The last decade has seen a strong resurgence of virtual reality (VR) and augmented reality (AR) applications, ranging from entertainment to neurorehabilitation. Users of VR headsets, however, often experience motion sickness symptoms, commonly referred to as cybersickness. For developers of immersive content, it is hard to measure in real time users' perceptions of immersion and the quality of experience (QoE) provided by the application. Commonly, subjective testing via questionnaires is used. Moreover, when applied in clinical applications, such as to treat phobias or in neurorehabilitation, it is hard to quantitatively gauge the success of different treatments other than through the use of subjective outcome measures.
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Cassani et al. (2020) studied this question.
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