“…80 to 95% [25] will experience some level of disturbance during or after exposure to VR, which tends to negatively affect the user experience [27], [28]. The severity of the adverse effects can be emphasized by numerous factors, such as technological (the type of display, the content watched, the task performed and the duration of the immersive experience [29]), and individual characteristics, such as age, gender, ethnicity, and education level, as defended by several authors [1], [2], [8], [16], [27], [30][31][32][33][34][35][36]. It is common to find "cybersickness" linked to "sense of presence" in literature, mainly due to the typically reported discomfort caused by VR equipment usage, contributing to decreasing the sense of presence.…”