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AI can stop the cybersickness some people get when using VR headsets

When using VR headsets, differences between what the inner ear feels and what the eyes see can create nausea, but better tracking of the head’s position in space can reduce the effect
The discomfort some people get from virtual reality can be fixed with an AI tweak
JEROME FAVRE/EPA-EFE/Shutterstock

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 – 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 doesn’t take into account translational movement of the head – 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 won’t reflect all of that movement.

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 reduces 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.

Kagenova’s 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 Ferrè and her colleagues at Royal Holloway University of London ran tests to compare a standard VR set-up with one using Kagenova’s 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.

Ferrè believes that this effect would be even larger in a more “compelling visual scenario” that included more movement. “The brain is getting information which is much more coherent between visual and [inner ear] cues and this prevents sickness and conflict,” she says.

Sylvia Xueni Pan at Goldsmiths, University of London, who wasn’t involved with the work, says that up to 80 per cent of people experience sickness when using VR. “Your ear, where the vestibular system is, is telling your body you’re not moving. Your eyes are telling your brain that you’re moving around. Your brain says, ‘Okay, something is going wrong’ and the most logical explanation to your brain is that you’ve eaten some toxic mushrooms and that it should vomit this out. That’s how cybersickness works,” she says.

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Topics: AI / virtual reality