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

