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Cybersickness Could Spell an Early Death for the Metaverse

60 点作者 bubblehack3r超过 2 年前

23 条评论

disruptiveink超过 2 年前
Metaverse&#x27;s biggest adoption issue is simply going to be its association with Meta&#x2F;Facebook and, to add insult to injury, with Zuckerberg itself. Both the general public and the media have a severe dislike of both Facebook as an institution and Zuckerberg as a person.<p>Honestly bewildering to see Meta push Zuckerberg as the main PR person for the metaverse, do they honestly not know Zuck is extremely uncharismatic and universally hated these days? Or is it simply a &quot;can&#x27;t say no to the boss&quot; situation?<p>They should have just used Instagram&#x2F;Whatsapp&#x27;s branding, get celebrities&#x2F;influencers for PR, ensure Zuck is never seen anywhere close to a VR headset and it could have been a success. Like this, it&#x27;s doomed to be another Google Glass, even if it might be cool in theory&#x2F;practice, no one wants to touch it with a ten-foot pole. By associating it with Zuck, they ensured it&#x27;ll get pooed on for easy Twitter dunks regardless of how good&#x2F;bad it actually is.
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phh超过 2 年前
Even though the subject is real, and has good reasons that it might not be fixable, the article feels very loosely based:<p>The whole experience is based on a precise bespoke VR app. There is no information about it, or the used headset. To be fair that info might be available in the paper, but that&#x27;s still bespoke app we can&#x27;t know the quality of.<p>This quote makes me doubt even more:<p>&gt; “If my iPhone doesn’t load a page instantly, I might grumble about it, but that’s the end of it,” Ringgenberg told The Daily Beast. “If my VR app stutters on me, I might physically get sick. That does keep people away from this technology.”<p>This is perfectly true! When it happens on my oculus quest 2, I immediately feel dizzy. BUT I can count the number of times it happened to me over a hundred hours of play on my fingers. (Notably I can reproduce one IO related freeze in Synthriderz&#x27; Lindsey Stirling Experience)<p>Also, this article doesn&#x27;t mention brain rewiring: if we hand over modern smartphones to the average 2002 computer person, they would have no idea how to use it &quot;where&#x27;s the cursor&quot;, &quot; how do I move windows&quot;, &quot;why is my screen getting junk on its top without my will&quot;, &quot; why isn&#x27;t there a button to switch programs&quot;? We just upgraded our brains to handle that. Same could happen with VR.<p>I&#x27;m definitely not a metaverse advocate, I still fail to see it immersive enough and cheap enough to work, and it requires a huge shift back to actually giving attention (which is ironic considering Facebook killed that attention). But I think the Oculus Quest 2 is an excellent game console (which implies it is not for everyone and that&#x27;s fine)
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lowlevel超过 2 年前
This surprises me that rather than the absurd notion of living in a metaverse, that the main concern the author is citing is motion sickness. For what it&#x27;s worth, and this may not apply to everyone but I&#x27;ve been absolutely unable to play any 3D games since Wolfenstein came out as I get extremely sick and disoriented in under 10 minutes. I&#x27;ve had nothing but a good time with VR however and experience no problems at all even after a couple of hours. That being said I will not be visiting this metaverse.
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ungawatkt超过 2 年前
I didn&#x27;t know &quot;motion sickness&quot; needed a new catchy name, but here we are.<p>That said, yeah, there&#x27;s gonna be a motion sick crowd, it&#x27;s gonna be notably large, and membership at the moment is effectively random (having done a sport with seasickness, sailing, you&#x27;d be surprised who is susceptible to motion sickness despite doing the thing _all the time_).<p>VR is gonna be a tough sell to the masses until this is sorted out more, is my rather non-informed opinion. Complete physical disorientation isn&#x27;t something that happens often day-to-day.
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horsestaple超过 2 年前
I&#x27;ve had many people try my VR headset and people experiencing motion sickness is pretty common. However you can easily train yourself to delay the onset substantially, or even completely cure it. The best thing to do is immediately take off the headset, and orient yourself in the real world until the feeling subsides. Wait at least 10-15 minutes, or even better a full day before trying again, repeat until satisfied with the amount of time you can spend in VR. I&#x27;ve had friends who felt like throwing up after 5 minutes be able to enjoy the experience for hours after a week of this technique. Trying to push through it just makes it worse, and you will develop a psychological barrier or fear which can be very hard to break.
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moron4hire超过 2 年前
By &quot;sick&quot;, the worst cases are feelings of headache, nausea, and dizziness. I&#x27;ve never seen or heard of someone actually throwing up. The most severe cases happen in about 1% of people. It takes actively ignoring growing symptoms and forcing yourself through the experience to get that far.<p>90% of people have no problem at all.<p>The last 9% of people will feel a <i>mild</i> dizziness. If they take it slow, don&#x27;t spend more than 15 minutes in their first time, and ramp up usage, they&#x27;ll be fine.<p>And mostly, this isn&#x27;t a VR problem. The hardware and OS-level features have eliminated large swaths of the causes of sim sickness. The one they can&#x27;t solve is application design.<p>The thing that causes sim sickness in people today is artificial locomotion, moving the virtual view without moving the physical body. Moving users without user input, or accelerated linear movement from joystick input. And the article calls out that the test app used joystick movement. This is well known in the industry to cause issues for a large number of people. Yet the author lets the researcher claim &quot;our environment doesn&#x27;t do anything to cause [simsickness]&quot; without pushback.
