Riding the Virtual Rails: My VR Cybersickness Research Journey
Riding the Virtual Rails: My VR Cybersickness Research Journey
The Problem
Virtual Reality is an exciting technology, but many users experience cybersickness - nausea, discomfort, and disorientation when using VR headsets. This limits VR's potential in education, training, and entertainment.
My Research
Under the guidance of Professor Victoria Interrante at the University of Minnesota, I explored how predictive motion cues can reduce cybersickness during VR experiences.
Key Findings
- Early motion warnings significantly reduce discomfort
- Visual anticipation cues help the brain prepare for movement
- Personalized motion prediction improves user experience
Technologies Used
- Unity & Unreal Engine: VR environment development
- Eye-Tracking Sensors: Measuring physiological responses
- Machine Learning: Predicting motion patterns
- Python: Data analysis and visualization
Impact & Recognition
This research earned significant recognition:
š„ First Place - Twin Cities Regional Science Fair š United States Air Force Award - Minnesota State Science Fair šļø Intel ISEF Qualifier - International Science & Engineering Fair š Scholars of Distinction - Minnesota Department of Education
What I Learned
This research taught me:
- The importance of interdisciplinary thinking (combining CS, cognitive science, and UX)
- How to design rigorous experiments
- The value of mentorship and collaboration
- Perseverance in scientific research
Future Directions
I'm excited to continue exploring:
- Adaptive VR systems that learn user preferences
- Real-time cybersickness prediction
- Applications in medical training and education
Interested in VR research or have questions? Feel free to reach out!