My brain is just randomly popping up stuff and I am remembering that they had an Oculus at Detcon1.

My brain is just randomly popping up stuff and I am remembering that they had an Oculus at Detcon1. I didn't sit through the whole program, but the part I did sit through was a roller coaster, and my experience of that was that it was pretty motion sickening. Possibly why I did not sit through what might have been a less affecting next section of the program. Interestingly, it was bothersome in a way that real roller coasters have traditionally not been for me. It was neat to try out, but I'm not sure it's the thing for me.

Comments

  1. That motion sickness and associated problems are probably the biggest problem Oculus has.  It's a problem that NASA and the defense community have tried to solve in other venues and great expense over long periods, with no success.

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  2. Known problems with solutions: latency, tracking accuracy, refresh rate. Known problems without solutions: mismatch between the body's sense of acceleration and the visual report of acceleration.

    The known problems with solutions are also the most severe, which is convenient. In experiences without a lot of acceleration, it is basically solved for most people, and in higher-refresh-rate prototypes is solved for essentially everyone. In experiences with frequent acceleration, many people adapt well with current prototypes, so there is some hope that continued work on latency and refresh rate can bear more fruit.

    A roller coaster is very nearly a worst-case VR scenario.

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  3. Pamela Korda plausible, but also plausible that the sources are different. I'm not sure if anyone has rigorously looked for correlation.

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  4. To the best of my model, things we don't have are:

    1)  A generally agreed upon physiological model for what causes simulation sickness-- there are several competing ones.

    2)  A good predictive model of who gets sick when and under what conditions. 

    But I think it's pretty well understood that FPS issues and VR issues are pretty much the same thing-- simulation sickness caused by motions seen but not felt.  (As opposed to what we normally think of as motion sickness, which is motion felt but not seen.  And somewhere in there is the bastard child of someone deliberately fucking with you by deliberately mismatching what you see vs what you feel.)

    In the short term, one of the great things about OR is that by dropping the price of the experimental platform-- a lot-- more people who are interested will be able to poke at it.  Secondarily, the platform will be more standardized instead of being big huge custom thingies.  

    Even if all it helps with is the second, that's a good thing-- it may result in a useful set of design rules and narrowing of application space, say. 

    But there is no clear path from here to no more sim sickness that I know of.

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  5. "To the best of my model?"
    WTF is wrong with me.

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