eye fatigue and disorientation in early virtual reality

Most Virtual Reality image imaging systems cause conflict between axial convergence because the stereoscopic display does not vary the focal plane. Lags in visual picture processes can also cause conflict between movement sensed by the semicircular ear canals and movement sensed by vision. These inconsistencies can cause eye strain, disconfiguration, and nausea. The extent of these problems is affected by age, gender, and other factors. These problems can be reduced by bit by bit exposing people to Virtual Reality (VR), beginning with very brief sessions and then working up to extended sessions. See pict360.com virtual reality photography as well for additional developments.

Virtual Reality (VR) can function for sports in different ways. First, VR can give enhanced training and instruction for taking part in traditional athletics. Second, VR can improve non-participatory engagement in traditional sports that spans, but is limited to, watching. Third, VR can make possible new virtual elements for traditional sports or entirely new sports within computer animated worlds. Further, Virtual Tours Maplewood, Minnesota has interesting notes about this VR topic.

Virtual Ball also discusses these concepts.

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