From: LHETTINGER@FALCON.AAMRL.WPAFB.AF.MIL
Subject: Re: Motion Sickness and VR
Date: Wed, 23 Jan 91 15:23 EDT




It seems to me that there are four factors which have the capacity for 
causing motion sickness in V.R.:
  1) Difference between perceived gravity and viewed "down."
  2) Difference between perceived angular velocity and acceleration
     and viewed angular velocity and acceleration.
  3) Perceived linear velocity outside of normal experience.
  4) Difference between perceived linear acceleration and viewed linear 
     acceleration.
  5) Changes of direction at high speed.

1 and 2 are very easily solved.  Just make the viewed orientation an accurate
representation of the actual orientation.  To turn, you actually have to 
turn your head; to tilt you actually have to tilt your head; the ground plane
that you see remains true.  I think you could probably get away with a lot 
here, such as putting a scaling factor between your real head's yaw velocity
and your virtual head's yaw velocity.  

We are relatively desensitized to 3 when we are moving in the forward direction
due to our experience driving or riding in cars.  Forward motion is probably
the easiest to which to become desensitized, as it carries no message that 
can be interpreted as "rotation."  People who ride in trains a lot are probably
desensitized to other directions of motion as well.  However, I think it's
probably a good idea to limit purely virtual motion to forward, for user
interface considerations as well as perceptual ones.  The concepts of walking
and running are more easily understood than the cancrazan. 

4 is tricky, but it may not be that much of a problem.  Acceleration only
need last until you get up to speed.  Perhaps the disorientation can be
minimized by choosing an acceleration so that getting up to speed is neither 
too abrupt nor too prolonged.  If this is not sufficient, either viewed 
acceleration can be mapped through a scaling factor to actual acceleration
(i.e. you have to walk forward to start accelerating, and stopping walking will
only slow you down a little bit.), or acceleration can be triggered by tilting 
back the head, which emulates some of the sensations of acceleration.  We
might also be able to eliminate the need for such high perceptual speeds by
compressing intervening space--do you really need to see every grain of sand
in the Arizona desert when zipping from Phoenix to Tucson?  I would personally
like a set of virtual Seven League Boots.

I don't know about 5, but I think that, as abrupt changes in direction at
higher than brachiating speeds haven't yet contributed to much evolutionary
pressure, this can maybe be ignored.  If not, one could constrain the 
direction change to be gradual enough not to matter and require a slowdown
before speedier direction changes.  This would provide a nice kinesthetic
parallel to driving an automobile.

I think I'll go down to Disneyworld next weekend and do some research on
Star Tours and the World of Motion, not to mention the Interstate. :-)

Eric Pepke                                     INTERNET: pepke@gw.scri.fsu.edu
Supercomputer Computations Research Institute  MFENET:   pepke@fsu
Florida State University                       SPAN:     scri::pepke
Tallahassee, FL 32306-4052                     BITNET:   pepke@fsu
 
Disclaimer: My employers seldom even LISTEN to my opinions.
Meta-disclaimer: Any society that needs disclaimers has too many lawyers.



