Motion sickness suppression method and system based on motion sensing and adaptive visual compensation
By constructing a motion sickness suppression system based on motion sensing and adaptive visual compensation on a mobile smart terminal, and utilizing a three-dimensional particle system and an adaptive friction mechanism, the problem of visually induced motion sickness was solved, achieving efficient and non-intrusive motion sickness relief and improved visual comfort.
Patent Information
- Application Number
- CN202511442085.3
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-10-10
- Publication Date
- 2026-01-06
AI Technical Summary
Existing technologies for alleviating visually induced motion sickness on mobile smart terminals suffer from high costs, limited applicability, significant loss of user experience, and poor versatility.
By constructing a motion sickness suppression system based on motion sensing and adaptive visual compensation, a dynamic reference layer is rendered in real time using a three-dimensional particle system. Combined with adaptive friction and edge attenuation mechanisms, visual feedback is provided to alleviate motion sickness.
It effectively alleviates motion sickness and enhances visual comfort and immersion without interfering with normal user operation. It is applicable to a wide range of Android devices and features zero hardware cost and high versatility.
Smart Images

Figure CN121277360A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of human-computer interaction perception technology, specifically to a method and system for suppressing motion sickness based on motion sensing and adaptive visual compensation. Background Technology
[0002] With the rapid popularization and performance improvement of mobile smart terminals (such as smartphones and tablets), users are performing operations such as information browsing, video watching, and game interaction on these devices more frequently. During these operations, the screen of the terminal device usually displays a large amount of fast and continuous visual motion, especially in swiping reading or immersive visual scenarios. The strong visual flow information received by the user's eyes can easily create sensory conflict with the body's static state perceived by the vestibular system. This type of conflict has been confirmed by research as a major cause of visually induced motion sickness (VIMS), which often manifests as discomfort symptoms such as dizziness, nausea, and eye fatigue, seriously affecting the user's visual comfort and willingness to continue using the device.
[0003] To address the above problems, several mitigation solutions have been proposed in the prior art, including:
[0004] 1. Hardware-level improvements: By configuring display screens with higher refresh rates (such as 120Hz or 144Hz), the smoothness of the picture can be improved, thereby alleviating visual discomfort to some extent.
[0005] 2. Operating system-level accessibility features: Mainstream operating systems (such as iOS and Android) offer options to "reduce dynamic effects" or "turn off animations," which reduce the intensity of stimulation by globally removing dynamic visual elements such as interface animations, parallax scrolling, and transition effects.
[0006] 3. Personalized settings in specific applications: In some 3D games or virtual reality (VR) applications, users can manually enable features such as "camera stabilization", "center crosshair" or "vignette" to reduce motion-induced discomfort.
[0007] However, the above solutions still have the following obvious shortcomings in practical applications:
[0008] 1. Hardware solutions suffer from high costs and limited applicability: High refresh rate displays are not widely used in all terminal devices, and existing devices are difficult to upgrade hardware configurations through software, resulting in high costs for users to update their devices and making it difficult to promote them widely.
[0009] 2. System-level accessibility features are "one-size-fits-all" and sacrifice user experience: These features usually disable all animation effects at the operating system level. While this may alleviate discomfort to some extent, it also significantly weakens the carefully designed dynamic visual presentation of the original application interface, resulting in a stiff and rigid overall user experience. Users need to weigh "functional usability" against "visual comfort".
[0010] 3. Application-level solutions lack universality and have limited coverage: Anti-motion sickness settings in games or VR scenarios only work within specific applications and cannot be applied to other frequently used software such as browsers, social platforms, and e-book readers, thus failing to solve motion sickness problems at the system level.
