VR Cybersickness: Sensory Conflict Simulator
Interactive 3D model of VR-induced cybersickness: fly a virtual tunnel and watch how field of view, locomotion speed, turn mode and photon-to-motion latency drive the visual-vestibular sensory conflict behind motion sickness in headsets.
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 simulator makes the underlying mechanism visible: a first-person flight down an optic-flow tunnel represents what a student's eyes see, while a small inset gauge shows what their inner ear actually senses. 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 the sensory conflict theory predicts, then flip to snap-turn locomotion to see why nearly every shipped VR app defaults to it.
Fly a first-person 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.
3D · Three.js / WebGL renderer · 60 FPS target · runs fully client-side, no install