Practice VR UX vocabulary: comfort guidelines, motion sickness (simulator sickness, vection), locomotion techniques (teleport vs. smooth movement), and breaking presence concepts.
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Why is maintaining 60fps (or higher) a critical VR comfort guideline?
In VR, visual-vestibular mismatch is the primary cause of motion sickness. When the visual update lags head rotation (due to low fps or high render time), the brain receives conflicting signals — eyes say 'still', inner ear says 'moving' — triggering nausea. Most platforms require 72-90fps minimum.
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What is 'vection' in VR motion sickness terminology?
Vection is the illusion of self-motion created by visual flow — the same sensation you experience sitting in a stationary train while a train next to you moves. In VR, strong vection combined with no physical movement causes simulator sickness.
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What is the difference between 'teleport locomotion' and 'smooth movement' in VR?
Teleport locomotion (point-and-click to a new position) eliminates continuous visual flow that triggers vection, making it comfortable for most users. Smooth locomotion feels more natural but causes discomfort for users susceptible to simulator sickness. Many VR apps offer both.
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What does 'breaking presence' mean in VR UX?
Presence is the core VR experience: the feeling of 'being there'. Anything that reminds users they are in a simulation — tracking glitches, inconsistent physics, mismatched audio, interface elements that look like 2D overlays — breaks presence and reduces immersion quality.
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What is 'simulator sickness' and how does it differ from traditional motion sickness?
Simulator sickness (a form of cybersickness) occurs when the visual system perceives motion but the vestibular system does not — the inverse of traditional motion sickness (car sickness), where the body moves but vision is stationary. Both result from sensory conflict triggering the body's poison response.