If you are watching computer-generated
mayhem in the latest action film or scrolling rapidly on your smartphone, you
may start to feel a little off. Maybe it is a dull headache, or dizziness, or
creeping nausea. And no, it is not something you ate. A peculiar side effect of
the 21st century is something called digital motion sickness or cybersickness.
Increasingly common, according to medical and media experts, it causes a person
to feel woozy, as if on a boat on a churning sea, from viewing moving digital
content.
"It is a fundamental problem that has
kind of been swept under the carpet in the tech industry," says Cyriel
Diels, a cognitive psychologist and human factors researcher at Coventry
University's Centre for Mobility and Transport. "It is a natural response to
an unnatural environment."
Digital motion sickness, known in the
medical profession as visually induced motion sickness, stems from a basic
mismatch between sensory inputs, says Steven Rauch, medical director of the
Massachusetts Eye and Ear Balance and Vestibular Center and professor of
otolaryngology at Harvard Medical School. "Your sense of balance is
different than other senses in that it has lots of inputs," he says.
"When those inputs don't agree, that's when you feel dizziness and
nausea."
In traditional motion sickness, the
mismatch occurs because you feel movement in your muscles and joints, as well
as in the intricate coils of your inner ear, but you do not see it. That is why
getting up on the deck of a ship and looking at the horizon helps you to feel
better. But with digital motion sickness, it is the opposite. You see movement
such as the turns and twists shown in a movie or a car chase in a video game
that you do not feel. The result is the same: you may suffer a sensory conflict
that can make you feel queasy.
It can happen to anyone, even if you are
someone who is not prone to motion sickness in cars, boats or aeroplanes.
Various studies indicate that it can affect 50 to 80 per cent of people,
depending on the fidelity of the digital content and how it is presented.
Studies show that women are more
susceptible to the condition than men, as are those with a history of migraines
or concussion. Researchers say that, anecdotally, people with traits associated
with the "Type A" personality such as perfectionism or ambition also
seem to be more vulnerable. Nobody knows exactly why this might be, but one
theory is that people with these traits may also have a tendency to be more
alert and reactive to sensory inputs, similar to people who get migraines.
Often symptoms are subtle. As a result,
many people with digital motion sickness do not quite know what is causing
their discomfort, typically chalking it up to stress, stomach upset, eye strain
or vertigo. None of this is news to the military, which has long known about
the sickness that even seasoned pilots can feel in flight simulators. And the
problem has only worsened as improved simulators have offered better virtual
reality and 3-D imagery.
It is the same sort of mind-bending
artistry that is now pervading television and film, and that even underlies the
way icons seem to float on your smartphone's home screen. Quick cuts, rapid
panning and first-person-view camera angles intensify the effect.
"The idea is to get audiences to feel
like participants in the action rather than outside observers of the
action," says Jonathan Weinstein, a former film producer and now a
professor at the Kanbar Institute for Film and Television at New York
University's Tisch School of the Arts. "It makes viewers more connected to
the story, or it makes them [sick] because in a film there is really no horizon
to look at."
Indeed, there is a website called
MovieHurl.com which rates movies on how likely they are to make a viewer feel
nauseous, and internet forums are full of postings seeking advice on how to
engage with the latest operating systems and interfaces without throwing up.
Apple had to add extra accessibility
settings to its mobile operating system to allow users to tone down the visual
stimuli. And executives at Oculus VR, maker of the much-anticipated
virtual-reality headset Oculus Rift (the company was purchased by Facebook last
year for $2bn), have said that digital motion sickness is one of their biggest
hurdles.
"The more realistic something is, the
more likely you are going to get sick," says Thomas Stoffregen, a
professor of kinesiology at the University of Minnesota, who has carried out
extant research into digital motion sickness. "No one got sick playing
Pac-Man."
Balance specialists say the problem can
often be improved with habituation watching, say, a chaotically cut film or
playing a virtual-reality game in short spurts, just until the onset of mild
symptoms, then recovering and repeating at specified intervals. "People
usually respond well if we have them do it in a very controlled, conservative
way," says Lisa Heusel-Gillig, a physical therapist and neurological
clinical specialist at the Emory Dizziness and Balance Center in Atlanta.
But some experts wonder whether it is a
good idea to train your brain to ignore conflicting sensory stimuli because it
might inhibit your ability to react appropriately in the real world.
"There are certainly concerns, particularly when it comes to long-term
exposure," says Dr Kay Stanney, a human factors researcher in Orlando,
Florida, who consults with the military and businesses about the design and use
of virtual reality and other immersive technologies. Stanney says that her team
has tested more than 1,000 subjects in virtual-reality sessions and has seen that
the magnitude of after-effects can be strong and long-lasting. When study
subjects returned to the real world, they had trouble with visual focusing,
tracking images and hand-to-eye co-ordination.
Stanney says her team also measured a
fundamental shift in people's postural stability. The worry is that a teenager,
after several hours of playing a virtual-reality game, might get behind the
wheel of a car and suffer balance and vision impairments similar to being
drunk. Lengthy viewing of high-definition televisions or scrolling wildly on a
phone might also somehow alter people's sense of equilibrium, making them more
likely to trip and fall. "Long-term studies need to be done to understand
the full impact," Stanney says. "In the military, you can be grounded
for up to 12 hours after a simulator session because they understand that the
after-effects are real."

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