3 solutions for Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR
for Investors
Why we are working over VR sickness?
Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR. Symptoms are similar to those of motion sickness, including nausea, disorientation, pallor, headaches, sweating and even vomiting. It’s widely thought that this is caused by a conflict taking place within the brain. Visual and auditory sensory inputs tell the brain that person is moving through space, whereas your inner ear doesn’t detect the corresponding motion. Similarly to motion sickness, the ‘area postrema’ in the brain senses this conflict, assumes that a person is hallucinating after accidentally ingesting a neurotoxin and tells it's body to eject the offending substance post-haste.
Proofs and publications proving above issue:
Symptoms described in publications: tiredness, drowsiness, nausea, disorientation, postural instability, sweating, headaches, eye strain, and sometimes even vomiting (Burdea & Coiffet, 2003; Davis, Nesbitt, & Nalivaiko, 2014; LaViola, 2000).
The issue is complex as there can be variability between individual responses to the stimuli, the type of technology used and the overall design of the virtual environment, and the tasks performed (Davis, Nesbitt, & Nalivaiko, 2015; Johnson, 2005)
As Vinson and colleagues (2012) state: “Cybersickness is essentially a barrier to both adoption and production of VR technologies” (p. 69).
There are a significant number of studies examining cybersickness in virtual environments (Robert S. Kennedy, Stanney, & Dunlap, 2000; LaViola, 2000; Stanney & Hash, 1998; Vinson et al., 2012).
Currently solving the problem is to take a break from using the VR when symptoms arise or just before them and to come back after symptoms are gone. What stops gamers or drone users from their activities.
We have been working over 3 possible, independent but combinable solutions below:

Solution I
Method: The perceptual display methodology created in such way to calm down the brain intention to act on the visual and inner ear signals discrepancy. It changes the way the brain is taking the read of the image restoring coherence. It's a change in a way motion is displayed
Stage: This methodology is at preliminary testing stage with some preliminary results
Advantage: It completely non invasive method with simple implementation for anybody building VR device. Very simple to adopt and requiring either a standard hardware mod or software mod for use.
Solution II
Method: A new indication for existing drugs use (OTC)
Stage: This methodology is after preliminary testing stage with very positive results (on 4 different drugs), promising combinations of so far existing/ OTC drugs" so called "combo drugs"
Advantage: OTC - ready for final testing stage


Solution III
Method: Extra stimuli to eliminate sickness effect
Stage: This solution is currently in the stage of preparation for the preliminary testing. It have already been consulted with specialists in fields to therapy and medicine who has confirmed it's feasibility
Advantage: This approach is way before what every other has been done before as it combines solutions based on all senses that has never been conducted before
Market
500 milion users
by end of 2025 it is estimated to sell over 500 million VR devices
Device Market
The Virtual Reality market is expected to grow from USD 7.9 billion in 2018 to USD 44.7 billion by 2024
Entire Value
Virtual Reality is expected to generate $150 billion in revenue by end of 2020
CAGR
Compound Annual Growth Rate of 33.5% during the forecast period by 2024

Investement spend plan
Most spent is required for legal services (patents and I.P. restrictions) and people (specialists for the product development):
to take on board new members and start paying existing team for their work as it is now being achieved mostly voluntarily
to pay the programmers for coding and software improvement before it starts to sell (it might required some tweaking before the gaming platform will accept the code)
Other costs will involve:
Solution I - preparing the offer for the VR devices manufacturers (after patenting)
Milestones: Patenting (within a 1 month), go out with the demo and the offer for adopters (within 3-6 months)
Solution II - preparing the offer for the OTC drugs manufacturers and for the Pharmaceutical industry (patenting advice is required if could be panted prior)
Milestones: (patent advise ASAP and patenting within 1 month), going out with the offer for OTC (patent depending but achievable within 1 month)
Solution III - work over preparation of all stages of methodology development and preliminary testing. Fees to the hypnosis specialists and later patenting.
Milestones: hypnosis / auto-hypnosis program (3-6 months), programming (3-6 months), preliminary testing (1-3 months), patenting (1 month), going out with the offer (1-3 months)
Who We Are
Team of 2.
An engineer and a medical doctor, working over this issue designing a solution that can be easily implemented


What We Do
3 solutions for Virtual-reality sickness (also known as cybersickness) is a side-effect experienced by some when using VR
Current development stage brought us to 3 independent but mergeable and / or combainable solutions:
Solution I. The perceptual display methodology created in such way to calm down the brain intention to act on the visual and inner ear signals discrepancy. It changes the way the brain is taking the read of the image. It's a change in a way motion is displayed
Solution II. A new indication for existing drugs use (OTC's)
Solution III. Extra stimuli to eliminate sickness effect

"Big results require big ambitions"
Heraclitus

