Measuring simulator sickness in VR: a guide for UX researchers
<p>Given that <a href="https://link.springer.com/article/10.1007/s10055-015-0266-4" rel="noopener ugc nofollow" target="_blank">up to 1 in 3 people [1</a>, <a href="https://medlineplus.gov/genetics/condition/motion-sickness" rel="noopener ugc nofollow" target="_blank">2</a>] experience some type of motion sickness, it’s highly likely that either you or someone you know has felt a bit queasy after using a virtual reality (VR) simulator for the first time. And this includes your users.</p>
<p>Although simulator sickness (SS) can occur with any variety of VR experiences, moving experiences such as <strong>high-speed rollercoasters</strong> and <a href="https://hal.archives-ouvertes.fr/hal-02432441" rel="noopener ugc nofollow" target="_blank"><strong>driving simulators</strong></a> tend to be particularly susceptible to this phenomenon, <a href="https://hal.archives-ouvertes.fr/hal-02432441" rel="noopener ugc nofollow" target="_blank">especially in the absence of haptic feedback</a>. Your eyes receive input that you are moving, but the rest of your body cannot feel that motion. This dissonance leads your body to the same physiological response as if you were poisoned, commonly referred to as the <a href="https://cdnsciencepub.com/doi/abs/10.1139/y90-044" rel="noopener ugc nofollow" target="_blank">Sensory Conflict Theory</a>.</p>
<p>Unfortunately, determining ahead of time which individuals are most likely to experience SS is <a href="https://injury.research.chop.edu/blog/posts/understanding-simulator-sickness" rel="noopener ugc nofollow" target="_blank">still a subject of research and is therefore not easy to predict</a>. However, for those researching solutions to <strong>improve their users’ experience (UX) </strong>and feel more comfortable in VR, knowing how to measure the signs is a good first step to refining recommendations for your various user <em>groups</em>.</p>
<p>VR immersion and its effect on the body is still a relatively new area of research, especially since low-cost VR solutions have only been around for a few years as of the time of this article. As a result, much of this information is either considered taboo to talk about in industry or confined solely to dense academic literature.</p>
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