Virtual Reality: Solving Nausea with Led Lights | VR Life

Virtual Reality: Solving Nausea with Led Lights


The present day universe of user-grade virtual reality has an issue with tunnel-vision. Though VR is very reasonable, the most costly headset is also limited to a 110-degree screen size, in contrast to more than 180 degrees real-world vision. A group of researchers at Microsoft Research have not been able to resolve this issue yet, even though some extremist in the past have been able to have a head way.

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“You don’t realize when you’re playing with Oculus or other [headsets] how much black there really is in the device,” Carnegie Mellon PhD candidate Robert Xiao replied in a questioning session with Ars Technica. “You strap it on, and the first thing your eyes focus on is the middle part, the bright screen. You don’t realize how much of the visual field is taken up by black, empty space.”

Xiao, who happened to be a student intern at Microsoft Research in 2015, who contributed to CMU’s Human Computer Interaction Institute, chose to concentrate on that darkness in the very first assignment he carried out at Microsoft Research.

In conjunction with a senior researcher Hrvoje Benko, Xiao developed a concept that is very reasonable: to set up a set of inexpensive LED lights to light up the remaining dark area of a VR’s headset. (The outcome of their research was posted CHI’16 last week.)



Benko as well as Xiao’s “sparse peripheral display” is constructed on an Oculus Rift “DK2” headset and this has just 90-screen (the Rift to be put up for sale, which was initiated in March, offers up to 110 degrees). Then the two of them included 80 LED lights strategically set up and placed on top of and about the lenses of the headsets, as well as a pure glass to spread their light. With just a little doling out of the in-game 3D universe, the system provides appropriate, synchronized color and increase data for the LED lights, to include 60 degrees to the whole functional screen. This is not a difficult thing to do from the operational visual projection screen, since just a small amount of “pixels” of data will be needed to be transferred to the headset.

According to Xiao, this will lessen nausea and increased situational consciousness in VR occurrences, how changing of position is controlled will not be an issue, be it by twisting of head, by depressing keys by clients or be it by a programmed, roller-coaster-mannered series. Its ability to lessen nausea effect astonished Xiao, especially, because everything he terms “surprisingly spotty” study on the issue gave an impression that a contradictory result will come out.

“There is some academic research… suggesting that expanding field-of-view [in VR] with a full-resolution, high-fidelity display would increase the sensation of sickness,” Explained Xiao. “The primary reason is that you’re introducing a greater disparity between a person’s visual periphery and their sense of vection—their internal inertia sensors that tell them if they’re actually moving. Increase that and you increase the possibility of nausea.”

Xiao and Benko believed that they could come out with a better outcome with point-of-view nearer to the face, since their earlier study was carried out on a bigger testing system. The thought of using indicative LED lights was suggested basically as a method of trying a low-priced, less-energy consuming solution. The pair’s initial public statement declared that 11 out of 14 people that tried it reported lessened nausea while making use of “DK2” element with the edge hack, which was strengthened by a “counter-vection” doling out of illustrative data as the changing of position was simulated.

 See the video below



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