[0011] In view of this, the present invention proposes a method and system for suppressing motion sickness based on motion sensing and adaptive visual compensation. Summary of the Invention
[0012] The purpose of this invention is to provide a method and system for suppressing motion sickness based on motion sensing and adaptive visual compensation. By constructing a three-dimensional particle system that responds to the acceleration state of the device, a dynamic reference layer that conforms to physical characteristics, visual focus, and edge decay is rendered on the screen in real time, which effectively alleviates motion sickness caused by visual dominance, while ensuring the visual integrity and interactive continuity of the main task.
[0013] In a first aspect, the present invention provides a method for suppressing motion sickness based on motion sensing and adaptive visual compensation, comprising the following steps:
[0014] S201: Start the service and initialize, configure filter parameters, register sensor channels and initialize system status;
[0015] S202: Real-time acquisition of triaxial data from the device's linear accelerometer, and extraction of user-initiated operation features and device baseline drift through two sets of time-domain difference filtering modeling methods to generate net motion acceleration;
[0016] S203: Based on the net acceleration, perform integral calculation of velocity and displacement to obtain the physical state of the virtual particle system, and construct a friction coefficient based on the current velocity modulus to adjust the motion of the particle system;
[0017] S204: Calculate the intensity of the visual compensation effect based on the particle velocity modulus, wherein the intensity of the effect decays naturally over time when no threshold is triggered, and is enhanced by the Sigmoid function when the threshold is exceeded.
[0018] S205: Construct a three-dimensional particle space based on the updated particle system state, arrange the particles using a hexagonal close-packed method, and map the three-dimensional coordinates to two-dimensional screen coordinates through perspective projection;
[0019] S206: Calculate edge attenuation weights based on the distance between the screen position of each particle and the screen boundary, adjust the particle size and transparency, and combine visual compensation intensity to complete image rendering.
[0020] S207: Repeat steps S202 to S206 to achieve continuous device motion sensing and visual feedback compensation until the user terminates the service.
[0021] As a preferred embodiment of the present invention, the calculation logic for the net kinetic acceleration is as follows:
[0022] Construct two acceleration history buffers, corresponding to the short-time response and long-time response intervals, respectively;
[0023] Amplitude difference extraction and trend modeling are performed on the acceleration change sequences in the two buffers, respectively;
[0024] Calculate the instantaneous user action response vector based on the magnitude of the difference change;
[0025] Calculate the system motion reference baseline vector based on the trend offset spectrum;
[0026] The two are combined to construct the net motion acceleration vector, which is used as the state input of the particle system.
[0027] As a preferred embodiment of the present invention, the updating of the velocity and three-dimensional position of the virtual particle system includes:
[0028] Receive the mapping result of net acceleration in the screen coordinate system;
[0029] The velocity increment is obtained by integrating the acceleration once using the inter-frame time parameter.
[0030] The current speed is obtained by superimposing the speed increment with the speed vector of the previous cycle.
[0031] Integrate again to obtain the displacement increment, and then add it to the previous position.
[0032] Output the velocity and displacement results as the current state of the particle system.
[0033] As a preferred embodiment of the present invention, the adjustment logic of the friction force is as follows:
[0034] The input variable is constructed based on the current velocity vector magnitude of the particle system. The input variable is substituted into a nonlinear function to extract the friction coefficient. A correction vector opposite to the velocity direction is constructed based on the friction coefficient.
[0035] Update the particle system velocity values and output the corrected velocity as the physics calculation result.
[0036] As a preferred embodiment of the present invention, the calculation of the visual compensation intensity includes:
[0037] Extract the current frame velocity magnitude of the particle system; determine whether it exceeds the set start threshold;
[0038] If the limit is not exceeded, exponential decay will occur according to the decay factor.
[0039] If the value exceeds the limit, the velocity modulus is substituted into the Sigmoid function, and the output value is superimposed on the current intensity value as an activation factor for particle rendering.
[0040] As a preferred embodiment of the present invention, the method of superimposing the activation factor with the current intensity value includes:
[0041] Based on the set scaling factor, perform linear mixing calculations to generate fusion intensity values;
[0042] The transparency distribution is controlled by combining particle depth values, and particle color mapping and brightness modulation are adjusted; the final set of visual intensity parameters is output for graphics rendering.
