Since the very first development of virtual reality user interfaces, it has been known that some users suffer physical distress when using VRUIs. The magazine Technology Review described it in the July 1995 issue (p.14): As virtual reality becomes more realistic, increasing instances of simulator sickness -- cold sweats, nausea, vomiting -- are a growing concern. A survey of studies done by the military and NASA over the past 20 years showed that the rates of simulator sickness can be as high as 90%, depending on the simulator. Sega Corp. withdrew its Genesis 16 system after an evaluation of the prototypes showed that 40% of users were experi- encing cybersickness. Some companies have dealt with the problem by making their products less immersive, thus cuing the brain that what it's processing is not real. But that strategy has its drawbacks, too. ``If you adjust too many parameters and too many people get sick it is a bad ride, but if you make the realism factor too low and people don't get sick, then it's also a bad ride,'' says a University of North Carolina scientist. Business Week discussed it in its issue of 10 July 1995 (p.110): Complaints over LSD-like cybersickness "flashbacks" are on the rise, and researchers now think they know what causes them. Simulator sickness occurs when virtual reality creates audio and visual illusions of motion but lacks other physical clues, such as inertia, that the brain expects to encounter. To resolve the conflict the brain opens new neural pathways, which can result in flashbacks hours or even days after the simulation is over. "This is a totally new phenomenon. It may bring new kinds of emotional disturbances and mental illnesses," says McGill University psychologist, who warns, "There could be some big lawsuits looming." New Disadvantage: CyberSick -10, -5, -1 points You are miserable when trying to use a virtual reality user interface. While sick, you cannot use any computer skills, but operate at your default or HT-5, whichever is better. The value of this disadvantage is determined by the speed of its onset. If the nausea only begins after several hours of use, it is a one-point quirk. If it takes affect within an hour, it is worth -5 points. If you are unable to use VRUIs at all because of this reaction, it is worth -10. Flashbacks may also occur 8d hours after use of the VRUI. If so, add -5 points to the value of this disadvantage. Note that as the technology of VRUIs improves, the number of people suffering from this disadvantage will decrease, but its value remains the same.