The word virtual reality refers to “near-reality”. It is a computer-oriented reality. The experience of reality is made possible through sensory perception. It is the reasoning done by our brain based on sensory information. Virtual reality(VR) is a version of reality and not absolute, which we perceive as real through a virtual reality application. Hence VR presents a computer-generated virtual atmosphere that we can explore in various means.
Technically virtual reality application is used to define a three-dimensional computer-generated environment, which anyone can explore and interact with. It makes use of several gadgets and equipment such as headsets, gloves, omnidirectional treadmills, and goggles. Virtual Reality techniques need to take our physiology into account. The entertainment industry makes maximum use of this technology as people are more interested in innovative technology. Virtual reality applications extend to various fields such as architecture, education, entertainment, sports, arts, and even the military.
The various virtual reality systems share the same traits. They aim to coordinate the brain’s coordinated functioning and eye movements, which makes the virtual environment more exciting and enjoyable.
There are several methods to develop a useful V.R. app with an empowered user experience.
Aim at Physiological Betterment
Virtual reality influences the physiological surroundings. Hence, there are many aspects to be noted as you develop a V R app for the true business value and create an effective user experience.
How can we manage motion sickness?
V R motion actions usually occur when the brain receives various signals about the different movements in the environment around you and how our body reacts. The basic reason is that when you stand still but the virtual environment keeps moving, your brain loses balance. This creates difficulties in the use of V R. Users might experience nausea, dizziness, and other simulator sicknesses. Certain people even might get headaches, eye strain, sweating, etc., while using the V R technology.
However, individuals experience physical difficulties in different manners. It is evident that women are more vulnerable to nausea than men while utilizing V R. Apart from this age, it can also be a deciding factor. Recent studies show that younger users are less prone to V R sickness, whereas the older generation finds it disturbing. On the other hand, it seems that when one develops familiarization with the V R, they are less likely to develop motion sickness.
Influential Elements in V R Motion Sickness
There are too many factors that influence, which are to be considered to be influential while considering V R creation for our organization. If these are not considered properly, it could result in user dissatisfaction.
The initial V R headsets made use of 3-degrees (3DoF) of freedom tracking. The user will be able to look up, down, and to the sides. These 3DoF headsets are perfect for viewing static 360 degrees videos and images. But when the user moves, they feel disoriented, as these headsets are not built for the user to move in a virtual environment.
Along with that, the controller type also adds to motion sickness. This could be avoided by providing controllers to headsets. As these days majority of them have controllers, the issue could be solved.
There is another factor called latency. It is the time taken for the movements to register in the V R app. So, as the display signals are delayed, it creates confusion to the user causing an imbalance. The user eventually will feel that there is no connection or match between the actions and what he or she hears or sees. Hence latency is to be considered a crucial factor in the construction of a V R app.
Eye movement and postural instability are the other factors that should be considered in the construction of a V R app. There occurs a conflict in the brain when the virtual environment moves differently from what the eye expects. The new movement created by the eye to stabilize the virtual reality environment’s movement results in motion sickness. Hence, it should be noted that the movements generated in the V R environment have to be connected to the retina movements, and there should not be any delay in them, which would enable effective functioning of the app and result in customer satisfaction.
As a person’s body experiences new movements in the V R environment, the body will make movements in the real world. This creates instability in posture. When we move forward in a game, for example, we tend to move forward, creating a new condition for the body to balance itself. Such postural instability creates motion sickness. Reducing this instability’s length and time would be the apt way to decrease the disturbance caused to the user.
Above all, motion sickness can be reduced by providing the right headsets and sitting down, which would avoid disorientation.
Understand the Perspective Requirement of the User
If the V R application created does not correspond to the user’s actual height and other aspects experienced in his real world. The user should find many facts compatible in the V R environment, just like in the real world. When we create a V R app, we should be either provide the first-person or third-person perspective. The first-person perspective results in larger head movements, which also results in a longer completion time. However, studies have shown that both perspectives have almost similar effects on users.
We should consider more building the realistic experience that a person has in the real world. When there are disparities between the real world sensory perceptions and the V R environment, the user brain will find it difficult to cope with it. Hence the app should be able manage these disparities to have a better effect on the user’s experience.
Providing an Effective Way of Finding
Motion Cues and VR
Proper visual motion cues are to be provided for the realistic experience of the user. 3D motions are essential for our interactions with the virtual environment. Suppose the sensory perception will result in inconsistent behavior in the virtual environment. There might be issues in comprehending movements. Approaching objects might seem to be receding in such circumstances. These issues should be dealt with while preparing a V R app.
If we present the monocular and binocular cues are presented together than in isolation, the sensitivity seems to be increased. Besides, gaining experience in the V R environment could improve the sensory perceptions.
The design for V R should be ergonomic for the user. The users’ natural movement should be experienced in the V r environment as well. There should be a dynamic interface between the system’s head tracking, motion tracking, eye tracking and hand controllers. The real-world behaviour should be instantly reflected in the virtual platform without any superficial difference. There should be key interactions in those areas where the user’s arms, legs and eyes can reach. Behavioral patterns that people develop in specific environments should be evoked by the navigational information presented in the virtual environment to find their ways.
Sound Effects and Image and Text Scale
It should be noted even to provide sound for the immediate atmosphere. It creates a sense of reality in the VR environment. These limited sound interactions can also create deep and remarkable impacts among the users. On the other hand, apart from sound, care should also be given to the image and text.
The user should not experience a strain over the eyes while seeking images. This should be made possible by detailing the images more vividly and by providing eye-catching text. Simultaneously, comfortable distances should be maintained for focusing so that the user will be able to understand the surrounding with ease.
Enriching the Virtual Environment and Providing a Controlled Experience
Make sure that the virtual environment is of the users’ appeal. The observer should not feel the difference from the real word in even the small interactions he encounters in the V R environment. This will enable the users’ brains to be active and vigilant as in the real world. Besides, it is always important to create a personal space to give a controlled experience to the users. They should be able to control their interactions.
Researches have also shown that nearest interactions create discomfort in the user, reduced with distant interaction. Just as in the real world, they should be given a personal space they consider their comfort zone. The environment should be made transformable based on the interests of the user. User should be able to stand afar, come close to, drop, or pick up things as per his liking. These could make the VR experience way more effective than expected.