“…Researchers studying cybersickness have sought to understand its causes (Keshavarz et al, 2014;Chang et al, 2020;Stanney et al, 2020), develop measurement instruments (Davis et al, 2014;Chang et al, 2020), and identify possible mitigations (Kim et al, 2008;Nie et al, 2019;Jasper et al, 2020). However, existing research on causes of cybersickness frequently focuses on the hardware systems, e.g., latency or field of view, or on the dynamics of the imagery, e.g., with VR games rated Comfortable, Moderate, and Intense by Oculus (Fernandes and Feiner, 2016).…”