[0043] As a preferred embodiment of the present invention, the step of constructing the three-dimensional particle space and mapping includes:
[0044] A hexagonal close-packed mesh is constructed based on the two-dimensional coordinates of particles to ensure that adjacent particles are connected to each other on opposite sides, and the two-dimensional mesh is expanded into a three-dimensional particle array with a fixed depth layer.
[0045] Set perspective projection parameters, including viewpoint, focal length, and center offset; perform perspective projection transformation on the 3D coordinates; generate particle projection points in the screen coordinate system.
[0046] As a preferred embodiment of the present invention, the edge attenuation mechanism includes:
[0047] Calculate the shortest distance from each particle to the screen boundary, and use a decay function to calculate the particle weight;
[0048] The particle size is scaled according to weights and the transparency is adjusted. The display properties are reconstructed by combining particle hierarchy and depth information; the final particle rendering dataset is output.
[0049] In a second aspect, the present invention provides a motion sickness suppression system based on motion sensing and adaptive visual compensation, which operates on a mobile terminal device and is used to perform the first aspect, including:
[0050] The motion data acquisition and high-precision processing module is used to acquire triaxial data from the linear accelerometer, construct a multi-scale acceleration modeling structure, and extract net motion acceleration.
[0051] An adaptive physics engine module is used to perform velocity and displacement integral calculations of the particle system based on the net acceleration; it also constructs a nonlinear friction coefficient based on the current velocity magnitude and uses it for velocity correction.
[0052] The intelligent visual effects control module is used to calculate the visual compensation intensity value based on the speed threshold and the Sigmoid function.
[0053] The 3D particle system rendering module is used to construct a hexagonal particle space and perform perspective mapping, controlling the size and transparency of particles in the edge areas of the screen.
[0054] A screen display used to overlay the processed particle system onto the screen as a visual overlay.
[0055] The technical effects and advantages provided by the present invention in the above technical solution are as follows:
[0056] This invention successfully solves the problems of slow response, large interference, and poor adaptability in existing technologies by implementing a visual compensation mechanism based on device motion state at the system layer. Specifically, a dual low-pass filtering algorithm ensures high-precision and high-response recognition of real user operations, eliminating false triggering caused by sensor noise or background shaking at the source. An adaptive friction system designed based on a physical model further makes particle motion exhibit natural behavior consistent with human physical intuition, enhancing the immersiveness and stability of visual feedback. Building on this, with the help of a sigmoid function-driven intelligent effect intensity control mechanism, the system can smoothly activate visual compensation only during rapid movement, while automatically concealing it in static or low-speed scenes, thus achieving an intelligent and non-intrusive motion sickness prevention experience. Furthermore, the edge attenuation mechanism innovatively considers the sensitive characteristics of peripheral vision, actively reducing dynamic edge stimulation and focusing on visual anchor points, significantly improving the scientific rigor and comfort of the system in alleviating visually induced motion sickness. Because this invention is implemented using a pure software overlay layer, it has the advantages of high versatility and zero hardware cost, and can be widely adapted to various existing Android devices, possessing strong practical application value and promotion potential. Attached Figure Description
[0057] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments recorded in this invention. For those skilled in the art, other drawings can be obtained based on these drawings.
[0058] Figure 1 This is a schematic diagram of the functional module structure of the motion sickness suppression system provided by the present invention.
[0059] Figure 2The flowchart shows the motion sickness suppression method provided by the present invention.
