Going from point A to point B is relatively simple in real life, but for virtual reality, it is not easy to create an experience that can naturally travel through a 3D environment. VR developers need to prevent users from causing motion sickness, and walking around the user experience (action mechanism) is a problem to be solved.
There have been a series of different solutions for action mechanisms, each of which has its own trade-offs. Ying Wei Wang learned that Google Daydream Lab and Google's other teams are also exploring a solution to try to make the VR action mechanism more comfortable, intuitive and interesting. Google recently introduced Daydream Elements, a series of technology demos that demonstrate the principles and best practices for developing high-quality VR experiences. Now, Google Daydream Lab shared with us their experiences and lessons in the VR action mechanism.
Constant speed
If the action mechanism in VR makes the user's visual and sense of balance conflict, motion sickness will occur. For example, if you see yourself in an accelerated image of space (such as sitting on a roller coaster), but you are actually just sitting quietly in the room, your visual and vestibular systems can be in conflict. One way to mitigate this is to use a constant speed. Although acceleration can lead to more realistic transitions, the constant speed in VR is more comfortable than acceleration.
![](http://i.bosscdn.com/blog/59/37/5d/b620faf~ivr_baidu_autow600~.jpg)
Although the effect of changing the speed in mobile applications is good, the constant speed in the VR experience is more comfortable.
2. Tunneling (fixed around the screen)
Tunneling is a technique used for the first-person action mechanism. It refers to the immovable fixed reference around the picture during the movement, so that the peripheral vision shows a stable grid, only the middle of the picture Or move. This method is like watching the first person in television.
Although television programs and movies include motion picture acceleration, most people do not suffer from motion sickness while watching TV/movies. This may be because television only occupies a small part of your field of view, while peripheral vision is a fixed reference. VR developers can simulate this approach, presenting a visual "tunnel" to the user as they move through the 3D environment. Daydream Labs said that they found that fading in and out of tunneling can avoid distractions. Google has used this method in Google Earth VR and they call it "Comfort Mode"
The comfortable mode in Google Earth VR helps to provide a constant reference frame in your peripheral vision.
3. Transmission
Transmission is a common mechanism of action that allows you to move instantly to a target location. This technique can effectively reduce motion sickness, but it makes it difficult for users to maintain spatial relevance: "Where am I, how did I come here?" Daydream Lab discovered that something subtle can ease the transition and improve spatial correlation. For example, Google Street View on Daydream fades before and after transmission. In addition, when you transfer to a new location, the app will quickly move the entire scene to you, thus conveying directional movement. This effect is called "implied motion." (Implicit movement refers to the movement of an individual as he perceives a static picture.)
![](http://i.bosscdn.com/blog/59/37/5d/b70e7ae~ivr_baidu_autow600~.jpg)
Displaying fade or dissolve transitions during point-to-point transmission creates a suggestive movement.
4. Rotate
If the user is standing or sitting in a swivel chair, designing a VR experience is often tempting. Unfortunately, hardware limitations or physical constraints may not allow a full 360 degree rotation. In order to ensure that the user can freely move in the VR environment, we can give it the ability to rotate in the virtual space. Continuous and animated rotations often cause motion sickness. In contrast, a discrete momentary rotation of about 10-20 degrees is comfortable and provides a sufficient visual environment to maintain the user's sense of direction.
Hopefully this will help you to think about the solution to the mobile mechanism in VR. Ying Weinet will also continue to share with you the latest explorations in the community.
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