Simulation sickness, also commonly referred to as motion sickness or VR sickness is a term that describes a kind nausea, dizziness, or fatigue some users experience in VR. This is a result of a user’s visual experience differing from what their body and vestibular system is actually experiencing.
Here are some different approaches for minimizing the effects of simulation sickness
Contents:
Limited Field of View
Fixed Environmental Elements
Both Methods Together
Limited Field of View
By covering a user’s peripherals and limiting their field of view, the movements a user experiences becomes less stimulating.
Here are some examples of different ways to apply this method:
Flashlight tunnel vision
Having dark environments that are only visible in the light of a flashlight, limits the visibility of peripheral motions without peripheral details being completely invisible.
View postSpeed lines tunnel vision
Using comic style speed lines to limit the user's field of view.
View postFixed Environmental Elements
By having a series of fixed elements in the user’s environment, the movements aside from these static elements become less stimulating. These fixed elements will help the user feel more grounded and static.
Here are some examples of different ways to apply this method:
Car cockpit
Placing the user's perspective within the cockpit of the car allowing for the interiors to be the user's fixed environment.
View postBoth Methods Together
Some experiences utilize both methods together to drastically eliminate any risks of simulation sickness.
Here are some examples:
Tunnel vision + fixed horizon wireframe
Google Earth VR features a tunnel vision methods that reveals a static horizon wireframe around the user.
View post