Abstract
Cybersickness limits the usefulness of virtual reality (VR) for serious games. Multivariate cybersickness prediction has been studied widely, but mostly on tightly controlled stimuli rather than free-play settings. We examined a small set of theory-motivated predictors in a VR fishery-management simulation with 105 participants, recording heart rate variability (HRV), galvanic skin response (GSR), and heart rate (HR), and collecting post-session ratings of cognitive load and session duration. Hierarchical regression on 94 complete cases explained 35.8% of cybersickness variance (R2 = 0.358, F(7,86) = 6.84, p < 0.001). Duration dominated (β = 0.87), followed by cognitive load (β = 0.52) and GSR (β = 0.54); HR was marginal (β = 0.45, p = 0.052); HRV correlated bivariately (r = −0.24) but was attenuated in the multivariate model. Duration, cognitive load, and GSR are candidate inputs for adaptive comfort systems in serious-game VR.
| Original language | English |
|---|---|
| Journal | International Journal of Human-Computer Interaction |
| DOIs | |
| Publication status | Accepted/In press - 2026 |
Keywords
- Virtual reality
- adaptive interfaces
- cybersickness
- human-centered design
- physiological computing
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