John Carmacks take:
I am skeptical of something like this making an impact for consumer VR, but it should be possible to integrate the sensor input at the OpenXR level, allowing it to work with all apps without needing per-app specialization.
However, it probably doesn’t “solve” motion sickness, because the vestibular system still won’t think you are going forward. The bouncing around motion of walking does have a masking effect that will help some.
Source: https://twitter.com/ID_AA_Carmack/status/1750557236798148613
Why not? Movement is relative, of course, and I'm moving relative to the floor and relative to what I see. What does the vestibular system detect that isn't happening?
Your legs are moving but your head / vestibular system isn’t experiencing acceleration that it expects with those leg movements. Think of it this way, if you are holding a pendulum and take a normal step forward, the pendulum will start to swing. If you take a step forward on the magic floor tiles, your legs move normally but since your body stays in the same place, the pendulum is motionless.
That's also true on a treadmill. I think the bigger problem would be that the world appears to be moving (unlike a treadmill) and you don't feel any acceleration.
But on a threadmill you're going in a straight line and usually at constant speed. A constant speed, you don't have acceleration.
If you actually use a treadmill, or watch motion capture, you’ll see that this isn’t the case. It’s a lot of slight accelerations and decelerations. The variation change from person to person, and more experienced runners are able to minimize them, but they’re still present.
Edit: this study is peripherally related https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8160945/
Isn't that always true? If I pay attention to it, I notice a lot of tiny movements of my head, as I just sit here typing.
"You don't have acceleration" is just talking about the big accelerations from 0 mph to roughly 3 mph to 0 mph, not implying that you're completely motionless as if frozen in ice.
Acceleration is change in velocity and change in time, either can effect the apparent amount of acceleration. The velocity you accelerate to or from is just an implementation detail.
Exactly, you don't have acceleration, and the world around you isn't moving relative to you, so there's no mismatch.
The treadmill shows that performing the walking movements without acceleration doesn't generally cause motion sickness.
You don't get motion sick on a treadmill because you're not wearing a VR headset. There's no forward motion of your head captured with your eyes to mismatch what your vestibular system is feeling.
To add to your point, there is a somewhat unpleasant sensation once you get off the treadmill, i.e., even if you are standing in place, it feels like you are moving forward.
This reminds me of the similar weird sensation of phantom movement after jumping on a trampoline.
This is incorrect. You don’t get motion sick on a treadmill because the small accelerations and decelerations match what your eyes are seeing. There is motion.
I actually do get a bit of motion sickness when I get off a treadmill. It takes me a couple minutes to get my bearings after stopping.
So can I use the Disney system to simulate running on a treadmill?
The simplest thing is air resistance / drag — you can feel yourself moving through air (or any other fluid.)
But a sufficiently-clever mechanical VR system could blow air at you as you move, so let's ignore that one.
Your inner ear is literally an accelerometer. When you accelerate (or rotate your body around relative to a gravitational pull), the liquid in your cochlea sloshes around, and the hairs in it (which aren't just on the bottom surface, but all around the sides and top as well) feel the liquid as it passes by them and build an image of your position and acceleration in space. (It's oddly similar to how the wires in an old-school mercury tilt-switch accelerometer interpret the mercury sloshing around. Just with a lot more pairs of wires!)
Also, you've got an interoceptive sense: your organs are somewhat free to move inside your body; and so, as you experience g-forces, your internal organs continue to move a bit after your body is stopped — and you experience this relative displacement of your organs as a familiar and intuitive "lurching" sensation.
When your inner-ear accelerometer signal fails to cohere with your overall computed sense of motion, you get the feverish-dizzy, lacking-air, mentally-induced-nausea feeling of carsickness.
When your interoceptive signal fails to cohere with your overall computed sense of motion, you get the bad kind of "lurching sensation" — which, if it happens enough times, causes a unique kind of acute "body load" nausea purely localized within the gut (something common among riders of rollercoasters with negative-g-force moments.)
So here's the first thing I thought of: remember those "spaceship" amusement park rides that sat about a dozen people, with the space adventure playing on the front "window", and it tilted front/back and side/side to simulate the effects of acceleration and deceleration.
And I don't think there's any way of actually telling whether you're accelerating or tilting, as long as you keep the forces within a certain limited range?
Which immediately makes me wonder -- what if you put this HoloTile floor on top of a platform that can tilt on both axes? What if the moment it starts to detect you walking forwards, it tilts "uphill" in the direction you're walking? When you suddenly stop walking, it tilts backwards slightly for a split second, then resets to level.
Because this actually matches what our body experiences on a sidewalk -- when we walk forwards we actually tilt our body slightly forwards as we accelerate, and tilt it backwards briefly to stop. (Same as a Segway does, if that's easier to picture.)
