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Inserting a virtual nose in VR could reduce simulator sickness

Chanser

Member
SmUPk5I.jpg

"Simulator sickness is very common," said David Whittinghill, an assistant professor in Purdue University's Department of Computer Graphics Technology. "The problem is your perceptual system does not like it when the motion of your body and your visual system are out of synch. So if you see motion in your field of view you expect to be moving, and if you have motion in your eyes without motion in your vestibular system you get sick."

Anecdotal evidence has suggested simulator sickness is less intense when games contain fixed visual reference objects - such as a racecar's dashboard or an airplane's cockpit - located within the user's field of view.

Findings showed the virtual nose allowed people using the Tuscany villa simulation to play an average of 94.2 seconds longer without feeling sick, while those playing the roller coaster game played an average of 2.2 seconds longer.

"Our suspicion is that you have this stable object that your body is accustomed to tuning out, but it's still there and your sensory system knows it," he said.

Phys.org
 
Great. I can't escape my big nose in real life being in my field of view, and now you all are invading my VR life!!!!!

Sounds pretty neat actually. Maybe an on/off for FPS games? :P

Edit: They're calling it "Nasum Virtualis". That's so cool and scientific! Lol
 
Makes sense i guess. Even though wouldn't the position it would need to be in to be visible suggest a huuuuge nose? I men due to the lens position it probably would seem as if you had a 15cm long nose. Might tale you out of the experience a little...
 
Huh. That's the reason why game's like Mirror's Edge put a crosshair in the center of the screen even when you don't need to aim. They cited ballerinas focusing on a point helped them avoid motion sickness.
 
I'll buy the first VR game that not only include a virtual nose but that when I close one eye, I only see half the nose.

I mean we all play that "eye blinking/closing game with your mind and spotting your nose" thing, RIGHT???111
 
I'll buy the first VR game that not only include a virtual nose but that when I close one eye, I only see half the nose.

Well, that's the beauty. It doesn't need to be a feature, it just happens. Same reason you never have blinking. You already blink in real life, which is way better than anything they could ever produce.
 
I'm fairly certain that nose in the example image is on backwards.

Right eye sees the left side of the nose, left eye sees the right side...
 
This seems like a good idea but it just seems incredibly silly to me.

Also, if this were implemented and they used a white nose, people would complain about the color. That's how the internet is, I guess.
 
This seems like a good idea but it just seems incredibly silly to me.

Also, if this were implemented and they used a white nose, people would complain about the color. That's how the internet is, I guess.

settings:


nose type: < 1 / 18 >
nose color red: 198
nose color green: 28
nose color blue: 102


ta-da
 
interesting; this is something so basic that it almost "goes without saying." I haven't heard the folks at Oculus or Sony or Valve mention any of this. but it makes sense and seems like almost a must for any VR platform.
 
But isn't the premise flawed? Does the human motor control system use the visual position of the nose to coordinate with the vestibular system? If I performed an experiment comparing the walking or balance of people with and without noses, would I find a difference?
 
I can see parts of my brows and cheeks in my peripheral vision too... ARE THEY REALLY THINKING THROUGH?

gonna answer seriously: possibly

the brows are more prone to scrunching and affecting vision dynamically

If your brow furrows in real life, you can see that, so that effect is already working for the game and doesn't require modeling

but the goggles cover up a part of your nose, so it's a good addition in-game
 
of course, noses need to be blurry, because no one ever looks that closely to see their noses in sharp detail unless they REALLY try
 
Makes me wonder why none of the people complaining about how they can't see their feet in most fps never complained about no nose either.
 
But don't you still see your nose when wearing a HMD? Or is it blocked off? In which case you'd actually want the inside of the nose section of the HMD to be painted - you want to see it out of the corner of your eye, not in the screen.
 
But isn't the premise flawed? Does the human motor control system use the visual position of the nose to coordinate with the vestibular system? If I performed an experiment comparing the walking or balance of people with and without noses, would I find a difference?

first you'd have to find someone without a nose to perform the experiment.
 
gonna answer seriously: possibly

the brows are more prone to scrunching and affecting vision dynamically

If your brow furrows in real life, you can see that, so that effect is already working for the game and doesn't require modeling

but the goggles cover up a part of your nose, so it's a good addition in-game

Makes sense, thanks!
 
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