The IEEE Spectrum article explores do-it-yourself methods to combat cybersickness, the nausea and disorientation experienced in virtual reality. It highlights the mismatch between visual and vestibular (inner ear) cues as the root cause. Suggested remedies include matching in-game movements with real-world actions, widening the field of view, reducing latency, stabilizing the horizon, and taking breaks. The article also discusses software solutions like reducing peripheral vision and adding a fixed nose point, as well as physical aids like ginger and wristbands stimulating the P6 acupuncture point. While scientific backing for some methods is limited, the article offers a range of potential solutions for users to experiment with and find what works best for them.
Researchers at Nagoya University have found that a specific, broadband sound, dubbed "pink noise," can reduce motion sickness symptoms. In a driving simulator experiment, participants exposed to pink noise experienced significantly less severe symptoms compared to those who listened to no sound or white noise. The study suggests that pink noise may suppress the conflict between visual and vestibular sensory information, which is believed to be the primary cause of motion sickness. This discovery could lead to new non-invasive methods for alleviating motion sickness in various situations, such as in vehicles or virtual reality environments.
Hacker News users discuss the study with some skepticism, questioning the small sample size (17 participants) and lack of a placebo control. Several commenters express interest in the potential mechanism, wondering if the sound masks disturbing inner ear signals or if it simply provides a distraction. The specific frequency (100Hz) is noted, with speculation about its potential connection to bodily rhythms. Some users share personal anecdotes of using other sensory inputs like ginger or focusing on the horizon to combat motion sickness, while others mention existing solutions like scopolamine patches and wristbands that provide acupressure. A few commenters request more information about the nature of the sound, questioning if it's a pure tone or something more complex. Overall, the comments express a cautious optimism tempered by the need for more rigorous research.
This blog post explores how video games can induce motion sickness and offers developers practical advice for mitigating it. The author explains how conflicting sensory information between visual motion and the vestibular system creates motion sickness, highlighting common culprits like field of view, camera acceleration, and head bob. The post advocates for robust accessibility options, suggesting features such as adjustable FOV, camera smoothing, disabling head bob, and providing comfort settings presets. By incorporating these considerations, developers can create more inclusive gaming experiences for players susceptible to motion sickness.
HN commenters largely agree that motion sickness in games is a significant accessibility issue, with several sharing personal experiences of being unable to play certain games due to it. Some suggest that developers often prioritize visual fidelity over comfort, neglecting those susceptible to motion sickness. Several commenters offer specific technical suggestions for mitigating the problem, including adjustable FOV, head bob reduction, and implementing "comfort modes" with features like vignette filters. A few mention that the prevalence of first-person perspective in modern games exacerbates the issue and highlight the need for more third-person options or improved camera controls. There's also discussion around the physiological basis of motion sickness and the varying susceptibility among individuals. One commenter suggests that VR sickness and game motion sickness are distinct experiences with different triggers.
Summary of Comments ( 6 )
https://news.ycombinator.com/item?id=44080840
HN commenters generally agree that cybersickness is a real and sometimes debilitating issue. Several suggest physical remedies like ginger or Dramamine, while others focus on software and hardware solutions. A common thread is matching the in-game FOV to the user's real-world peripheral vision, and minimizing latency. Some users have found success with specific VR games or headsets that prioritize these factors. A few commenters mention the potential for VR sickness to lessen with continued exposure, a sort of "VR legs" phenomenon, but there's disagreement on its effectiveness. Overall, the discussion highlights a variety of potential solutions, from simple home remedies to more technical approaches.
The Hacker News post "DIY Cybersickness Remedies" linking to an IEEE Spectrum article on the same topic has generated a moderate discussion with several insightful comments.
Many commenters share their personal experiences and remedies for cybersickness. One compelling comment thread discusses the effectiveness of ginger, a common remedy for motion sickness, in alleviating cybersickness symptoms. Some users report its efficacy, while others find it less helpful, highlighting the subjective nature of the condition and its remedies.
Another commenter points out the crucial role of the user interface in inducing or mitigating cybersickness. They argue that poorly designed interfaces, especially those with rapid, unexpected movements or a disconnect between visual and physical motion cues, are major contributors to the problem. This suggests that focusing on better UI/UX design in VR and other immersive technologies could be a key preventative measure.
A few commenters discuss the phenomenon of "VR legs," the feeling of instability or disorientation after extended VR use, which is distinct but related to cybersickness. This highlights the broader challenges of adapting to virtual environments and the need for further research into the physiological and psychological effects of immersive technologies.
Several users mention specific hardware and software solutions, including higher refresh rates, lower latency, and field-of-view adjustments, as factors that can influence cybersickness. This emphasizes the ongoing technological evolution in VR and the potential for future advancements to minimize these issues.
The discussion also touches upon the potential for adaptation, with some users reporting a decrease in cybersickness symptoms with continued VR use. However, others note persistent sensitivity, suggesting individual variation in susceptibility.
Finally, a few commenters mention the potential for biofeedback and other training methods to help users manage cybersickness, offering a more proactive approach to tackling the problem.
Overall, the comments section offers a valuable collection of anecdotal evidence, practical tips, and insightful observations about the causes, effects, and potential solutions for cybersickness, reflecting the ongoing challenges and evolving understanding of this issue in the context of emerging immersive technologies.