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Simple Air Blasts Cut VR Nausea, Opening Door to Mainstream Adoption

Researchers have found that simulating wind sensations during virtual reality use significantly reduces motion sickness and boosts user immersion. The discovery could solve a major barrier to VR adoption in gaming, training, and workplace applications—where nausea currently limits session length and user willingness to engage.

Originaltitel: Mitigating VR Motion Sickness Through Multi-sensory Simulation of Wind Sensation (MSSWS): A Vestibular-Visual Synchronization Approach

Abstrakt

<p>Users are more likely to experience visually induced motion sickness (VIMS) during passive motion in virtual reality (VR), particularly in passive virtual driving scenarios. To solve this challenge, we propose a Multi-sensory Simulation of Wind Sensation (MSSWS) method to alleviate VIMS symptoms by enhancing the user's sense of embodiment (SoE). The method utilizes low-fidelity airflow simulation to align vestibular perception with visual, auditory, and tactile cues. Then, we developed an interactive wind simulation helmet that can generate low-fidelity airflow along four directional axes around the user's head, and implemented a passive virtual motorcycle riding environment with synchronized visual and auditory feedback matching the airflow patterns. A user experiment was conducted to systematically evaluate the effectiveness of MSSWS in enhancing SoE and reducing VIMS under various conditions, including helmet activation states, speed variations, and movement directions, with additional validation conducted in a Cave Automatic Virtual Environment (CAVE). Experimental results show that MSSWS significantly enhances sense of presence and SoE while substantially reducing VIMS during passive navigation. Notably, MSSWS shows significantly greater effects on VIMS in high-risk conditions characterized by rapid speed changes and multi-directional movement. </p>

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