“…Given that in most virtual spatial environments, head rotations are both necessary for visual exploration (tracked head rotations being the means of spatial exploration) and a potential source of cybersickness, it seems important to explore the question of their relationship, particularly with regard to visuomotor tasks. Indeed, hand-eye coordination is central to many processes in VR: beyond being the main game-play mechanism of many commercial successes, such as Beatsaber, Half-Life Alyx or The Lab, the use of VR for the evaluation and rehabilitation of visuomotor performance could well prove to be a new tool for cognitive and movement sciences (Carrieri et al, 2016;Choi et al, 2018;Pratviel et al, 2021;David et al, 2022;Grosprêtre et al, 2023), but also for health research and applications, for instance in the case of Parkinson's disease (Eng et al, 2007;Seitz, 2014;Chen et al, 2020;Köster et al, 2021;Lahude et al, 2022). For example, the study of Pratviel & al.…”