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Text replacement - "devices" to "gadgets"
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It comes from the term "sea legs", which refers to a person's ability to maintain balance while on a moving ship or boat.
 
It comes from the term "sea legs", which refers to a person's ability to maintain balance while on a moving ship or boat.
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The concept of VR legs is related to [[Simulator sickness|simulator sickness]]. Since the release to the general public of low-cost VR devices in the 2010s, users and developers have been dealing with this problem, and trying to find ways to overcome it <ref> Urban Dictionary. VR Legs. Retrieved from http://www.urbandictionary.com/define.php?term=VR%20Legs</ref><ref> Silicon Valley Dictionary. VR Legs. Retrieved from http://svdictionary.com/words/vr-legs</ref> (1; 2).
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The concept of VR legs is related to [[Simulator sickness|simulator sickness]]. Since the release to the general public of low-cost VR gadgets in the 2010s, users and developers have been dealing with this problem, and trying to find ways to overcome it <ref> Urban Dictionary. VR Legs. Retrieved from http://www.urbandictionary.com/define.php?term=VR%20Legs</ref><ref> Silicon Valley Dictionary. VR Legs. Retrieved from http://svdictionary.com/words/vr-legs</ref> (1; 2).
    
==VR Legs and simulation sickness==
 
==VR Legs and simulation sickness==
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Although the feeling of nausea can come quickly, when using a HMD, users generally seem to be able to increase the time they are able to use it without feeling sick – in what is called “growing the VR legs”. This is achieved by persisting with the VR game or VR experience that the user got nausea, but doing so in small bits of time, for a while, until he can eventually sit for a long time without getting sick. This way, the maximum amount of sickness felt will get lower with time, even if at first the user might feel that he will never be able to acclimate to the VR <ref name=”4”></ref>.
 
Although the feeling of nausea can come quickly, when using a HMD, users generally seem to be able to increase the time they are able to use it without feeling sick – in what is called “growing the VR legs”. This is achieved by persisting with the VR game or VR experience that the user got nausea, but doing so in small bits of time, for a while, until he can eventually sit for a long time without getting sick. This way, the maximum amount of sickness felt will get lower with time, even if at first the user might feel that he will never be able to acclimate to the VR <ref name=”4”></ref>.
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In online forums, users of VR devices have been sharing their experiences with different VR games and recommendations about how to decrease the [[simulator sickness]], and get their virtual reality legs. Some users advise not to prolong the playtime until the feeling of nausea becomes too uncomfortable. They recommend staying in the virtual environment just a bit after disorientation starts, in order to develop adaptation. Beyond that, a break is suggested. Other tips include ginger tea, or peppermint tea, to help with the nausea. Besides this, it is advised that the users adjust the settings of the gadget and software, like checking if the head tracking is working properly, and if the frames per second (FPS) are good enough for a smooth experience. While some users got their VR legs two weeks after starting using VR devices, others needed a month, or even 5 or 6. This adaptation led to an increase of time spent playing without noticeable side effects. It is also of notice that for different players, games might affect them differently. Also, there are some reports that getting the VR legs isn’t something permanent, with the VR sickness sensitivity increasing in direct relation to the period of time without using the VR equipment <ref name=”5”> Oculus Discussion Forums (2016). How long did it take you to get your “VR legs”? Retrieved from https://forums.oculus.com/vip/discussion/36541/how-long-did-it-take-you-to-get-your-vr-legs</ref><ref name=”6”> Oculus Discussion Forums (2015). Got my VR legs. Retrieved from https://forums.oculus.com/community/discussion/24704/got-my-vr-legs</ref>.
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In online forums, users of VR gadgets have been sharing their experiences with different VR games and recommendations about how to decrease the [[simulator sickness]], and get their virtual reality legs. Some users advise not to prolong the playtime until the feeling of nausea becomes too uncomfortable. They recommend staying in the virtual environment just a bit after disorientation starts, in order to develop adaptation. Beyond that, a break is suggested. Other tips include ginger tea, or peppermint tea, to help with the nausea. Besides this, it is advised that the users adjust the settings of the gadget and software, like checking if the head tracking is working properly, and if the frames per second (FPS) are good enough for a smooth experience. While some users got their VR legs two weeks after starting using VR gadgets, others needed a month, or even 5 or 6. This adaptation led to an increase of time spent playing without noticeable side effects. It is also of notice that for different players, games might affect them differently. Also, there are some reports that getting the VR legs isn’t something permanent, with the VR sickness sensitivity increasing in direct relation to the period of time without using the VR equipment <ref name=”5”> Oculus Discussion Forums (2016). How long did it take you to get your “VR legs”? Retrieved from https://forums.oculus.com/vip/discussion/36541/how-long-did-it-take-you-to-get-your-vr-legs</ref><ref name=”6”> Oculus Discussion Forums (2015). Got my VR legs. Retrieved from https://forums.oculus.com/community/discussion/24704/got-my-vr-legs</ref>.
    
