--- id: wiki-2026-0508-가상현실-멀미-vr-sickness title: 가상현실 멀미 (VR Sickness) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [VR Sickness, Cybersickness, Motion Sickness in VR] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [vr, ux, perception, motion-sickness, hmd] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: C# framework: Unity/Unreal --- # 가상현실 멀미 (VR Sickness) ## 매 한 줄 > **"매 vestibular (전정) 와 visual (시각) input 의 mismatch 로 발생하는 nausea / disorientation"**. 매 motion sickness 의 inverse — 매 눈은 움직임을 보지만 몸은 정지. 매 90+ FPS, low-latency tracking, comfort locomotion 으로 완화. 매 Quest 3 / Vision Pro 시대에도 여전히 핵심 UX 문제. ## 매 핵심 ### 매 원인 (sensory conflict theory) - **Vection**: 매 visual self-motion 의 인지 (정지한 vestibular 와 conflict). - **Latency**: motion-to-photon >20ms — 매 멀미 유발. - **Frame rate dip**: 90Hz → 60Hz drop 의 즉시 swimming sensation. - **Field of view + speed**: 매 wide FOV + fast translation = 매 worst. - **Postural instability**: 매 head tracking error / drift. ### 매 완화 기법 - **High refresh rate**: 90/120Hz 표준 (Quest 3 = 120Hz, Vision Pro = 90/96Hz). - **Low motion-to-photon latency**: <20ms target. - **Vignette / Tunneling**: 매 turn / locomotion 시 peripheral 차단. - **Teleport locomotion**: 매 smooth movement 의 회피. - **Snap turning**: 30/45° discrete rotation. - **Stable horizon / cockpit**: 매 reference frame 의 제공. - **Comfort rating**: Comfortable / Moderate / Intense — 매 store labeling. ### 매 응용 1. VR game design (Half-Life: Alyx, Beat Saber). 2. Training sim (medical, military, flight). 3. VR therapy 의 조정 (exposure therapy, PTSD). 4. Industrial design review. ## 💻 패턴 ### Unity 의 vignette on locomotion (URP) ```csharp using UnityEngine; using UnityEngine.Rendering.Universal; public class ComfortVignette : MonoBehaviour { [SerializeField] Volume volume; Vignette vignette; public CharacterController player; void Start() { volume.profile.TryGet(out vignette); } void Update() { float speed = player.velocity.magnitude; // 매 빠를수록 매 강한 vignette vignette.intensity.value = Mathf.Clamp01(speed / 5f) * 0.6f; } } ``` ### Snap Turn 구현 ```csharp public class SnapTurn : MonoBehaviour { public float snapAngle = 30f; public Transform xrRig; bool turning; void Update() { float x = Input.GetAxis("RightStickX"); if (Mathf.Abs(x) > 0.7f && !turning) { xrRig.Rotate(0, Mathf.Sign(x) * snapAngle, 0); turning = true; } if (Mathf.Abs(x) < 0.3f) turning = false; } } ``` ### Teleport locomotion (XR Interaction Toolkit) ```csharp // XR Interaction Toolkit 의 TeleportationProvider + TeleportationArea 사용. // 매 thumbstick forward → arc raycast → release → fade-to-black → reposition. public class TeleportFade : MonoBehaviour { public ScreenFader fader; public IEnumerator FadeTeleport(System.Action moveAction) { yield return fader.FadeOut(0.15f); moveAction(); yield return fader.FadeIn(0.15f); } } ``` ### Frame rate budget guard (Unity profiler) ```csharp void Update() { float dt = Time.unscaledDeltaTime; if (dt > 1f / 80f) { // 12.5ms — 90Hz budget 위반 Debug.LogWarning($"Frame {dt*1000:F1}ms — VR comfort risk"); } } ``` ### Stable cockpit reference (vehicle VR) ```csharp // 매 driver 시점 — 매 cockpit 매 항상 보이도록. // 매 strong reference frame 으로 vection 감소. public class CockpitAnchor : MonoBehaviour { public Transform vehicle; void LateUpdate() { transform.position = vehicle.position; transform.rotation = vehicle.rotation; } } ``` ### Async time warp / reprojection (built-in to Quest, Vision Pro) ```csharp // 매 platform 자동 — frame miss 시 last frame 의 reproject. // 매 dev 작업: 매 frame budget 안정 유지로 reproject 발동 X 가 best. ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | 매 first-person locomotion | teleport + comfort vignette | | 매 cockpit (car, plane) | smooth motion OK + stable reference frame | | 매 turning | snap turn (default), smooth turn (option) | | 매 wide FOV + fast | vignette + reduced FOV | | 매 cinematic camera | 매 user-controlled — automated camera 의 X | **기본값**: 매 90Hz+, teleport locomotion, snap turn 30°, comfort vignette, motion-to-photon <20ms. ## 🔗 Graph - 부모: [[Virtual Reality]] · [[Human Factors]] - 변형: [[Cybersickness]] · [[Simulator Sickness]] - 응용: [[VR Game Design]] · [[VR Training]] - Adjacent: [[Vestibular System]] · [[Frame Rate]] · [[Motion-to-Photon Latency]] ## 🤖 LLM 활용 **언제**: VR UX review, comfort rating 추정, locomotion design feedback. **언제 X**: 매 individual susceptibility 진단 — 매 user testing 필수. ## ❌ 안티패턴 - **Cinematic forced camera**: 매 user 통제 X — 즉시 멀미. - **60Hz VR**: 매 사실상 unusable. - **Floating UI head-locked**: 매 head movement 따라 밀착 → vection. - **Acceleration-heavy locomotion**: jerk 의 직접 유발. - **No comfort rating disclosure**: 매 store policy 위반 (Quest, Steam). ## 🧪 검증 / 중복 - Verified (LaViola *3D User Interfaces* 2nd ed. 2017, Meta VR Design Guidelines 2024, Apple visionOS HIG). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — sensory conflict + comfort techniques + Unity patterns |