f8b21af4be
10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
167 lines
5.5 KiB
Markdown
167 lines
5.5 KiB
Markdown
---
|
|
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]]
|
|
- 변형: [[Cybersickness]] · [[Simulator Sickness]]
|
|
|
|
## 🤖 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 |
|