Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR. Symptoms are similar to those of motion sickness, including nausea, disorientation, pallor, headaches, sweating and even vomiting. It’s widely thought that this is caused by a conflict taking place within the brain.
Visual and auditory sensory inputs tell the brain that person is moving through space, whereas your inner ear doesn’t detect the corresponding motion.
VR users experiencing such sickness varies form 65% to 95% susceptible – source: https://www.vupune.ac.in/blog/tag/VR%20games
Proofs and publications proving above issue:
Symptoms described in publications: tiredness, drowsiness, nausea, disorientation, postural instability, sweating, headaches, eye strain, and sometimes even vomiting (Burdea & Coiffet, 2003; Davis, Nesbitt, & Nalivaiko, 2014; LaViola, 2000).
The issue is complex as there can be variability between individual responses to the stimuli, the type of technology used and the overall design of the virtual environment, and the tasks performed (Davis, Nesbitt, & Nalivaiko, 2015; Johnson, 2005)
As Vinson and colleagues (2012) state: “Cybersickness is essentially a barrier to both adoption and production of VR technologies” (p. 69).
There are a significant number of studies examining cybersickness in virtual environments (Robert S. Kennedy, Stanney, & Dunlap, 2000; LaViola, 2000; Stanney & Hash, 1998; Vinson et al., 2012).
Currently solving the problem is to take a break from using the VR and come back after symptoms are gone.
We are developing 3 solutions for this problem!
More about this project you can read here www.metabeta.com/companies/cybersickness
If you are an investor you can visit the project page here