
Virtual reality can be compelling and immersive, but the discrepancy between what you see and what your inner ear tells you is happening can provoke nausea ā so-called cybersickness. AI that adapts VR environments to match the motion of the head more accurately can reduce this.
Most VR technology uses three degrees of movement. What you see changes when you tilt your head from side to side, up or down, or rotate it. But it doesnāt take into account translational movement of the head ā that is, forwards and backwards as when walking, up and down as when crouching or standing up and side-to-side when side-stepping.
Walk around while watching a 3D video filmed from a static point and you may well succumb to cybersickness as the video wonāt reflect all of that movement.
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Researchers at a UK start-up called Kagenova have created a system that reacts to these additional degrees of freedom, and a study has shown that it reducesĀ VR-induced nausea.
Existing 3D videos are filmed on static cameras that cover all directions from a fixed point. Viewers can use a special headset that tracks head movement to pan around inside that video as if they were actually inside the scene that was filmed.
Kagenovaās software uses AI to morph the images slightly to add movement from one spot to another. The software can adapt existing images so no new technology is required to record footage, and it can work with any VR headset.
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To see how well the new approach worked, Elisa FerrĆØĀ and her colleagues at Royal Holloway University of London ran tests to compare a standard VR set-up with one using Kagenovaās software.
The team had 25 people use HTC Vive headsets to view 3D footage of a beach using both set-ups. The participants reported 33 per cent less nausea when experiencing VR with the six degrees of freedom compared with just three.
FerrĆØ believes that this effect would be even larger in a more ācompelling visual scenarioā that included more movement.Ā āThe brain is getting information which is much more coherent between visual and [inner ear] cues and this prevents sickness and conflict,ā she says.
Sylvia Xueni Pan at Goldsmiths, University of London, who wasnāt involved with the work, says that up to 80 per cent of people experience sickness when using VR. āYour ear, where the vestibular system is, is telling your body youāre not moving. Your eyes are telling your brain that youāre moving around. Your brain says, āOkay, something is going wrongā and the most logical explanation to your brain is that youāve eaten some toxic mushrooms and that it should vomit this out. Thatās how cybersickness works,ā she says.
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