New adaptive VR system uses AI to predict and prevent cybersickness

Despite various mitigation strategies, most existing methods rely on static adjustments that fail to account for individual differences in sensitivity to cybersickness. Some traditional approaches include FoV restriction, which limits peripheral vision to reduce motion conflicts but at the cost of immersion.


CO-EDP, VisionRICO-EDP, VisionRI | Updated: 12-02-2025 17:05 IST | Created: 12-02-2025 17:05 IST
New adaptive VR system uses AI to predict and prevent cybersickness
Representative Image. Credit: ChatGPT

Virtual Reality (VR) is revolutionizing digital interaction, offering immersive experiences across gaming, education, and healthcare. However, one persistent issue threatens its widespread adoption - cybersickness. This condition, similar to motion sickness, affects up to 80% of first-time VR users, causing nausea, dizziness, and disorientation, often forcing users to limit or abandon VR experiences. Despite technological advancements, static mitigation techniques fail to adapt in real-time to users’ discomfort, making the VR experience unpredictable and often unpleasant.

A recent study, "Dynamic Cybersickness Mitigation via Adaptive FFR and FoV Adjustments", authored by Ananth N. Ramaseri-Chandra and Hassan Reza from the University of North Dakota and Turtle Mountain College, proposes a novel solution. The research introduces an AI-powered adaptive system that dynamically adjusts Foveated Rendering (FFR) and Field of View (FoV) based on real-time machine learning (ML) predictions of cybersickness levels. Submitted in arXiv, the study demonstrates how this approach enhances user comfort without compromising VR performance, paving the way for a more inclusive and immersive VR experience.

The challenge of cybersickness in VR

Cybersickness remains a major usability barrier in VR, preventing many users from fully engaging with virtual environments. Unlike traditional motion sickness, which is triggered by physical movement, cybersickness results from a mismatch between visual motion and the body's sense of balance. This sensory conflict disrupts equilibrium, leading to headaches, dizziness, nausea, and eye strain. Such discomfort often forces users to abandon VR sessions prematurely, limiting their ability to interact with digital spaces for extended periods.

Despite various mitigation strategies, most existing methods rely on static adjustments that fail to account for individual differences in sensitivity to cybersickness. Some traditional approaches include FoV restriction, which limits peripheral vision to reduce motion conflicts but at the cost of immersion. Another widely used technique is Foveated Rendering (FFR), which enhances rendering performance by prioritizing visual clarity at the center of the user’s gaze while reducing resolution in peripheral areas. Other approaches, such as snap turning and artificial horizon stabilization, attempt to minimize the impact of rotational movement. However, these solutions remain fixed throughout the VR session and do not respond dynamically to the user’s changing comfort levels. Without adaptive adjustments, users must either tolerate discomfort or stop using VR altogether.

AI-powered adaptive system: A new approach to mitigation

To address these limitations, the study introduces an AI-driven adaptive system capable of predicting cybersickness in real-time and adjusting VR parameters dynamically. Unlike fixed mitigation techniques, this system continuously monitors user movement data and makes adjustments before discomfort escalates. The goal is to create a VR experience that remains comfortable over extended periods while preserving immersion and performance.

The system operates through three interconnected stages. First, it collects real-time head-tracking and kinematic data from the VR headset, including movement speed, acceleration, and direction. This data is then analyzed using a Random Forest machine learning model, which predicts the likelihood of cybersickness based on user behavior patterns. Finally, if the system detects an increasing risk of discomfort, it automatically modifies FoV and FFR settings to stabilize the user’s experience. By adjusting these parameters only when necessary, the system ensures optimal comfort without compromising immersion.

A key feature of this adaptive system is its ability to function as a closed-loop feedback mechanism. Instead of applying predefined settings, the AI model learns from continuous user input, refining its predictions and modifications over time. This approach allows users to experience VR for longer durations without experiencing significant discomfort, making immersive applications more accessible and enjoyable.

Performance and effectiveness of the AI model

To validate the effectiveness of their adaptive system, the researchers conducted simulations using an Oculus Quest 2 VR headset, paired with a high-performance computing setup featuring an NVIDIA 4090 GPU and an Intel Core i9 CPU. The VR environment was built using Unity Engine 2022LTS, integrating real-time data processing to enable seamless system adjustments.

The machine learning model was trained on data from 14 participants, who interacted with VR environments while their head movements were continuously tracked. Various kinematic metrics - such as velocity, acceleration, angular velocity, and jerk - were analyzed to determine their relationship with cybersickness onset. The Random Forest model demonstrated exceptional accuracy in predicting cybersickness likelihood, achieving an R² score of 0.9742, indicating strong predictive capabilities.

In practice, the system proved to be highly effective at reducing cybersickness symptoms. Participants who used the adaptive system reported lower scores on the Virtual Reality Sickness Questionnaire (VRSQ) compared to those using traditional static mitigation methods. Importantly, the adaptive adjustments did not detract from the immersive experience; instead, users reported maintained or even enhanced engagement levels due to the improved comfort. Additionally, system performance remained stable, ensuring that real-time adjustments did not introduce latency or negatively impact the VR rendering process.

Future implications and challenges

This research presents a major advancement in making VR experiences more accessible by offering a personalized, AI-driven approach to cybersickness mitigation. As VR continues to expand into fields such as gaming, healthcare, education, and training, addressing cybersickness will be crucial for ensuring widespread adoption. By integrating machine learning-based real-time adjustments, this system provides a tailored VR experience that adapts to different users' sensitivity levels, allowing them to stay in virtual environments without discomfort.

However, despite its promising results, the study also acknowledges key challenges and areas for improvement. One major concern is computational load, as real-time ML-based adjustments require significant processing power. While the system performed well on high-end hardware, lower-end VR headsets may struggle to implement these adaptive changes efficiently. Future research will need to optimize the model for lightweight execution to ensure broader accessibility.

Another challenge is scalability across various VR applications. While the system was tested in controlled VR settings, its adaptability to fast-paced gaming, training simulations, or social VR platforms remains to be explored. Different VR experiences may require different adjustment thresholds, meaning further refinements will be needed to fine-tune the AI’s response in diverse environments. Additionally, individual variability in cybersickness susceptibility poses another hurdle. Factors such as age, prior motion sickness history, and VR experience levels influence how users react to virtual movement. Expanding the training dataset to include a wider demographic range will be essential for improving the system’s generalizability.

Despite these challenges, AI-driven adaptive cybersickness mitigation represents a groundbreaking step in VR development. As VR technology becomes increasingly embedded in everyday life, personalized systems that prioritize user comfort will be instrumental in shaping the future of immersive digital interactions. This research highlights the transformative role of machine learning in user-centric VR design, ensuring that cybersickness no longer remains a barrier to widespread adoption.

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