“…The factors influencing cybersickness are a primary topic of research, and include aspects of the VR stimulus and the individual. Examples of stimulus-based factors that affect sickness include the content (e.g., games, 3D videos [38]), the locomotion interface (e.g., joystick, teleporting [6,8,27,51]), exposure duration [45], and task workload [40]. Examples of individual factors include prior VR experience [10,19,28], motion sickness history [10,25,45], and gender 1 [10,28,45].…”