How to Deal with Motion Sickness in Virtual Reality

March 28, 2018

In this paper we present a exploratory study on the physiological responses when experiencing motion sickness in Virtual Reality (VR). To this end, we developed a VR application that can induce motion sickness. Using it, an experiment was performed where a group of users were subject to different types of observable motions, and for each the reported sensations together with a set of bio-signals were registered. The analysis of the collected results enable us to establish a relationship between VR/Motion sickness and the principal elements that may cause it, as well as the existence of some correlation between the discomfort felt by the participants and detectable changes in measurable physiological data. These results can serve both as a guide to designing VR-based applications, complementing the existing ones, and to enable the development of automatically adaptable ones preventing or reducing the discomfort for the users of this type of technology.

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ODMedia provides a one-stop solution which makes sure your content is in the right format, in the right place, at the right time. We connect content owners and platforms to deliver content to viewers on any screen around the world. We take care of all different technical requirements, which allows you to focus on your core activities. We offer services covering the entire video content lifecycle; from the creation of a Digital Cinema Package to the technical delivery to OTT platforms and broadcasters.We not only help you with the technical side of worldwide content delivery, but can also help you with the commercial side. Doco Digital is part of the ODMedia group and specialised in content aggregation for leading digital entertainment platforms such as Netflix, iTunes, Google Play, Amazon and Xbox. Our strength lies in our close connections to the editorial teams of the digital retailers, where visibility is crucial for the commercial success of content.

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TECHNOLOGIES

Ongoing transitions in gaming industry

Article | January 19, 2021

The gaming industry is continuously evolving with current transitions derived from VR/AR, blockchain, 5G and cloud computing. The aim of this transition is to fulfill requirements of gamers such as reducing the cost of gaming, developing more immersive experience, converting tools bought in games as transferable assets, enabling gamers to play graphic intensive games on low cost devices. Currently popular games are on the go to create augmented reality versions to be played on AR headsets with their mobile phones. The google stadia platform(a platform where graphic intensive games run in data centers and gamers can play them via web browsers) has also enabled the gaming industry to eliminate the computing limitations imposed by running games in mobile devices. The only barrier in coupling both technologies to have the best of both worlds is low bandwidth of 4G which will soon be expanded when 5G rolls out in the market. TRANSITIONS IN GAMING INDUSTRY The real time game play is currently not possible for games running in data centers and being rendered on web browsers of a gamer’s device as there is latency in reflecting the character’s action on the press of a button. Such a transition will eliminate the need for highly expensive gaming consoles which has been curbing the growth rate of the gaming industry. One more concern from gamers that’s being a barrier in revenue generation for the gaming industry is that the weapons, power packs, kits and tool kits bought in any game are simply virtual and become useless when they are done with the game. The idea to buy such time bound utility becomes insensible for players. So, now the gaming industry is evaluating the option to register these buyouts in games on blockchain which can later be used as a non tangible asset by players to trade easily. The gaming theory that’s getting popularised these days will eventually leverage the AR and VR technology to transform the education industry. The idea to provide customers with user manuals running in augmented reality that can enable a non trained worker to operate the machine is also booming. Solidworks by 3Dplm is one such tool that’s heading in this direction. The transitions mentioned above are quite exciting and the way gaming industry and mentioned technologies are evolving we can expect to get our hands on such exciting gaming technology soon too at a fraction of current costs.

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MEDIA AND BROADCASTING

The Big Fashion Industry Trends for 2021

Article | June 8, 2021

Last year the luxury fashion sector saw a lot of online chatter around men’s fashion, and some of the biggest conversation triggers were the same social movement – breaking gender stereotypes and fighting against toxic masculinity. Many brands and celebrities joined this cause last year and spread their influence through fashion and pop culture.

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First Look At Sony PlayStation 5 UI

Article | June 8, 2020

PlayStation 5 event date was previously postponed due to the intolerance and injustice that plagued the USA. While Sony lead the way, as a beacon of solidarity, several other companies followed. At that time, the best people could do is stand beside one another. However, recently some of the features of PS 5 were revealed. An advertisement on Twitch, along with an official post from PlayStation, confirmed the event date. Scheduled on June 11th, one can expect people to be extremely hyped up for this. The fact that everyone had to wait too long for PS 5 makes this news much more exciting.

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MEDIA AND BROADCASTING

Games video creators can help attract new audiences to esports, if rights holders empower them to

Article | June 14, 2021

Those who have been following MIDiA’s games coverage for a while will have seen our posts about the growth problem of esports and suggestions around putting focus on the entertainment angle, rather than just on the sports angle, in order to most effectively capitalise on the opportunity. We have known for a while that esports viewers are only a subset of the broader games-related video viewing audience.We also know that esports audiences enjoy live entertainment in general, more so than many other entertainment consumer segments. MIDiA’s Q1 2021 consumer survey enabled us to dive deeper into how this opportunity can be approached. As a part of our upcoming Esports Viewer Dossier 2021 update, we have looked at the esports viewers, in comparison to consumers who say they watch games-related videos but not esports. The former represents the current state of play, while the latter represents esports’ potential audience growth opportunity.

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Spotlight

ODMedia

ODMedia provides a one-stop solution which makes sure your content is in the right format, in the right place, at the right time. We connect content owners and platforms to deliver content to viewers on any screen around the world. We take care of all different technical requirements, which allows you to focus on your core activities. We offer services covering the entire video content lifecycle; from the creation of a Digital Cinema Package to the technical delivery to OTT platforms and broadcasters.We not only help you with the technical side of worldwide content delivery, but can also help you with the commercial side. Doco Digital is part of the ODMedia group and specialised in content aggregation for leading digital entertainment platforms such as Netflix, iTunes, Google Play, Amazon and Xbox. Our strength lies in our close connections to the editorial teams of the digital retailers, where visibility is crucial for the commercial success of content.

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