The Roller Coaster
of Virtual Reality
By Laura Golins
Picture
courtesy of VRealities
There was a time when I could enjoy the wild and fast
rides at the amusement park. Riding the Zipper, Scrambler and roller
coaster were all in a day's play. I rode the Matterhorn at Disneyland
three times in a row without a faltering or wavering step afterwards.
I was even able to keep down the junk food I had eaten. Therefore, when
Virtual Reality was introduced to the public in the early 1990s, I was
pretty sure I was up for the challenge. After all, Star Trek: The Next
Generation and its holodeck had made the whole "virtual" thing seem
pretty harmless and exciting. I never did get to "experience" Virtual
Reality though and there is a very good reason for it.
Four years ago, I was given the video game Quake. It was
exciting. I was going to experience one of the most popular and highly
touted video games of the time. And experienced it, I did! I ended up
with a horrific headache. I felt nauseous and I wanted to wretch. I
had to sit still for at least a few hours waiting for the queasiness
to subside. My friends, who could play the game for hours on end and
never experience these same side effects, ostracized me for being a
wimp. Refusing to live with that stigma for the rest of my life, I forced
myself to continue playing the game. I was determined to overcome these
seemingly abnormal reactions. I resorted to creating a variety of different
atmospheric changes, hoping that would help. Nothing worked. I was still
sick. The vivid memories of those horrific sensations told me there
was no way I was going to strap on a head-mounted display (HMD) and
"get virtual". I chickened out and felt ashamed. What I did not know
was I was suffering from a new malady of the 1990s: Cybersickness, a
variant form of motion sickness. It turns out I was not alone, nor was
this a new concept.
In the 1950s, during the early days of flight simulators,
pilot trainees experienced similar visually induced afflictions. The
symptoms induced by both the flight simulators and the fixed-platform
systems helped coin a new phrase, "simulator sickness" to describe the
pilots side effects. In the 1960s, during the Space Program in both
the United States and Soviet Union, "space sickness" was observed among
the participating astronauts. Space sickness brought on from training
centrifuges and flight simulators, evoked motion sickness and the same
simulator sickness that had afflicted the pilots a few years earlier.
In the 1970s, Ivan Sutherland created the "Ultimate Display" and the
stage was set for VR. By the mid 1990s, VR companies were seeing a surge
in popularity. It seemed as though the VR world would take over cyberspace.
However, it was soon realized that VR systems and to a lesser extent,
video games, were having an adverse effect on a sizeable portion of
the population. People were suffering from headaches, nausea, disorientation,
eyestrain, flashbacks and disrupted motor control. These 1990s afflictions
gave rise to the word, "Cybersickness".
Cybersickness results from a sensory conflict between
what you are seeing and what you think you are seeing. There is a "time
lag between the usersŐ movements and the response of the computer images"
(Strauss) which confuses the brain and upsets the balance in the inner
ear. These days, cybersickness has almost become synonymous with Virtual
Reality, resulting in major setbacks to the VR industry who are targeting
the lucrative video-game market. A bigger concern might be future lawsuits
stemming from accidents, eye injuries or flashbacks that could impede
future growth of the VR industry.
Some people will learn and others already know how to
trick the brain into seeing 3D visuals. For the rest of us, it is likely
we will continue experiencing some symptoms of cybersickness whenever
we are playing video games or are in a virtual environment. Ironically,
studies have shown that kids are more likely to suffer from cybersickness,
the very market VR companies are targeting. However, there is hope for
people like me. It seems that as you get older, the symptoms diminish
dramatically. Which means, by the time I am 50, I will be able to enjoy
the virtual environment without having to run to the nearest medicine
cabinet for my Gravol pills, Dramamine or acupressure wrists bands.
Laura
Golins
is a multimedia student at the Southern Alberta Institute of
Technology. Her interests include art, music, literature, web page
design, pop culture and animals.
Source
list
McClure, Doug. "Virtual Reality: Not Just Fun and Games Anymore". http://disc.cba.uh.edu/~rhirsch/fall96/doug.htm
Potel,
Mike. "Motion Sick in Cyberspace". IEEE
Computer Graphics and Applications. January/February 1998, v. 18, n1,
p16-21.
Strauss,
Stephen. "Cybersickness: The Side Effects of Virtual Reality". Technology
Review. July 1995, v. 98, n5, p14(3).
Wantland,
Cyril, Subhas Gupta and Scott Klein. "Safety Considerations for Current
and Future VR Applications". http://www.i-med.com/mi/safety.html http://www.vrealities.com/dyno.html
