Étienne Peillard
IMT Atlantique — Lab-STICC
Virtual reality can provide strong immersion and a compelling sense of presence.
However, VR can also induce discomfort in a significant proportion of users.
Typical symptoms include:
A VR application is not only judged by what it enables, but also by how comfortable it is to use.
Cybersickness refers to a set of discomfort symptoms induced by exposure to virtual environments.
It is closely related to motion sickness, but with an important difference:
| Motion sickness | Cybersickness |
|---|---|
| caused by physical motion | often caused by visually simulated motion |
| example: boat, car | example: VR headset |
In VR
The user may see motion without physically moving.
Common symptoms include:
One of the most widely used tools.
Measures three categories of symptoms:
Participants rate the intensity of several symptoms after exposure.

The most common explanation is the sensory conflict theory.
The brain combines information from:
This mismatch can produce discomfort.
Cybersickness may also appear when users cannot easily stabilize their posture in response to the virtual scene.
Discomfort can emerge when the environment behaves in ways that do not match the user’s action-perception expectations.
The prolonged use of a VR system can cause physical discomfort due to factors such as:
Cybersickness is not caused by a single factor. It usually results from a combination of perceptual, motor, and technical issues.
Several technical parameters strongly affect comfort:
The visual scene should react to the user’s head and body movements in a way that is:
Locomotion design is one of the strongest comfort factors in VR.
| Often more discomfort | Often more comfortable |
|---|---|
| continuous joystick locomotion | teleportation |
| continuous rotation | snap turning |
| abrupt acceleration | smooth acceleration/deceleration |
| camera motion not initiated by the user | user-controlled motion |
Peripheral visual motion can strongly contribute to discomfort.

Dynamic FOV reduction during movement:
This is sometimes called:

Comfort is also influenced by how coherent the virtual world feels.
Potential issues include:
Key idea
If the VR system violates basic perceptual expectations, discomfort is more likely.
Common recommendations for comfortable VR design include:
There is no universal solution
A design choice may help some users and disturb others.
In the TP, you will:
Goal
Understand comfort in VR not only as a theory, but as a design and engineering problem.