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cybersickness

Cybersickness is a form of motion sickness precipitated by exposure to immersive digital displays, especially virtual reality (VR). It arises when visual motion cues presented by the display conflict with the body's vestibular and proprioceptive signals, or when sensory processing is taxed by high cognitive load. Cybersickness is also referred to as VR sickness or simulator sickness.

Common contributing factors include latency between head movements and visual update, low frame rates, wide or

Symptoms resemble traditional motion sickness and may include nausea, dizziness, headache, eyestrain, fatigue, sweating, and disorientation.

Cybersickness is assessed mainly in research and usability contexts using questionnaires such as the Simulator Sickness

Management emphasizes gradual acclimation, breaks, and hardware or software adjustments: higher refresh rates, lower latency, reduced

unstable
fields
of
view,
and
mismatches
between
self-motion
and
optic
flow.
Teleportation
or
vignetting
can
reduce
effects.
Individual
susceptibility
varies
and
may
be
influenced
by
prior
motion
sickness
history,
age,
migraines,
vestibular
disorders,
and
fatigue.
Onset
is
often
during
exposure,
usually
within
minutes,
and
symptoms
can
linger
briefly
after
removal
from
the
display.
Questionnaire
(SSQ)
or
Virtual
Reality
Sickness
Questionnaire
(VRSQ).
It
is
not
a
clinical
diagnosis,
but
severe
or
persistent
symptoms
warrant
cessation
of
exposure
and
medical
advice
as
needed.
Risk
factors
include
gender
differences
reported
in
some
studies,
prior
sickness
history,
vestibular
issues,
and
longer
or
more
intense
sessions.
FOV
during
intense
motion,
stable
locomotion
methods,
and
comfort
settings.
Preventive
design
and
user
education
are
key
to
reducing
cybersickness
in
VR
and
related
technologies.