So if the floor tilts... would that be good enough to complete the illusion, and send the right signals to the inner ear? Because the liquid in your cochlea is now sloshing around in the right way? The interoception is matching as well?
This is what I'm thinking, yeah. This is Disney, perspective and momentum tricks like this are decades old and pretty well refined by this point. If holotile works out it just gives them another dimension to layer onto the existing tricks to make small linear spaces look and feel just enough like they're large and non-linear to shuffle people through an attraction.
I don't think that would work, your inner ear would still detect the absence of movement.
The part that makes Star Tour work is that your entire body is moved around when the ship is tilted (because you're strapped to your seat). That wouldn't work with a tilting floor, I think.
I almost always put a fan on me in in VR. It helps keep me cool and I use it to know which direction I’m facing.
+1, honestly essential. Allows me to go for hours playing Jet Island
Nit picks from former vestibular researcher :
The vestibules are not the cochlea. The cochlea is responsible for sound. The vestibules are just about the sensation of movement, the structures are called Semicircular canals. You have one is each axis of rotation, more or less (x-y-z)
The hair cells are embedded in a crystal matrix, the otolith. The inertia of the 'heavy' crystal pulls the hair cells (which only look like hair and are not actually hair) and that sends a signal to the brain. Not the liquid. The Spins from drunkenness are due to the change in the density of the liquid in the vestibules (from the additional alcohol) causing a different buoyancy of the otoliths and thereby making the hair cells change resting position.
Only the acceleration, not the position. You can only feel, via these organs, the 2nd derivative of position (0th derivative - position, 1st derivative - velocity, 2nd derivative - acceleration)
This feeling is very unique to people and their lived experiences. Seasickness will subside for most people, and sailors/figure skaters/ballerinas/skateboarders/etc generally have a higher tolerance to motion sickness.
Overall, very good overview! Thank you!
Thank you for taking the time to reply! Comments like yours are why I enjoy reading (and learning from!) HN.
Try running on a treadmill. Very surreal experience at first, not much common with regular running, every sensory cell screaming WTF this is weird and I felt like some cartoon characters when they 'power up' for running.
What you can and should do is to tilt it a bit just to make it more like running, but its still far from regular experience. You body knows, and trust me its not 1 or 2 things that are out of place, its everything.
You can and will get used to it, but never ever it will feel like regular running.
How much does the inner ear accelerate horizontally when you're already moving, though? After you're moving at a set pace, wouldn't almost all the acceleration be up or down, depending on how much "bounce" there is in your gait?
Something like this would happen to me sometimes when I was intoxicated on alcohol and cannabis together (getting crunk, the kids used to say). After achieving a substantial buzz, if I closed my eyes and leaned back deeply in a chair or lay down on my back, I could get this vivid sensation of falling rapidly. Just like going down a steep rollercoaster. As long as I stayed in the sweet spot intoxication-wise, it was a thrilling and pleasurable sensation.
From what I recall, after a few brief moments of exhilaration (that I could maybe relax and focus into in order to prolong), a subconscious awareness that I'm not actually moving takes over, which turns the sensation into pure nausea. Right in the pit of my stomach, like you describe. Sometimes if the nausea passed quickly enough I could open my eyes and sit up, re-center myself, and then induce the effect again. Anyway, kind of relevant in a weird way. The things we do for cheap thrills...
And on that note, I could see potential for some people to get acclimated to this effect of the technology and actually enjoy it as part of the experience.
Movement is relative, momentum is not. Run as fast as you can and then come to a screeching halt where you lean backwards. You can’t do that on treadmill. You might be able to simulate the screech and the lean by moving you on the treadmill, but the rest of your body can feel that relative motion.
Of course you can, just put your feet on the sides instead of on the belt (don’t actually do this, you will absolutely hurt yourself).
You won't lean backwards like you do when stopping from a run because your body has no momentum.
Inertia from the fluids in your ear being sloshed backwards when you move forward.
Think of it like a plumb bob hung inside your skull. Would it be canted forward or back? I don’t think relative to floor matters for that kind of mechanical detection of movement.
Perhaps headsets that manipulate the vestibular system via ultrasonic are in our future.
(a entirely uneducated conjecture)
Unfortunately physics can't be fooled. Your limbs will still move according to the laws of inertia, and when that motion doesn't match your sense of balance your brain will likely be just as confused. But more importantly, you will immediately fall over if your sense of balance doesn't match reality exactly. Then you'd have to be supported by a harness. Obviously constantly being prevented from falling over by leaning on a harness is not going to feel like the natural movement that people want these systems to achieve.
Single-person omnidirectional treadmills for VR already exist, and as far as I know all of them use just such a harness: https://www.virtuix.com/
Yes, I know and I've used several types. They remain extremely niche exactly because they don't achieve anything like the natural walking feel people imagine these systems would provide.
