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VR GLOSSARY
Definition

Cybersickness

Motion sickness caused by immersive technology use

Also known as: VR Sickness, VR Nausea

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Cybersickness

Explanation

Nausea and discomfort caused by the use of immersive technologies, primarily due to the visuo-vestibular conflict between what the eyes see and what the body feels.

Real-world example

Feeling nauseous after playing a VR racing game or experiencing a virtual roller coaster simulator.

Practical applications

  • Prevention by design: avoiding virtual movements not controlled by the user
  • Gradual adaptation: acclimating new users with short sessions
  • Hardware selection: prioritizing headsets with low latency and high frame rate
  • Interface design: integrating stable visual references (cockpit, vignetting)

Understanding cybersickness

Physiological mechanism

  • Conflict between what the eyes see and what the inner ear senses
  • The brain interprets this conflict as potential poisoning
  • Natural response: nausea, sweating, discomfort

Example: You "see" yourself moving forward but your body doesn't "feel" the movement

Aggravating factors

  • High latency (>20ms)
  • Insufficient frame rate (<72 FPS)
  • Forced camera movements
  • Sessions that are too long without breaks

Example: A racing game with third-person view and sharp turns

VR scenario

An employee tries VR for the first time with a roller coaster simulator. Result: 10 minutes of discomfort. Bad first impression. Conversely, a calm, well-designed virtual tour would have created a positive, memorable experience.

Why it matters in professional VR

  • Cybersickness is the number one barrier to VR adoption — a bad experience can permanently turn someone off
  • It is the designer's responsibility to create experiences that are comfortable by default
  • In a workplace setting, never force someone to continue if they feel unwell