You can’t get people to embrace VR if it’s going to make them feel like throwing up.
every half hour to delay the onset of cybersickness, but these numbers have not been rigorously tested. For some, like Garrido, a short break is nowhere near enough time to recover. But was he an outlier?
, indicated that more than 65 percent of people experienced symptoms of cybersickness, and more than one-third of these people experienced severe symptoms. Twenty-two participants decided to stop the simulation before the 10 minutes were up. Cybersickness doesn’t just arise from the controls of a VR experience. It can be built into the fabric of hardware and software . Kyle Ringgenberg, an AR and VR developer and the co-founder of software company Dimension X, said that there are two major sensory conflicts that lead to cybersickness in VR. The first is the same brain-body mismatch that leads to car and seasickness, but the second is a different physiological response—and potentially even harder to fix.
There are some signs that developers are taking cybersickness seriously, whether because of a newfound appreciation for the condition’s prevalence, or because updates to the technology finally allow them to tackle some of the devices’ initial shortcomings.
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