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    Home»AI/ML»Master VR: Self-hex to reduce the disease
    AI/ML

    Master VR: Self-hex to reduce the disease

    PineapplesUpdateBy PineapplesUpdateMay 23, 2025No Comments6 Mins Read
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    Master VR: Self-hex to reduce the disease
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    Despite progress in headset hardware and thoughtful software design, virtual reality may still have a nausea, dizzy and sweaty experience for some people. With a terrible ride Virtual roller coaster To tamper withPeat sabarYou do not have to talk to many people, before sharing any vomiting-motivation experience.

    As A psychologist at York St. John UniversityIn the United Kingdom, I specialize in how the wearer reacts to VR, and therefore is in a major position to inspect the approaches to develop for the problem of cybercasse. Significant progress in hardware – including improvement, high resolution, and low delays – issues have not been fully resolved. Software designs such as adding virtual nose to the display, visual attention tasks aimed at redirecting the user’s focus, and increased visual realism has shown everyone in the laboratory, but has proved to be disappointingly difficult to repeat in the real world.

    But a new wave of research can take pressure from engineers and developers and hand it back to the consumer. Research focuses on DIY techniques that allow users to better face with VR. There are three promising approaches here.

    #1: Stand like a flamingo

    There are different principles about the underlying causes of cybusiness. An idea focuses on postural instability. In real life, our brains interact with our vestibular and proposative system, which gives us a common understanding that our heads or bodies are in the world and create a physical reaction that maintains our balance and prevents us from falling.

    It is difficult to maintain your balance in virtual reality; The world feels that it is going on, but your body does not feel it. It turns out that your balance ability is a good prophet of your sensitivity to cybercaspation. When researchers studied Figure Skaters, Football Players and Wushu fighterFor example, the most resistant individuals for cybercasse were figure skaters.

    so Researcher in South Korea It was discovered whether people have been trained to balance VR, to give them maximum stability, will also reduce cybercaspation. The participants trained 3 minutes, twice a day for five days. In the control group, the participants simply stood up and saw an experience selected specially for their illness-comprehension movement pattern. In the training group, the participants noticed that they stood on one leg with their arms – Flemingo Mudra – for 30 seconds, after standing 30 seconds on two legs, repeated three times.

    At the end of the week, the two groups reported less symptoms of cybercaspation given the training pattern. Participants then shown new materials: a VR experience about space exploration. While the control group had reported to be almost ill before training, people who stood like a flamingo reported very little disease in the new experience, with a statistically significant decrease in disorientation. Learning to balance VR means that they can better handle other VR experiences, not only they will become addicted.

    Master VR: Self-hex to reduce the diseaseNew technologies showing promise in reducing cybusiness include balance exercises (tops), bending in clear motion in the virtual environment (middle) and wearing devices that stimulate the vestibular system (below).Gyginfographics.com

    #2: bend

    If standing like a flamingo makes it look attractive, you can try to be responsible for speed in the virtual environment. This technique involves postural alignment, and like Flemingo Pose, makes it on the idea that postural instability in cybercasse is an important factor.

    If you have ever been on a roller coaster, you will have an intuition of how it works. As the roller coaster decreases to the right, you oppose the speed by bending to the left; As it moves to the left, you bends to the right. While it sounds like the most natural thing to do, it is actually unexpected for motion disease. Instead you should bend in “turn” – if you are right and left, you are left, such as a motor cycle driver does a turn on speed.

    Bending in motion seems the same in VR. Researcher in Netherlands and Greece Together to find out. In his study, he opted for virtual driving simulation on the Meta Quest 3 headset. What did the participants mean how the participants closely align their body with the vested speed. Those who maintained closely positive alignment with virtual motion experienced very low cybercasse with the possibility of cybercaspation, deteriorating with the growing misleading.

    #3: Feel Vibes

    Fancy does not stand like fancy or bend everywhere? Well, how to move bones in your skull? This solution requires suppressing a type of wearable technique in service that is not yet available – a vestibular stimulation tool, which sends a slight vibration to the inner ear. Researchers are testing these devices so that they can treat symptoms of seasons and Parkinson’s disease. Like companies Otolith labs Now the research is demanding approval to sell its products beyond the community. Research at the University of Newcastle in AustraliaTesting was done whether the devices could reduce VR cybercase by reducing mismatched between vestibular signals and visual signals. In VR, your eyes are telling you that your body is moving forward, but your body is convinced that it is not, and mismatch is too much to cope with the mind. By vibrating the inner ear with a stimulant, people think, people can be more tolerant of mismatch.

    Our ability to balance is a good prophet of cybercaspation.

    To test the idea, researchers used one of the most sick experiences you could in VR: a virtual roller coaster. The participants experienced the roller coaster with a vestibular device attached to the mastoid bone behind the right ear, and set up for no vibration, low vibration settings, or medium settings.

    The participants then rode the VR roller coaster up to 15 minutes, orally reporting their level of nausea every minute. There was no vibration device in the control group, the device in another group was on low settings, and a final group had a medium setting. The control group took an average of 478 seconds in the ride, before they chose to eliminate the experiment, or the employees abolished the experiment due to the nausea of ​​a high level report. People with low vibration settings lasted for a long time in 568 seconds, and people with medium settings lasted for 623 seconds.

    On consumer

    Of course, none of these approaches are guaranteed to work. They are based on pilot projects, including small number of participants and are waiting for replication. The past makes them different from the past that anyone can try at least two at home right now, and eventually not a major obstacle to try the third.

    At the end of the day, there are many potential causes and unions of cybusiness. Perhaps the future headset will reduce the problem. Perhaps well -designed VR experience will also help. But the most promising path further is possibly a combination of engineering solutions, design solutions, and approaches launched by the user-as to bend, standing like a flamingo, and shaking those bones. Only time will tell, but one day VR’s sick curse will break.

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