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The Science of VR Sickness

Types of VR Sickness

Virtual Reality (VR) Sickness

Virtual Reality (VR) sickness is a type of motion sickness that can occur when using VR headsets or other immersive technologies. There are several types of VR sickness that can affect users, each with its own unique set of symptoms and causes.

Simulator Sickness

One type of VR sickness is known as simulator sickness. This occurs when a person experiences symptoms similar to motion sickness while using a VR simulator. Symptoms of simulator sickness can include nausea, dizziness, and headaches. This type of VR sickness is thought to occur because the brain is receiving mixed signals from the body and the VR environment. While the eyes are seeing movement, the body is not actually moving, leading to confusion in the brain.

Visually Induced Motion Sickness (VIMS)

Another type of VR sickness is called visually induced motion sickness (VIMS). This occurs when a person experiences motion sickness symptoms after viewing a moving visual stimulus, such as a VR rollercoaster or car ride. Symptoms of VIMS can include nausea, dizziness, and headaches. Like simulator sickness, VIMS is thought to be caused by mixed signals in the brain.

Cybersickness

A third type of VR sickness is called cybersickness. This occurs when a person experiences motion sickness symptoms after using a VR headset or other immersive technology for an extended period of time. Symptoms of cybersickness can include nausea, dizziness, and headaches, as well as eye strain, fatigue, and disorientation. Cybersickness is thought to be caused by a combination of factors, including the VR environment, the user's physiology, and the characteristics of the VR headset or other device.

Postural Instability

Finally, some users may experience a phenomenon known as postural instability or postural sway while using VR. This occurs when a person loses their sense of balance or stability while in a VR environment, leading to feelings of dizziness or disorientation. Postural instability can be caused by a number of factors, including the user's age, physical condition, and the characteristics of the VR environment.

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