VR Motion Dampening for Nausea Reduction

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Solution Overview

Problem

Virtual Reality (VR) systems often induce physiological discomfort such as nausea and headaches due to mismatches between visual and vestibular system inputs, with existing solutions failing to account for individual variability in susceptibility, leading to overly conservative motion limitations that restrict even thrill-seekers.

Innovation Solution

A queasiness management system that uses physiological signals and predictive models to tailor VR imagery to individual users, dynamically adjusting motion dampening factors based on real-time user inputs and previous queasiness states to prevent nausea, allowing for personalized experiences that avoid discomfort while accommodating different sensitivity levels.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Object-affected harmful factors

If motion dampening is applied to reduce visual-vestibular mismatch, then queasiness is reduced, but motion intensity and VR experience quality deteriorate

Engineering Contradiction:
ImprovequeasinessVSAvoidmotion intensity
Core Design Contradiction:
Object-affected harmful factorsVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts the motion dampening factor in real-time based on individual user susceptibility levels and physiological feedback. Users with high susceptibility receive stronger dampening to prevent queasiness, while thrill-seekers with low susceptibility experience minimal dampening, allowing them to maintain high motion intensity and experience quality. This dynamic adaptation resolves the contradiction by making the dampening level variable rather than fixed.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the dampening parameter based on user characteristics and real-time physiological state. By modifying the dampening factor parameter according to individual susceptibility levels, the system optimizes the balance between reducing queasiness and preserving motion intensity, allowing each user to experience appropriate motion levels without unnecessary restrictions.

Inventive Principle:
Principle #35Parameter changes

2Object-affected harmful factors

If uniform motion dampening is applied to all users, then queasiness is reduced for sensitive users, but motion experience is overly restricted for thrill-seekers

Engineering Contradiction:
ImprovequeasinessVSAvoidmotion freedom
Core Design Contradiction:
Object-affected harmful factorsVSEase of operation

Solution Approach 1:

The system applies different dampening characteristics to different user groups based on their susceptibility levels. Sensitive users receive localized strong dampening applied to their specific visual-vestibular mismatch issues, while thrill-seekers receive minimal or no dampening, preserving their motion freedom. This localized approach to different user needs resolves the contradiction between protecting sensitive users and maintaining freedom for others.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system segments users into different susceptibility categories (sensitive, moderate, thrill-seekers) and applies differentiated dampening strategies to each segment. This segmentation allows the system to reduce queasiness for sensitive users without unnecessarily restricting motion freedom for thrill-seekers, as each segment receives tailored treatment appropriate to their characteristics.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If no motion dampening is applied, then motion intensity and VR experience are maintained, but visual-vestibular mismatch causes queasiness

Engineering Contradiction:
Improvemotion intensityVSAvoidqueasiness
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system incorporates physiological feedback mechanisms that monitor user responses in real-time. By detecting signs of queasiness through physiological signals, the system can dynamically adjust the dampening factor to prevent discomfort while preserving motion intensity. This feedback loop resolves the contradiction by applying dampening only when and where needed, rather than uniformly restricting motion for all users.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10088896B2Queasiness management for virtual reality systems
Publication Date: 2018.10.02 DOLBY LABORATORIES LICENSING CORP
  • US10088896B2 patent drawing
  • US10088896B2 patent drawing
  • US10088896B2 patent drawing

AI summary

Input VR imagery is received. Global motions as represented in the input VR imagery relative to a viewer of a virtual reality (VR) application is extracted. A dampening factor is applied to the global motions to generate dampened global motions. VR imagery to be rendered to the viewer at a time point is generated based on the input VR imagery and the dampened global motions.