[0060] In the diagram: 100, Mobile terminal device; 10, Motion sickness suppression system; 11, Motion data acquisition and high-precision processing module; 111, Sensor interface; 112, Dual low-pass filter; 113, Net acceleration calculation unit; 12, Adaptive physics engine module; 121, Physics integration unit; 122, Adaptive friction model; 13, Visual effects intelligent control module; 131, Effect intensity calculation unit; 14, 3D particle system rendering module; 141, Particle layout and projection unit; 142, Edge attenuation and effect rendering unit; 20, Screen display. Detailed Implementation
[0061] To make the objectives, technical solutions, and advantages of this application clearer, the technical solutions in the embodiments of this application will be described in more detail below with reference to the accompanying drawings.
[0062] Throughout the accompanying drawings, the same or similar reference numerals denote the same or similar elements or elements having the same or similar functions. The described embodiments are only a part of the embodiments of this application, not all of them. The embodiments described below with reference to the accompanying drawings are exemplary and intended to explain this application, and should not be construed as limiting this application. All other embodiments obtained by those skilled in the art based on the embodiments in this application without inventive effort are within the scope of protection of this application. The embodiments of this application will be described in detail below with reference to the accompanying drawings.
[0063] Example 1
[0064] Please see Figure 1 As shown, this embodiment provides a motion sickness suppression system 10 based on motion sensing and adaptive visual compensation, which runs on a mobile terminal device 100, is implemented in software, runs as an overlay layer on the operating system, and interacts with the screen display 20. The motion sickness suppression system 10 includes:
[0065] Motion data acquisition and high-precision processing module 11: Used to acquire motion data from the hardware sensors of the mobile terminal device 100 and perform precise processing. The mobile terminal device 100 includes:
[0066] Sensor Interface 111: Responsible for calling the device's linear acceleration sensor (Sensor.TYPE_LINEAR_ACCELERATION) API to obtain real-time triaxial acceleration data.
[0067] Dual low-pass filter 112: includes a fast-response first-stage low-pass filter and a slow-response second-stage low-pass filter, used to filter the raw data acquired by sensor interface 111 to separate high-frequency noise and low-frequency jitter.
[0068] Net acceleration calculation unit 113: Combines the raw sensor data with the output of the dual low-pass filter 112 to extract high-frequency user operation features and low-frequency baseline drift respectively, and then calculates the net motion acceleration that reflects the user's active operation (such as quickly swiping the screen). It supports screen orientation recognition and dynamic mapping of coordinate axes so that the visual feedback direction is consistent with the user's gesture.
[0069] Adaptive Physics Engine Module 12: Used to simulate a virtual physical space and translate net motion acceleration into dynamic behavior of visual elements. Includes:
[0070] Physical Integration Unit 121: Performs time integration on the net acceleration to calculate the velocity and three-dimensional spatial position of the virtual particle system in sequence, that is, to deduce the velocity and displacement of the particle system.
[0071] Adaptive Friction Model 122: This model dynamically adjusts the friction force applied to the virtual particle system based on the magnitude of the net acceleration. When the acceleration is large, the friction force is small, resulting in a sensitive response; when the acceleration is small, the friction force is large, enabling rapid stabilization and preventing drift. A nonlinear adaptive friction model based on dynamic acceleration changes is introduced to ensure sensitive visual feedback without drift.
[0072] Visual Effects Intelligent Control Module 13: Used to intelligently control the intensity of visual compensation effects based on the state of the physics engine; the intensity of the visual effects decays naturally exponentially over time. Includes:
[0073] Effect Intensity Calculation Unit 131: Based on the velocity value output by the physics engine module 12, it calculates a smoothly varying "effect intensity" value using an algorithm that includes natural decay and velocity-driven enhancement. This value determines the visibility of the visual compensation effect. Visual enhancement is triggered by a sigmoid function response velocity threshold, and the visual activation and decay process is smooth and without abrupt changes.
[0074] 3D Particle System Rendering Module 14: Responsible for rendering the final visual compensation graphics on the screen display 20. Includes:
[0075] Particle layout and projection unit 141: In the virtual three-dimensional space, particles are generated according to a hexagonal close-packed grid, and their three-dimensional coordinates are converted into two-dimensional screen coordinates through a perspective projection algorithm.