Since VR sickness and adaptation is a young phenomenon, there isn’t a general consensus about how long does it take to most people to acclimate to VR. It is expected that, as VR technology progresses, these problems will be surpassed, since a user should not have any period of sickness in which he has to persist to eventually adapt to the experience <ref name=”7”> VR Talk (2016). How long to get VR legs? Retrieved from http://vrtalk.com/forum/showthread.php?2327-HowLong-to-Get-VR-Legs</ref>.
 
Since VR sickness and adaptation is a young phenomenon, there isn’t a general consensus about how long does it take to most people to acclimate to VR. It is expected that, as VR technology progresses, these problems will be surpassed, since a user should not have any period of sickness in which he has to persist to eventually adapt to the experience <ref name=”7”> VR Talk (2016). How long to get VR legs? Retrieved from http://vrtalk.com/forum/showthread.php?2327-HowLong-to-Get-VR-Legs</ref>.
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==Techniques to improve VR movement==
 
==Techniques to improve VR movement==
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Due to the nature of VR, walking and running often isn’t as comfortable as driving and flying. Movement is an essential part of games and game design, but it has been a challenge to fully overcome the problems of moving in a virtual environment while the body of the user stays still. Due to this, developers have experimented with new locomotion techniques, such has the method of “blinking” from one place to another. Although it is comfortable, this specific method is not the most immersive one <ref name=”8”> Lang, B. (2017). “Freedom Locomotion System” is a comprehensive package for VR movement. Retrieved from http://www.roadtovr.com/freedom-locomotion-system-comprehensive-package-vr-movement/</ref>. Other techniques are being explored and applied so the user can feel immersed in the virtual experience and not be nauseous with its exploration, although there isn’t a global solution for locomotion in VR games. While devices like the omni-directional treadmill Virtuix Omni, or VR parks such as The VOID give a good immersive experience, reducing the sickness side effects, these technologies are still not completely accessible to the average user <ref name=”3”></ref>.
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Due to the nature of VR, walking and running often isn’t as comfortable as driving and flying. Movement is an essential part of games and game design, but it has been a challenge to fully overcome the problems of moving in a virtual environment while the body of the user stays still. Due to this, developers have experimented with new locomotion techniques, such has the method of “blinking” from one place to another. Although it is comfortable, this specific method is not the most immersive one <ref name=”8”> Lang, B. (2017). “Freedom Locomotion System” is a comprehensive package for VR movement. Retrieved from http://www.roadtovr.com/freedom-locomotion-system-comprehensive-package-vr-movement/</ref>. Other techniques are being explored and applied so the user can feel immersed in the virtual experience and not be nauseous with its exploration, although there isn’t a global solution for locomotion in VR games. While gadgets like the omni-directional treadmill Virtuix Omni, or VR parks such as The VOID give a good immersive experience, reducing the sickness side effects, these technologies are still not completely accessible to the average user <ref name=”3”></ref>.
    
One technique is roomscale locomotion, in which the user moves around within a large-scale tracking volume. Oculus and Sony already offer large-scale tracking volumes, but are focusing on a balance between standing and seated gameplay. Another one is to use a vehicle that allows the user to assume a natural sitting position while also reducing the discrepancy between what is seen to what is felt. These cockpits are used in racing or flying games, for example. It’s also possible to use a full vehicle instead of only the cockpit, provided there’s enough space available. As an example, the 2016 title Hover Junkers, by StressLevelZero, is a VR game that enables users to play with the game’s hover boats, as a roomscale vehicle <ref name=”3”></ref>. Teleportation is a technique that addresses some things that induce nausea in VR, like the Yaw stick poison, or when using the right stick of the controller to turn the POV.
 
One technique is roomscale locomotion, in which the user moves around within a large-scale tracking volume. Oculus and Sony already offer large-scale tracking volumes, but are focusing on a balance between standing and seated gameplay. Another one is to use a vehicle that allows the user to assume a natural sitting position while also reducing the discrepancy between what is seen to what is felt. These cockpits are used in racing or flying games, for example. It’s also possible to use a full vehicle instead of only the cockpit, provided there’s enough space available. As an example, the 2016 title Hover Junkers, by StressLevelZero, is a VR game that enables users to play with the game’s hover boats, as a roomscale vehicle <ref name=”3”></ref>. Teleportation is a technique that addresses some things that induce nausea in VR, like the Yaw stick poison, or when using the right stick of the controller to turn the POV.

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