From an educator’s perspective, there are four
reasons why VR may not provide a comfortable viewing experience for all:
The Content. Content can be poorly designed. I
am reminded of a display at InfoComm that was making
passersby sick. The culprit: they were showing crummy content: poorly
constructed stereo—too much swirling, fast action motion, and montage work.
Showing furious rollercoaster rides, wild river rapid trips, or spiraling,
headturning motion is simply crazy. The solution: in classrooms, we quickly
learned to use only content that was designed well, for comfortable viewing by
children.
The Driver. One can easily make teachers or
students sick simply by ‘driving’ the viewing experience too fast: rotating
images to quickly or zooming in and out too abruptly. In fact, after
investigation, this is what caused the two children to vomit in the Florida case mentioned last week. The students were spinning themselves around wildly, trying to take in
the overwhelming visual experience of Google Cardboard at a perilous pace. The
solution: an ounce of prevention by taking time to explain students how to comport
themselves when wearing VR headgear is worth a pound of cure (or vomit).
The Technology. Let’s stop and mention the
mysterious phenomenon of virtual reality sickness. I am aware of several technology-based reasons why virtual reality sickness may
make some people hate VR. Let’s discuss just one such theory, the notion of
visual lag caused by inadequate rendering due to the limitations of underpowered hardware or software. Certainly,
sensory conflict arises when our eyes recognize a mismatch to our
proprioception and vestibular input. According to leading vision experts, when flow is overloaded, interrupted,
or confused, a general disorientation will result.
But there is still a bigger
problem, one that helps
explain why VR may not provide a comfortable viewing experience for
a larger subset of viewers. Stay tuned to find out the fourth reason next week!
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