Ergonomic Issues Related to VR and AR Use

Wearable technologies including Virtual Reality (VR) and Augmented Reality (AR) offers immersive experiences into amazing things such as an unique destination, career training, or gaming. This technology has been ramping up in popularity and with that are ergonomic challenges. The primary concerns are motion sickness and eye strain.

 

Motion Sickness:

Motion sickness, or "simulator sickness," has been one of the banes of VR and AR. This phenomenon occurs when the sensory information received by the brain conflicts with what the eyes perceive. In VR and AR environments, the user may experience a discrepancy between the motion they perceive and the physical stillness they feel. This mismatch between perception and reality causes nausea and dizziness. The root cause is known to be attributed to the disconnect between the visual and vestibular systems. When our visual system perceives motion, such as walking through a virtual landscape, but our inner ear senses no corresponding physical movement, the brain becomes confused, resulting in the symptoms of motion sickness.

 

Motion Sickness

To alleviate motion sickness related to AR and VR ergonomic design considerations are taken. Developers focus on reducing latency, optimizing frame rates, and refining tracking accuracy to create a smoother and more coherent experience. The next generation of products will incorporate these improvements to help align the virtual experience with the user's physical sensations. Also, developers are exploring new technology and techniques to combat these ill effects. Examples include the incorporation of static reference points within the virtual environment and utilizing gradual acceleration and deceleration to ease users into movements.

 

Eye Strain

Another major ergonomic issue associated with extended VR and AR use is eye strain. Immersive environments demand great visual focus and often requires users to fixate on a screen that is at a close distance for a prolonged period. This demand can result in visual discomfort, eye fatigue, and ill effects on eye health. The "vergence-accommodation conflict" is a primary contributor to eye strain in VR and AR. In the real world, our eyes adjust their focus (accommodation) based on the distance of an object, while also converging (vergence) to align both eyes' views. In VR and AR, where the virtual object's distance might not match its apparent position, the eyes struggle to find a balance between these two processes.

To counteract eye strain, manufacturers are continuously refining display technologies to mimic natural vision. Varifocal displays, for instance, dynamically adjust the focus distance to match the virtual object's apparent position, reducing the vergence-accommodation conflict. Additionally, advancements in eye-tracking technology allow for foveated rendering, where only the area the user is directly looking at is rendered in high detail, reducing the processing load on the eyes and the overall system.

Promoting frequent breaks during VR and AR sessions also helps alleviate eye strain. Implementing reminders to shift focus, blink regularly, and look at objects in the physical environment can help prevent the negative effects of prolonged near-screen focus.

 

The Future of VR and AR

As VR and AR continue to evolve, addressing these ergonomic challenges becomes more of a collaborative endeavor. Developers, researchers, and designers work together to refine technologies and design principles that prioritize user comfort and well-being. By focusing on reducing motion sickness through improved design and enhancing visual comfort with advancements in display technology, the industry is moving towards a future where extended VR and AR use is not only captivating but also ergonomic. As users become more and more widespread, it is paramount to prioritize their physical well-being and create experiences that are as comfortable as they are captivating.

Allen Yagjian