Explanation
The part of the inner ear responsible for the perception of balance and movement.
Real-world example
What tells you that you are tilting even with your eyes closed.
Practical applications
- Understanding motion sickness: conflict between vision and the vestibular system
- VR design: avoiding movements that create sensory conflict
- Locomotion: choosing techniques that respect the vestibular system
- Simulators: motion platforms that stimulate the vestibular system
The vestibular system and VR
Visuo-vestibular conflict
- The eyes see movement that the body does not feel
- The brain interprets this as poisoning
- Primary cause of VR sickness (cybersickness)
- More frequent in some individuals
Example: A virtual car that accelerates while you are standing still = nausea
Design solutions
- Teleportation rather than continuous locomotion
- Vignetting (FOV reduction) during movement
- Fixed reference point (cockpit, virtual nose)
- User-initiated movement, not forced
Example: Snap turn that rotates in steps rather than smoothly
Vestibular stimulation
- Physical motion platforms
- Galvanic vestibular stimulation (GVS) — experimental
- Fans to simulate the wind of speed
- Flight/driving simulators with real movement
Example: A simulator seat that physically tilts in turns
VR scenario
A developer creates a VR roller coaster game. Testers feel sick because their eyes see intense acceleration that their body does not feel. Solution: they add a visible cockpit (fixed reference), reduce the FOV during turns, and let players control the speed. Nausea drops drastically.
Why it matters in professional VR
- Comfort is mandatory: an experience that makes people sick is a failure
- Informed design: understanding physiology to design better
- Accessibility: some people are more sensitive — offer options
- Technological frontier: stimulating the vestibular system would be the holy grail of immersion

