VR Cybersickness: Sensory Conflict Simulator (2D)
Interactive 2D pseudo-3D model of VR-induced cybersickness: fly a hand-drawn optic-flow tunnel and watch field of view, locomotion speed, turn mode and photon-to-motion latency drive the visual-vestibular sensory conflict behind motion sickness in headsets, with a live conflict history chart.
Motion sickness in VR headsets — cybersickness — is one of the biggest practical barriers to the immersive classrooms, chemistry labs and anatomy walkthroughs that virtual reality promises for education. This 2D pseudo-3D simulator makes the underlying mechanism visible without any WebGL: a hand-projected optic-flow tunnel represents what a student's eyes see, drawn frame-by-frame with real perspective math (concentric rings receding into the distance, rotated and translated exactly as a first-person VR camera would move), while a small inset gauge shows what their inner ear actually senses and a strip chart tracks the conflict and exposure scores over time. Drag the field-of-view, locomotion-speed, turn-rate and latency sliders — the same four parameters real headset and app designers tune — and watch the live sensory-conflict index and cumulative-risk readout respond exactly as sensory conflict theory predicts; drag the tunnel itself to look around (a real head turn, correctly sensed by the vestibular system) and flip to snap-turn locomotion to see why nearly every shipped VR app defaults to it.
Fly a hand-projected 2D pseudo-3D optic-flow tunnel while a pinned inset gauge shows the vestibular truth, and watch how field of view, locomotion speed, turn mode and photon-to-motion latency drive the visual-vestibular sensory conflict behind VR cybersickness, with a live conflict/exposure history chart and drag-to-look interaction.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install