Abstract:Cybersickness remains a significant problem that negatively affects the user experience in virtual reality (VR). This study used latent profile analysis (LPA) to explore whether there exist groups of individuals who experience common patterns of cybersickness symptoms. Participants played a VR game for up to 20 minutes. LPA indicated three groups with low, medium, and high overall cybersickness. Further, the groups differed in relative patterns of nausea, disorientation, and oculomotor symptoms. The high cyber… Show more
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