💡 Learn from AI

The Science of VR Sickness

Research on VR Sickness

Research on VR sickness has grown in recent years as virtual reality technology has become more widely available.

Early Studies

One of the earliest studies on VR sickness was conducted in the 1990s and found that simulator sickness, or motion sickness caused by virtual environments, affected up to 80% of users.

Factors Contributing to VR Sickness

Since then, researchers have explored various factors that contribute to VR sickness, such as:

  • Frame rate
  • Field of view
  • Head tracking

Reduction of VR Sickness

One study conducted at the University of Waterloo found that increasing the field of view from 40 degrees to 100 degrees reduced symptoms of VR sickness. Additionally, research has shown that higher frame rates can reduce the incidence of VR sickness. For example, the Oculus Rift S headset has a refresh rate of 80Hz, while the Valve Index has a refresh rate of 120Hz, which may contribute to its reputation for being less likely to cause VR sickness. Another study from the University of Utah found that reducing the latency between head movement and image change can also reduce the likelihood of VR sickness.

Research on VR sickness is ongoing, and developers are constantly working to improve the technology to create more comfortable and immersive virtual experiences. As VR continues to gain popularity and become more accessible, research on VR sickness will continue to be an important area of study.

Take quiz (4 questions)

Previous unit

Technologies for Reducing VR Sickness

Next unit

User Experience and VR Sickness: Case Studies

All courses were automatically generated using OpenAI's GPT-3. Your feedback helps us improve as we cannot manually review every course. Thank you!