Here's a good overview of omnidirectional treadmills by a VR native.[1] There are schemes with rows of endless belts. Ball bearings. Slippery surfaces. Running while going nowhere can be made to work in VR. At least for people who are somewhat athletic. Note, though, that the Disney demo doesn't show any fast motion.
Useful advice from the VR native: get on platform, harness up, then put on headgear.
[1] https://www.youtube.com/watch?v=NN5RjAW8TV0
They were born… in virtual reality?
I don't know, humans are pretty adaptable. I'm imagining spending a day "running" around in VR and then running in IRL and having all of this unexpected momentum causing me to fall over whenever I want to stop.
Or perhaps it can be solved the same way as going from teleporting-only nonsense to normal joystick movement was - people just got used to it. We can adapt to just about anything if we do it for long enough.
The majority of people did not adapt; and instead are currently assiduously avoiding VR for simulation-sickness reasons until it solves these problems.
(My hypothesis is that the minority of people who did manage to "adapt" to movement in VR, are people who have lived for years with inner-ear problems that have essentially made their vestibular sense deaf.)
Please back up your numbers claim, I'll even take a twitter poll. Especially since we have good evidence that most people adapt to boats.
Says a man clearly in the pocket of Big Boat.
I believe those are called ships.
You don’t need to fully fool the vestibular system. This could be installed in a large room and move users slowly back to center as they approach the edge
I think this is the most likely outcome. Then you get unlimited walking distance and no vestibular drama (or light vestibular drama).
I wonder if it makes you puke if you don't quite move as far as you expected... like each step counts for 3/4ths of a step or something... and then you imperceptibly move backward.
There is an Oculus game Tea for God that had step scaling as an option. It is rooms ale, but every step you take, it moves you 1.25 steps of distance.
I get motion sick easy, but this option doesn’t make me sick.
The characters in "Star Trek" are well aware of the holodeck's limitations. Data can "see" the walls:
https://youtu.be/uWWn0fPbcRs?feature=shared&t=192
B'elanna Torres (and many other characters, mostly Klingon) are notorious for disabling the holodeck safety protocols, because the experience is not "real enough" unless one can actually get hurt:
https://www.youtube.com/watch?v=30TXMZ_TSjk
The awareness of the holodeck experience being fake is so pervasive, that Odo actually believes the real Kira Nerys is a holodeck character:
https://youtu.be/8_nfZGFEm5k?feature=shared&t=82
I think this is the correct direction for AR/XR development (and why I'm a fan of AR as a concept, but not necessarily of VR): rather than trying to imitate a real experience as closely as possible (and then inevitably nose-diving into the uncanny valley), work with the medium and its inherent limitations and just let it be its own thing. We might discover applications we wouldn't dream of, just like the EMH from Voyager eventually rediscovers himself as a real person.
I tried out an experience last night called "SandboxVR" which would be the perfect customer for such a system - you walk into a room equipped with motion-tracker cameras, the staff straps you into VR gear, then you play an immersive video game with your friends. The games are designed so you don't need to move around much, because a flashing red grid appears in your vision if you get too close to the walls; with a moving floor, they could give you a lot more freedom to explore.
Or even just a medium room. Let the user accelerate faster and then the system accelerate slower to start centering then.
From the video it kinda seemed like to people had to walk quite carefully, and it seemed a little awkward. I can't imagine it working well with a headset on your head in a virtual world not being able to see the real world.
Most other VR walking systems, you're strapped in an safe from falling.
its a tiny setup, too small for normal steps. it may be just fine if it were bigger.
and anyway, it probably won't be the final iteration of this. it's just a prototype, a proof-of-concept. people are looking at this like you can go down and buy it today and are writing it off.
That's another thing that I found strange. Why make the version you show the public so tiny, especially if you want to show off multiple people on it. I understand it's a prototype, but surely they can scale it up a bit more to a reasonable size before showing it?
You might as well ask “why show it at all”. If you’re a small research outfit you do demos like this to attract potential clients but Disney has more than enough internal applications for this thing to keep them occupied for a long time.
My cynical view is that an exec was looking at the share price and thought “ahh crap let’s go film some stuff in R&D to reassure people we’ve got the future in hand”. Didn’t matter they hadn’t scaled the thing up, we’re still all talking about it in the top post of HN.
I believe that these sorts of demos/disclosures are intended to be soft job adverts-- They're cultivating a reputation of being not only an innovative R&D lab, but one that allows researchers to (sometimes) share results without being buried under a pile of NDAs. These are both things that potential new hires will likely care about a great deal.
The issue is not motion, the vestibular system cannot measure velocity, only linear acceleration and rotation. The only issue is while you are accelerating in a horizontal direction in VR, but you are not actually acccelerating (remember acceleration is absolute not relative). But I don't expect this will be much of an issue. We don't have a problem speeding up or slowing down on a treadmill.