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How Long Does It Take to Alleviate Discomfort? A Preliminary Study on Reducing Cybersickness in Novice Users

Published: August 1, 2025 | arXiv ID: 2508.01070v1

By: Zhengxin Zhang , Shufang Qian , Yi Wang and more

Potential Business Impact:

VR sickness gets better with practice, then worse.

Cybersickness significantly impacts the user experience in VR applications. Locomotion tunneling is a widely adopted technique for mitigating cybersickness in susceptible users. However, there is a lack of research investigating the effects of prolonged use of locomotion tunneling among novice users. To fill this gap, we used VRChat as our experimental platform. We recruited 24 novice VR users, defined as participants with no prior experience using immersive virtual environments. We collected five days of data within a one-week period. The results indicated that participants exhibited significant mitigation to cybersickness by Day 4. However, a change in the VR scene on Day 5 led to a notable increase in cybersickness symptoms. Qualitative feedback revealed participant-perceived causes of cybersickness and suggested that the effectiveness of locomotion tunneling was limited in some scenarios. Finally, we discussed the limitations of the study and proposed directions for future research.

Country of Origin
🇨🇳 🇦🇺 🇭🇰 Australia, China, Hong Kong

Page Count
4 pages

Category
Computer Science:
Human-Computer Interaction