ABSTRACT

Virtual reality (VR) sickness is something that could seriously inhibit widespread adoption. Room-scale VR experiences do not suffer from the same kinds of simulation sickness problems as seated or automated moving experiences. VR sickness is also known as simulator sickness or cyber sickness. It can manifest as a range of symptoms like sweating, nausea, sickness, headaches, and drowsiness, and other symptoms like those experienced by motion sickness sufferers who get sick in cars, boats, or planes. VR visitors are affected in different ways and by different situations. The way that users move around inside the virtual world can be an issue. Faster movement speeds may produce more of a sense of motion—again likely linked to vection—leading to more feelings of sickness. The potential impact of VR for medical, psychological, treatment, and research is incredible.