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RE: AR Sickness/Blink rate

From: "Tony Havelka" <>
Date: Thu, 7 Aug 2003 07:44:45 -0500

It is a vestibular imbalance.  When your eyes tell your brain one thing
and your inner ear tells your brain another.  Humans adapt very quickly.
When you play these games, you begin to develop a whole new neural
pathway for decoding motion information.  Your eyes are telling your
brain you are moving while your inner ear tells your brain that you are
not.  The new neural pathway seems to lower the priority given to inner
ear "data" and gives a higher priority to eye "data". When you finish
the game and start moving around - your brain which set the inner ear
priority to low is now getting an overload of information from it.  You
have to develop a new neural pathway in order to rebalance your
vestibular system and process the information properly again.

As a rule of thumb, for every minute in a "simulator" you should spend a
minute outside the simulator reacclimatizing yourself or risk motion
sickness.  

-Tony

> -----Original Message-----
> From: Jon Knight [mailto:] 
> Sent: Thursday, August 07, 2003 6:55 AM
> To: 
> Subject: Re: AR Sickness/Blink rate
> 
> 
> On Wed, 6 Aug 2003, Sean Anderson wrote:
> > I don't know how much hard scientific data there is on it, but even 
> > conventional computer monitors can cause vertigo or motion 
> sickness in 
> > some more sensitive users when they play first person games.  The 
> > image on the monitor is meant to reflect what your character sees 
> > through his eyes, and he may be running and jumping while 
> your brain 
> > is telling you that your body is sitting still.
> 
> BTDT. :-)  A good few years ago several of us borrowed a new, 
> unopened 
> computer lab on campus one Easter to, er, "test the graphics 
> cards" with 
> Doom (that's how long ago it was!  Fast 486s...).  We'd been 
> playing in 
> the dark for about 8 hours solid when a security guard popped 
> his head in 
> to see if we were OK.  That reinjected the real world and 
> disoriented all 
> of us: I stumbled outside and threw up and one of my mates 
> had trouble 
> walking (managing to walk straight into a pillar!).  The 
> effects were only 
> there for a minute or two but they were _definately_ there!  
> I assume our 
> brains had been lulled into accepting the visual stimulus of 
> the virtual 
> world in preference to the inner-ear motion after an hour or 
> so and then a 
> rapid transfer back to normal was too much for them.
> 
> And I won't even mention the dreams of running down corridors 
> I had the 
> next night... :-)
> 
> Jim'll
> 
> 
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