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zelos超过 2 年前
&gt; &quot;...indicated that more than 65 percent of people experienced symptoms of cybersickness, and more than one-third of these people experienced severe symptoms.&quot;<p>That sounds about right from my anecdata. I enjoy VR, but I have to treat it like drinking: I know it&#x27;ll make me feel crappy afterwards.
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meltyness超过 2 年前
I&#x27;ve been on-board with the tech since oculus was still presenting a prototype with masking tape all over it. There&#x27;s still a few experiences that will set me off, but it&#x27;s not like there&#x27;s no precedent for flushing this out of the ecosystem, Meta publishes and enforces a long list of detailed software guidelines, all of which are a requirement for being published.<p>The worst is when you&#x27;re facelocked into motion, linear path interpolation into a hard stop without any other cues, that&#x27;s never pleasant.<p>I suspect height dislocations could be odd for some people, and certainly disregarding scale.<p>These are all forms of lack of detail in environments.<p>Trying to manage the &quot;guardian&quot; is likely another source of complication, once you ram your hand into a doorknob, suddenly you have to manage two worlds, a complicated spinning mess, and a real world that can hurt you, that&#x27;s disorienting. I would say their model of sensitivity needs to know how you&#x27;re playing the game.<p>I&#x27;ve driven HL2&#x27;s &quot;Water Hazard&quot; in full, played VR zero-G 6DOF disc soccer, been dropped down an elevator shaft, none of that batted an eyebrow -- even standing up. (well more than the sickness one would deal with sprinting to end a zombie apocalypse, fun sick)
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Ian_Macharia超过 2 年前
Reminds me of cyberpsychosis in Cyberpunk when you have excessive cybernetics&#x2F;chrome
waste_monk超过 2 年前
There have been various incidents such as [1] where epileptic folk have been targeted with media designed to induce seizures. And I understand there are medical conditions that can cause similar seizures with audio stimulus.<p>I wonder if there are any classes of attack that only become possible using VR? that is, some combination of visual&#x2F;audio&#x2F;kinaesthetic inputs that do not occur in the natural world and that would harm a human brain more than a normal induced seizure attack, or affect people who would not normally be susceptible.<p>[1] <a href="https:&#x2F;&#x2F;www.wired.com&#x2F;2008&#x2F;03&#x2F;hackers-assault-epilepsy-patients-via-computer&#x2F;" rel="nofollow">https:&#x2F;&#x2F;www.wired.com&#x2F;2008&#x2F;03&#x2F;hackers-assault-epilepsy-patie...</a>
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MattPalmer1086超过 2 年前
I will definitely not be a VR user. The few times I&#x27;ve tried it has always left me wanting to throw up. I suffer from motion sickness, but not massively in real life. Cars can make me feel a bit sick. Boats definitely. VR was the worst.
qwerty456127超过 2 年前
I think we don&#x27;t really need a metaVERSE but extensive non-mandatory (so attendants would always be given an alternative) meaningful use of VR in education and art still is a thing I feel enthusiastic about.
dncornholio超过 2 年前
I really think VR is not the right medium for this kind of &#x27;game&#x27;. Movement in VR is still being done with teleportation, it&#x27;s just not a natural thing to do.<p>VR is best enjoyed sitting, in cockpit games like racing and flying, that&#x27;s where VR really shines.<p>VR is the reason which got me completely hooked to simracing, which I just couldn&#x27;t enjoy enough doing on a monitor. I did experience some sickness, but it was very brief. Driving in reverse took me some more time to get used to, but eventually all motion sickness dissapeared.
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jlokier超过 2 年前
Something I&#x27;ve really disliked in VR is when near a bush or tree full of leaves which are made of polygons hovering in space, or anything else with similarly zero-thickness objects.<p>It feels like being near a bush of razor blades, and if I have to walk through it, especially with polygons clipping near my face, it feels unpleasantly like close to being cut. I can ignore the feeling but it&#x27;s quite unpleasant.<p>I don&#x27;t get that (much) when looking at the same thing on a screen. Only when it&#x27;s through a headset.
jleyank超过 2 年前
But people might not want to face life with a tablet strapped to their face hiding the real world. AR, like the annotations on various sci-fi movies, strikes me as useful. I can see the world and have various levels of detail and explanation overlaid as desired. Miniaturization and micro networking can&#x2F;will result in glasses that are no more clunky than some styles.<p>This assumes people can properly focus at short range, or that graphics tricks can “fix” the problems of the astigmatic or far-sighted.
ChrisMarshallNY超过 2 年前
I love the illustration.<p>Here&#x27;s a suggested solution: <a href="https:&#x2F;&#x2F;www.penny-arcade.com&#x2F;comic&#x2F;2016&#x2F;06&#x2F;29&#x2F;the-regurgistation" rel="nofollow">https:&#x2F;&#x2F;www.penny-arcade.com&#x2F;comic&#x2F;2016&#x2F;06&#x2F;29&#x2F;the-regurgista...</a>
JoachimS超过 2 年前
The article in a short sentence seems to lump AR and VR together. But has there been any studies on motiion sickess related to AR?<p>I naively think that the fact that the user actually (mostly) see the surroundings would make a difference in this regard.
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Lapsa超过 2 年前
some metaverse classic: <a href="https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=2kGoO1fLCU0" rel="nofollow">https:&#x2F;&#x2F;www.youtube.com&#x2F;watch?v=2kGoO1fLCU0</a>
oneoff786超过 2 年前
I feel like they made up this silly term to click bait off of the recent cyberpunk anime’s cyberpsychosis.
tunap超过 2 年前
I wonder if this could be used to train astronauts for 0g induced motion sickness...?
BLKNSLVR超过 2 年前
The first iteration of what will eventually turn into Cyberbrain Sclerosis.
cwkoss超过 2 年前
stop putting cyber in front of words
MengerSponge超过 2 年前
Oh no who could have seen this coming