Path: utzoo!utgpu!jarvis.csri.toronto.edu!clyde.concordia.ca!uunet!zephyr.ens.tek.com!uw-beaver!milton!hopper@ntmtv.UUCP From: hopper@ntmtv.UUCP (Ian Hopper) Newsgroups: sci.virtual-worlds Subject: Re: motion sickness problem Message-ID: <866@ntmtv.UUCP> Date: 4 Mar 90 03:55:11 GMT References: <16311@well.sf.ca.us> Sender: hlab@milton.acs.washington.edu Organization: Northern Telecom, Mtn. View, CA Lines: 46 Approved: hitl@hardy.u.washington.edu >From article <16311@well.sf.ca.us>, by nelson_p@apollo.com: > > > At SIGGRAPH '89 in Boston there was a panel discussion on > Virtual Environments in which Scott Fisher from NASA/Ames > indicated that one of the major problems that they've been > having with these experiments is motion sickness. Virtual > reality devices like videophones produce input to the human > sensory system which is at odds with what the vestibular > system indicates. The more realistic the simulation the > worse the motion sickness becomes. The problem apparently > affects a significant percentage of people using such systems. > If this is so then it could greatly limit the applicablity > of virtual reality systems. Does anyone know what the status > is of research to try to control this problem? > > ---Peter I'll attempt to speak for Scott Fisher, who apparently does not post on the net very often. As has been said, the sickness is the result of a mis-match between what the eyes are seeing versus what the balance organs of the inner-ear are "feeling". The usual problem si for those folks who are using the "ISO Track" 6-degree of freedom position sensing system. The positions it reports to your favourite computer/graphics system are often a solid fraction of a second behind the current position. The effect on the person wearing the "eye-phones" is that the "world" takes the same fraction of a second to "catch up" with your head motion. Rather like being REALLY drunk and is equally sickening. The (lack of) performance of your computer/graphics engine can add to this effect. (That is where the $100K graphics system *might not* be fast enough.) An interesting question is: How accurate do you have be in order to avoid the effect? An unsolvable version of the problem arises in flight-simulation systems, the pilot is in the middle of a virtual strong turn, but there is none of the appropriate sensation because the guy is not really sitting in an airplane. Clearly the sensation of up-side down flight is difficult to simulate without either turning the simulation platform upside down, or using your ACME anti- gravity generator. -- Ian Hopper {amdahl.com,ames.arpa,hplabs}!ntmtv!hopper Northern Telecom Inc. [Clever comment under construction.]