Virtual Reality

Movement

Virtual reality is far from perfect. Many users, for example, experience simulation (or 'motion') sickness when in VR because of discrepancies between expectation and reality in the eyes, brain and vestibular system. This project consists of research into this phenomenon, collation of methods designed to alleviate such effects, as well as the development of a prototype which demonstrates them.

Read my full research paper


The demonstration centers around smooth character motion, low latency, high framerate and other techniques in order to provide a cohesive software standard for minimising the effects of simulation sickness with a high-persistence, low-density display as seen on the first Oculus Rift development kit.

My prototype is available for download in both Rift-enabled and traditional versions for viewing on a regular display, available for download here:

Demo (Oculus Rift Compatible)

Demo (Non-Oculus)

You can also view a copy of my research notes and conclusion here:

IAP: Research, Documentation and Reflection


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