A Guide to Using VR at USW

After turning on the Meta Quest, you will firstly have to set up the Guardian Boundary System, a vital safety feature designed to help you stay within the boundaries of your play area while you’re immersed in VR. It helps prevent you from bumping into objects in the real world. Setting up a boundary system is vital to proceed with VR usage as content will not be accessible.

After you turn on the headset, you may will be met with a notification that will either:

  1. inform you the boundary has not been found
  2. inform you that you must create a new one.

Select the “create new boundary” option. Then, follow the on screen instructions that will show you how to create your own boundary or, choose a “stationary boundary” that will form a set circle to stand around you.

The boundary will appear to you as a blue circle on the floor and will become visible as a cage the closer you get to it.

Each Meta Quest controller has several buttons and controls:

  • Trigger Button: Located at the front of the controller, this is the primary button for selection and interaction within the virtual environment.
  • Grip Button: Located on the side, this button is often used to grab or hold objects in the virtual environment.
  • Thumbstick: This can be moved in any direction for navigation within the virtual environment. It can also be pressed down like a button for additional interactions.
  • Menu Button: This button is used to open the menu or pause a virtual experience.

Each controller has a wrist strap.

The wrist strap must be fastened so that the controller is secured in your hands at all times. Failure to do this can result in damage to the equipment.

  • Photosensitive users should seek medical advice BEFORE undertaking any usage of VR equipment.
  • Users should always keep both feet on the floor (unless walking or turning). At no time will users be required to use parts of their body not directly connected to a piece University of South Wales USING VR AT USW AN ALL INCLUSIVE GUIDE Meta Quest Safety Centre Meta Quest 2 Safety Intro of VR equipment (hands or head) to participate in an experience.
  • Where practical, all furniture should be cleared from the area of usage to the periphery of the room. ·Users should have a minimum of 2m space in all directions and should not be able to reach the ceiling with their arm and fingers fully extended.
  • Do not use a VR headset outdoors as this may cause irreparable damage to the unit.
  • Avoid colliding the controllers together and avoid any heavy collisions between the controllers and the headset as this may damage onboard cameras and sensors.
  • Nobody should enter the user’s “play-space” or “Guardian” boundary unless expressly permitted by the user. If permitted, the user must remain stationary with arms always lowered to their sides unless directed by the non-user within the boundary or play-space.
  • All active users must remain stationary with arms lowered to their sides immediately if directed by a non-user/supervisor. We recommend agreeing an instruction command word with users before the usage session begins. Avoid choosing the word “STOP”, or any commonly used words within the classroom/subject to avoid confusion.
  • If a user reaches the edge of their play-space or the guardian boundary appears in their display, they should either:
    - Enter passthrough mode where available
    or
    - Lift the visor of the unit (VR headset)
    and return to the centre of their play-space/boundary as soon as possible.
  • Where headsets are tethered (a lead or cable is attached), the cable must be secured above waist height to avoid tripping.
  • Where possible users should always be supervised by a non-user to ensure accidental collisions are avoided, to supervise the safety of the usage space, to monitor users’ time in VR, and to assist if any sickness/injury occurs resulting from VR headset use.
  • We recommend new users limit in-VR time to a maximum of 30 minutes per session with 20 minutes break time between sessions.
  • We recommend experienced users limit in-VR time to a maximum of 1 hour per session with 20 minutes break time between sessions.
  • Users should hydrate between VR sessions.
  • If a user feels dizzy, sick, or begins to sweat excessively during an in-VR session, they should cease usage immediately, remove their VR equipment when it is safe to do so, exit the physical usage environment when appropriate, and rest (rehydrate if necessary). If symptoms persist, users should seek medical advice before additional use.
  • Remember to wipe your headset and controllers with the sanitary wipes after use. DO NOT wipe the lenses on the inside of headset.
  • Power down and return all VR equipment to the charging dock after use.

  • We recommend the user can extend their arms with fingers fully extended in all directions without encountering another object or wall. Where this is not possible, ensure the user is aware of the objects in their vicinity. However, there should be no other users within extended arm’s reach of a user to avoid accidental collision. -Where a user is seated at a desk, ensure the desk is clear of any objects, including computers, monitors, or screens.
  • If a user must be seated during an experience, relocate any additional furniture to the periphery of the room and use swivel chairs without arms where possible to reduce the chance of collision or injury.
  • Ensure the backrest of the chair is in a comfortable, upright position and locked in place to avoid accidental movement or tipping.
  • Where possible, ensure the seat is at a comfortable height for the user so that the user’s knees are bent to approximately 90 degrees and their feet rest comfortably on the floor when seated.

  1. Take breaks: Regularly step out of VR to rest and rehydrate.
  2. Limit session duration: Aim for around an hour of continuous use, followed by a break.
  3. Gradual exposure: Start with shorter sessions and gradually increase.
  4. Choose comfortable experiences: Opt for less intense VR content initially.

VR sickness, also known as virtual reality sickness or cybersickness, occurs when exposure to a virtual environment causes symptoms similar to motion sickness. Here are the common symptoms associated with VR sickness:

  1. Nausea: Feeling queasy or sick.
  2. Dizziness: Sensation of spinning or unsteadiness.
  3. Headaches: Pain or discomfort in the head.
  4. Eye strain: Discomfort or fatigue in the eyes.
  5. Stomach awareness: Increased awareness of stomach sensations.
  6. Vomiting: Actual throwing up.
  7. Pallor: Paleness of the skin.
  8. Sweating: Excessive perspiration.
  9. Fatigue: Feeling tired or drained.
  10. Drowsiness: Sleepiness.
  11. Disorientation: Feeling lost or confused.
  12. Apathy: Lack of interest or enthusiasm.

The Primary Factors

Conflicting Signals: When your brain perceives movement in the virtual environment while your body remains stationary, it creates a disconnect, leading to nausea and other symptoms.

Screen refresh rates: Low refresh rates in VR headsets may contribute to discomfort.

Individual differences: Susceptibility varies among individuals based on factors like gender, age, and familiarity with VR.