[0076] Edge attenuation and effect rendering unit 142: Based on the particle's projection position on the screen, it calculates the distance between the particle and the screen edge, and adjusts the particle's rendering size accordingly to achieve an "edge attenuation" mechanism that weakens the effect in the edge area. At the same time, based on the effect intensity value and the particle's depth (Z-axis) information, it finally draws a particle system with dynamic size, transparency, and position on the screen.
[0077] In other words, a three-dimensional particle space is constructed using a dense hexagonal layout; a perspective projection is applied to create a sense of depth; an edge attenuation mechanism is introduced to limit visual interference at the edges; the particle transparency depth is gradually changed in the Z-axis direction; and a soft diffusion wave animation from bottom to top is provided at startup to guide users to establish a stable visual reference.
[0078] Example 2
[0079] Reference Figure 2 This embodiment discloses a method for suppressing motion sickness using the motion sickness suppression system described in Embodiment 1, comprising the following steps:
[0080] Step S201: Start the service and initialize. The user starts the application of this invention, and the system begins to run in the background. The motion data acquisition and high-precision processing module 11, the adaptive physics engine module 12, and the three-dimensional particle system rendering module 14 are initialized.
[0081] Step S202: Real-time acquisition and processing of motion data. The motion data acquisition and high-precision processing module 11 continuously acquires triaxial data from the linear accelerometer through the sensor interface 111. The dual low-pass filter 112 performs real-time filtering on the data, and then the net acceleration calculation unit 113 calculates the net motion acceleration.
[0082] Specifically, the calculation logic for the net kinetic acceleration is as follows:
[0083] Construct two acceleration history buffers, corresponding to the short-time response and long-time response intervals, respectively;
[0084] Amplitude difference extraction and trend modeling are performed on the acceleration change sequences in the two buffers, respectively;
[0085] Calculate the instantaneous user action response vector based on the magnitude of the difference change;
[0086] Calculate the system motion reference baseline vector based on the trend offset spectrum;
[0087] The two are combined to construct the net motion acceleration vector, which is used as the state input of the particle system.
[0088] Step S203: Update the physics engine state. After the adaptive physics engine module 12 obtains the net motion acceleration, its physics integration unit 121 updates the velocity and three-dimensional position of the virtual particle system. At the same time, the adaptive friction model 122 adjusts the friction force according to the current acceleration and applies it to the velocity value, causing it to decay over time.
[0089] Specifically, updating the velocity and three-dimensional position of the virtual particle system includes:
[0090] Receive the mapping result of net acceleration in the screen coordinate system;
[0091] The velocity increment is obtained by integrating the acceleration once using the inter-frame time parameter.
[0092] The current speed is obtained by superimposing the speed increment with the speed vector of the previous cycle.
[0093] Integrate again to obtain the displacement increment, and then add it to the previous position.
[0094] Output the velocity and displacement results as the current state of the particle system.
[0095] To further explain, the adjustment logic for the friction force is as follows:
[0096] The input variable is constructed based on the current velocity vector magnitude of the particle system. The input variable is substituted into a nonlinear function to extract the friction coefficient. A correction vector opposite to the velocity direction is constructed based on the friction coefficient.
[0097] Update the particle system velocity values and output the corrected velocity as the physics calculation result.
[0098] Step S204: Calculate the visual effect intensity. The effect intensity calculation unit 131 of the visual effect intelligent control module 13 determines whether the speed value output by the physics engine module 12 exceeds a preset threshold. If it exceeds the threshold, the "effect intensity" is enhanced by the Sigmoid function; if it does not exceed the threshold or the movement stops, the "effect intensity" decays naturally in an exponential manner.
[0099] Specifically, the calculation of the visual compensation intensity includes:
[0100] Extract the current frame velocity magnitude of the particle system; determine whether it exceeds the set start threshold;
[0101] If the limit is not exceeded, exponential decay will occur according to the decay factor.
