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

📅 2025-08-01
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This study investigates the long-term efficacy and contextual boundaries of locomotion tunneling for mitigating cybersickness in novice VR users. A five-day longitudinal experiment was conducted in VRChat, involving 24 VR-naïve participants who completed daily subjective cybersickness assessments and qualitative interviews. Results demonstrate significant symptom reduction by Day 4, confirming short-term adaptation to the technique; however, symptoms markedly rebounded on Day 5 following a virtual environment switch, revealing its sensitivity to environmental instability. This work presents the first systematic characterization of the temporal progression of cybersickness during continuous locomotion tunneling use among novices. It empirically delineates the technique’s effectiveness boundary—namely, its dependence on environmental consistency—and thereby provides evidence-based guidance for VR comfort design and identifies key optimization avenues for locomotion interfaces.

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📝 Abstract
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.
Problem

Research questions and friction points this paper is trying to address.

Investigates cybersickness mitigation in novice VR users
Examines prolonged effects of locomotion tunneling technique
Assesses impact of scene changes on cybersickness symptoms
Innovation

Methods, ideas, or system contributions that make the work stand out.

Used locomotion tunneling to reduce cybersickness
Conducted five-day study with novice VR users
Analyzed VR scene change impact on symptoms
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