings at NASA Ames has done the majority of that work. I don't think either of these approaches are going to work particularly well for individuals whose use of simulators or other VR devices, either for work or entertainment, is fairly limited. Biofeedback is time-consuming and may deteriorate with lack of exposure to the offending environment, while anti-motion sickness medications often have deleterious side effects (eg., drowsiness). The solution to the problem will probably have to come from changes in the design of visual displays that appear to cause the problem, or in approaches to how the systems are used. As an example of the latter approach, it is often best to acclimate a pilot to a new simulator before "turning him loose" to do whatever he/she wants in the thing. During the initial phases of exposure to a virtual motion environment, it appears to be best to gradually adapt to the new situation. For a pilot, this may mean doing nothing more intense then flying straight and level for a while on the first day or two, and then gradually increasing the intensity of maneuvering as adaptation sets in. Limited exposure times also appear to be critical for avoiding sickness in novice users. Larry Hettinger