🖱 drag to look around
Optic-flow tunnel (visual signal) Vestibular truth (inset, pinned)

VR Cybersickness: Sensory Conflict Simulator (2D)

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.