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Riding the Virtual Rails: My VR Cybersickness Research Journey

May 15, 20254 min read4 views
Virtual Reality
Research
Machine Learning
Unity

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:

šŸ„‡ First Place - Twin Cities Regional Science Fair šŸ† United States Air Force Award - Minnesota State Science Fair šŸŽ–ļø Intel ISEF Qualifier - International Science & Engineering Fair 🌟 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!