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Understanding Cybersickness and Presence in Seated VR: A Foundation for Exploring Therapeutic Applications of Immersive Virtual Environments

Witold Pawełczyk, Dorota Olejarz, Zofia Gaweł, Magdalena Merta, Aleksandra Nowakowska, Magdalena Nowak, Anna Rutkowska, Ladislav Baťalík, Sebastian Rutkowski

2025Journal of Clinical Medicine9 citationsDOIOpen Access PDF

Abstract

Background/Objectives: To assess the spatial presence and impact of an immersive virtual reality (VR) walk on symptoms of cybersickness, emotions, and participant engagement, with the aim of providing insights applicable to future therapeutic VR interventions for individuals with limited mobility. Methods: The experiment involved 30 healthy individuals who used VR headsets while seated on chairs to experience a 360° virtual tour of the Venice Canals in Los Angeles. The effect of immersion was evaluated using the Virtual Reality Sickness Questionnaire (VRSQ) to measure cybersickness symptoms, the International Positive and Negative Affect Schedule-Short Form (I-PANAS-SF) to assess emotions, the Spatial Presence Experience Scale (SPES) to evaluate spatial presence, and the Flow State Scale (FSS) to quantify the flow state. Results: The results indicated that the virtual walk elicited both positive and negative reactions. The increase in eye strain (+0.66), general discomfort (+0.6), and headache (+0.43) was achieved in the VRSQ scale. Despite experiencing nausea and oculomotor symptoms, participants reported a high level of flow (range of scale items from 3.47 to 3.70), suggesting a beneficial impact of immersion on their well-being. Furthermore, the analysis of the I-PANAS-SF results revealed a predominance of positive emotions, indicating a favorable perception of the experience. However, the SPES scores exhibited variability in the perception of spatial presence (mean spatial presence score 3.74, SD 2.06), likely influenced by the characteristics of the visual material used. Conclusions: Overall, the immersive VR walk, despite the potential risk of cybersickness symptoms, as a seated passive exploration still promoted feelings of satisfaction and fulfillment, allowing the participants to actively engage with the virtual environment. These findings suggest that seated VR experiences hold promise as a tool for promoting well-being, but further research is needed to address cybersickness and optimize VR content for therapeutic use in populations with limited mobility.

Topics & Concepts

Virtual realityMedicineImmersion (mathematics)Psychological interventionPerceptionVisual analogue scaleSimulator sicknessScale (ratio)Affect (linguistics)Physical therapyMotion sicknessPsychologyHuman–computer interactionCommunicationComputer sciencePsychiatryPhysicsMathematicsPure mathematicsQuantum mechanicsNeuroscienceVirtual Reality Applications and ImpactsUrban Green Space and HealthFlow Experience in Various Fields
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