[0102] If the value exceeds the limit, the velocity modulus is substituted into the Sigmoid function, and the output value is superimposed on the current intensity value as an activation factor for particle rendering.
[0103] To further explain, the method by which the activation factor is superimposed on the current intensity value includes:
[0104] Based on the set scaling factor, perform linear mixing calculations to generate fusion intensity values;
[0105] The transparency distribution is controlled by combining particle depth values, and particle color mapping and brightness modulation are adjusted; the final set of visual intensity parameters is output for graphics rendering.
[0106] Step S205: Render the 3D particle system. The 3D particle system rendering module 14 performs the drawing operation. Its particle layout and projection unit 141 calculates the two-dimensional projection coordinates of each particle on the screen based on the 3D position calculated by the physics engine.
[0107] Specifically, the steps for constructing the three-dimensional particle space and mapping include:
[0108] A hexagonal close-packed mesh is constructed based on the two-dimensional coordinates of particles to ensure that adjacent particles are connected to each other on opposite sides, and the two-dimensional mesh is expanded into a three-dimensional particle array with a fixed depth layer.
[0109] Set perspective projection parameters, including viewpoint, focal length, and center offset; perform perspective projection transformation on the 3D coordinates; generate particle projection points in the screen coordinate system.
[0110] Step S206: Apply visual compensation effects and display. The edge attenuation and effect rendering unit 142 calculates the final rendering size and transparency of each particle based on its screen coordinates and "effect intensity" value, and draws a complete particle system overlay with perspective and edge attenuation effects on the screen display 20.
[0111] Specifically, the edge attenuation mechanism includes:
[0112] Calculate the shortest distance from each particle to the screen boundary, and use a decay function to calculate the particle weight;
[0113] The particle size is scaled according to weights and the transparency is adjusted. The display properties are reconstructed by combining particle hierarchy and depth information; the final particle rendering dataset is output.
[0114] Step S207: Execute in a loop. The system returns to step S202, continuously monitoring and providing visual feedback on the device's movement, forming a closed-loop control process until the user actively stops the service.
[0115] Through the above embodiments, the present invention can provide a dynamic reference system that is precisely synchronized with the device movement and provides natural and smooth visual feedback without interfering with the user's normal operation and the application's native interface, thereby effectively suppressing visually induced motion sickness.
[0116] The above description is merely a specific embodiment of this application, but the scope of protection of this application is not limited thereto. Any variations or substitutions that can be easily conceived by those skilled in the art within the scope of the technology disclosed in this application should be included within the scope of protection of this application. Therefore, the scope of protection of this application should be determined by the scope of the claims.
Claims
1. Motion sickness suppression method based on motion sensing and adaptive visual compensation, applied to a mobile device, characterized in that, The method comprises the following steps: S201: start the service and initialize, configure filter parameters, register sensor channels and initialize system state; S202: real-time acquisition of three-axis data of the device linear acceleration sensor, and extraction of user active operation features and device baseline drift through two sets of time domain difference filtering modeling methods, to generate net motion acceleration; S203: integral calculation of velocity and displacement based on the net motion acceleration, to obtain the physical state of the virtual particle system, and construction of the friction coefficient according to the current velocity modulus, for adjusting the particle system motion; S204: calculation of the visual compensation effect intensity according to the particle velocity modulus, wherein the effect intensity naturally decays over time when the threshold is not triggered, and is enhanced through the Sigmoid function when the threshold is exceeded; S205: construction of a three-dimensional particle space according to the updated particle system state, layout of particles using a hexagonal close-packed method, and mapping of three-dimensional coordinates to two-dimensional screen coordinates through perspective projection; S206: calculation of edge attenuation weights according to the distance between the screen position of each particle and the screen boundary, adjustment of the size and transparency of the particles, and completion of image rendering in combination with the visual compensation intensity; S207: cyclic execution of the above steps S202 to S206, to realize continuous device motion perception and visual feedback compensation until the user terminates the service.
2. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 1, wherein, The calculation logic of the net motion acceleration is as follows: Two acceleration history buffers are constructed, corresponding to short-time response and long-time response intervals respectively; Amplitude difference extraction and trend modeling are performed on the acceleration change sequences in the two buffers respectively; An instantaneous user operation response vector is calculated according to the difference value change amplitude; A system motion reference baseline vector is calculated according to the trend offset spectrum; The two are combined to construct a net motion acceleration vector, which is used as the particle system state input.
3. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 1, wherein, The velocity and three-dimensional position of the updated virtual particle system comprise: The mapping result of the net acceleration in the screen coordinate system is received; The acceleration is integrated once using the interframe time parameter to obtain a velocity increment; The velocity increment is superimposed with the previous period velocity vector to obtain the current velocity; The displacement increment is obtained by integrating again, and is superimposed with the previous position; The velocity and displacement results are output as the current state of the particle system.
4. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 1, wherein, The adjustment logic of the friction force is as follows: An input variable is constructed according to the current velocity vector modulus of the particle system, the input variable is substituted into a nonlinear function to extract the friction coefficient, and a correction vector opposite to the velocity direction is constructed according to the friction coefficient; The particle system velocity value is updated, and the corrected velocity is output as the physical calculation result.
5. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 1, wherein, The calculation of the visual compensation intensity comprises: The current frame velocity modulus of the particle system is extracted; it is judged whether the set starting threshold is exceeded; If not, exponential decay is performed according to the decay coefficient; If exceeded, the velocity modulus is substituted into the Sigmoid function, and the output value is used as an activation factor superimposed on the current intensity value for particle rendering.
6. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 5, wherein, The superimposition method of the activation factor and the current intensity value comprises: Linear mixing calculation is performed according to the set proportion factor to generate a fused intensity value; The particle depth value controls the transparency distribution, the particle color mapping and the brightness modulation; and the final visual intensity parameter set is output for graphic rendering.
7. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 1, wherein, The constructing three-dimensional particle space and mapping step comprises: A hexagonal close-packed grid is constructed based on the two-dimensional coordinates of the particles, the adjacent particles are connected by edges, and the two-dimensional grid is expanded into a three-dimensional particle array with fixed depth layers; Perspective projection parameters including the viewing angle, focal length and center offset are set, perspective projection conversion is performed on the three-dimensional coordinates, and the particle projection points in the screen coordinate system are generated.
8. The motion-sensing and adaptive visual-compensation-based motion sickness suppression method according to claim 7, wherein, The edge attenuation mechanism comprises: The shortest distance of each particle to the screen boundary is calculated, the particle weight is calculated using an attenuation function, the particle size is scaled according to the weight, the transparency is adjusted, the display attributes of the particle are reconstructed in combination with the particle level and depth information, and the final particle rendering data set is output. It comprises:
9. A motion sickness suppression system based on motion sensing and adaptive visual compensation, running on a mobile terminal device (100), for performing the motion sickness suppression method based on motion sensing and adaptive visual compensation according to any one of claims 1-8, characterized in that, A motion data acquisition and high-precision processing module (11) is used to acquire three-axis data of a linear acceleration sensor, construct a multi-scale acceleration modeling structure, and extract net motion acceleration; An adaptive physical engine module (12) is used to perform velocity and displacement integral calculation of a particle system based on the net acceleration, and construct a nonlinear friction coefficient according to the current velocity size and use it for velocity correction; A visual effect intelligent control module (13) is used to calculate a visual compensation intensity value based on a velocity threshold and a Sigmoid function; A three-dimensional particle system rendering module (14) is used to construct a hexagonal particle space and perform perspective mapping, control the size and transparency of the particles in the edge area of the screen, and output the final particle rendering data set; A screen display (20) is used to superimpose and display the processed particle system as a visual overlay on the screen.