Article View: sci.virtual-worlds
Article #3169Re: motion sickness problem
From: Ian Hopper
Date: Sun, 04 Mar 1990 03:55
Date: Sun, 04 Mar 1990 03:55
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2859 bytes
>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.]
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Path: arc1-ca.pugleaf.net!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