In last week’s post I mentioned there is a bigger problem, one that helps explain why VR may not provide a comfortable viewing experience for a larger subset of viewers. The guilty party is our own vision.
Vision. This is actually the elephant in the room. This is a lesson not learned. Any VR experiences that are stereoscopic can induce symptoms such as soreness, dryness of the eyes, fatigue, headache, eye irritation, blurred or double vision, dizziness or nausea. That’s quite a list. Simply stated, if our eyes are unable to see 3D, and these kinds of symptoms occur, it is an indication of an underlying vision issue. It is not necessarily the fault of the content, the VR experience, or the hardware. It's your vision. Any student with myopia, hyperopia, astigmatism, convergence, alignment, accommodation, tracking, or suppression issues can experience viewing problems with VR.
This is a bigger deal than you think; let me quantify it for you. I often demonstrate VR experiences at adult party gatherings, conference workshops, and my own undergraduate classes. In all of these settings, approximately 20% experience discomfort when viewing a stereoscopic virtual reality experience. (Medical experts suggest that the 3D vision syndrome affects anywhere from 14-20% of the population, worldwide.)
And since I constrain the user viewing approach and my selection of content, this is solid evidence of stereopsis problems, not virtual reality sickness or misguided content.) Also, since most people don’t avail themselves of regular vision care, most people won’t know they have these problems until they strap on their VR headgear.