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Vertigo is one of the side effects of VR devices, caused by inconsistencies in the brain and the body's handling of information. The body is balanced by the eyes and inner ear to determine whether it is in motion, and normally, the information transmitted to the brain is unified.
Vertigo is mostly from the disharmony of movement. In VR, the vision that the eye sees tells the brain that "I'm moving," but the inner ear organ transmits the state information to the brain at rest. The brain's explanation of the difference is that "I'm poisoned, it's all hallucinations," The science magazine says (Science Magazine). "And the human body reacts instinctively to expel toxins, causing vomiting." Therefore, for many people, when using a VR device, it may not be a good idea to jump or fly.
PS. Recommendations refer to the following articles:
1, VR and Vertigo, a wonderful paradox (2016/6/22)
1.1 reduced complexity movement
The visual contrast in the VR interface makes the actual motion and brain movement not match properly, thus affecting the brain's judgment to produce vertigo, which is a major cause of vertigo in VR experience.
Based on this, designers can reduce complex motion scenarios in the game scene, such as allowing users to move in a specific direction only. While this can reduce vertigo-pleasing players, the downside is obvious, and giving up the cool gameplay will inevitably limit gameplay and fun.
1.2 throw away the "convection" movement
When people in a train through the window to see another train left, often will produce "I" in motion illusion, this is the relative movement caused by the wrong response. This scenario in real life is often transplanted into the virtual world, because it's really the easiest way to trick the player's brain. Mordor This is called "convection" movement, in reality it will make you carsick, in the virtual world will make you Dizzy "move" (move).
1.3 Reduce acceleration
Our cerebellum can detect various changes in speed or acceleration, but it does not respond to the corresponding speed. With this development principle, developers can design a scene change at a constant speed, which greatly reduces the effects of vertigo caused by simulated motion.
Conversely, when you start to add a lot of "elliptical motion" (such as turning and jumping), and changing its speed will increase the likelihood of vertigo, specific examples can refer to the roller coaster.
1.4 Add static reference
This may not be a perfect fit for all the game scenarios, but adding a specific form of reference does greatly reduce the use of vertigo and can also help to improve immersion.
For example, to set up other cockpits near a high-speed space fighter, such as a static reference to the player in Eve's "Valkyrie"-the player's motionless and recognizable ground, as much as possible to provide the player with the relevant references.
1.5 Reduced Jumping Motion
In the VR game environment, the jumping movement often also brings the unbearable vertigo. For example, a rotating aircraft suddenly out of the vertical route, this link creates a user uncomfortable link. And how to use a "comfortable turn" mode, so that users get rid of the chaos is the developers need to consider the issue. If the single factor from reducing vertigo is considered, the motion jumps this pit is definitely the developer need to avoid.
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2, the designer's ingenious idea: The VR seven kind avoids the vertigo movement thought
The rapid development of VR, the desire to achieve a non-motion-free experience to a large extent depends on the design to solve the problem, rather than technology.
The VR system that will cause motion sickness is a bad design. But to step back, motion sickness is fundamentally not a VR-specific problem, but a major technological hurdle for mankind.
Even if we design a perfect head that is difficult to differentiate between virtual and real worlds, it can also cause motion sickness. So even if you do not wear the head, humans will also produce motion sickness. Driving, riding a roller coaster, boating or flying on a plane is a bump, all of which can cause motion sickness, and some people are more likely to have a motion sickness.
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3, an article to see "VR dizzy" reason and the way to solve
vr Dizzy Four reasons:
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In addition, because each person's pupil distance varies, for some people, the human eye Pupil Center, Lens Center, Screen Center Three point is not a line, so that the phenomenon of ghosting, see a long time people will be very prone to dizziness.
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Finally, the depth of field is different, and one of the reasons for vertigo.
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4. in order to avoid the VR dizziness this thing, all the VR team have a heart
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VR Vertigo syndrome